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  • Recovery Time by Mike Glaze
  • Shorthanded Skate Options by Tom Nesbitt
  • Home Ice Advantage by Ron Nesbitt
  • Opponent Against system Kent Lundahl
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  • Offside by Mike Glaze
    Offsides

    Just Before each pull of the Action Deck, roll 20 sided die. If 19, or 20 results, Offsides occurs, Faceoff in Neutral zone. If 18 or less, proceed normally.


    Two Line Pass by Mike Glaze
    2 Line Pass

    For every Action Deck reading of "PASSING (A-I)", roll 20 sided die first. If 19, or 20 results, 2 Line Pass infraction occurs. If 18 or less proceed normally. If infraction occurs, roll 20 sided die again. 1-10, Faceoff in defensive zone. 11-20, Faceoff in neutral zone. All J,K,L passes proceed normally. (Do not check for 2 Line Pass


    Injury Chart/Speedy Recoveries by Mike Glaze
    With kudo's to Rob Gallamore for the original Injury Chart, I have 
    added the Speedy Recoveries portion. (injury chart is on page one)

    INJURY CHART / SPEEDY RECOVERIES By Rob Gallamore/Mike Glaze - Based on 82 game season. When an injury occurs roll the 20 sided dice. 1-10 there is an injury to the home team and 11-20 an injury to the visiting team. Then roll the six sided die to see who is injured. 1- Center 2- Right Wing 3- Left Wing 4- Left Defense 5- Right Defense 6- Goalie. Next look at the games played of the injured player and follow the chart below Games played --- length of injury Activation Number 80+ games - injured for duration of game only None 75-79 gp - injured for 1 game None 70-74 gp - injured for 3 games 6 65-69 gp - injured for 6 games 3 60-64 gp - injured for 8 games 2 55-59 gp - injured for 11 games 1 50-54 gp - injured for 13 games 1 45-49 gp - injured for 16 games 1 40-44 gp - injured for 18 games 1 0-40 gp - injured for 20 games 1 As you know, professional players often times make speedier than normal recoveries from their injuries. To simulate this, follow the procedure below. The "Activation Numbers" were arrived at by dividing 20(max number of games injured) by the original number of games injured, and rounding all numbers down to a whole number. After each game served on the injured list that a player is not "active", check to see if he becomes "active" by rolling one 20 sided die. If the number rolled is less than or equal to his "activation number", that player is now "active" but not yet ready to suit up. Once a player is active (but still injured), after each game check to see if that player makes a speedy recovery. Divide 20 by the actual games left to serve on this injury. Round All numbers down to a whole number. This is his "recovery number". Roll 20 sided die, and if the result is less than or equal to his "recovery number", the player makes a speedy recovery and is now healthy and eligible to suit up. A player may not become "active" and make a speedy recovery at the same time. He must become active, serve another game on the injured list, then he may make a speedy recovery. All players, with the exception of players who played 80+ games, must serve at least 1 game on the injured list. In reality, all players who played 0-74 games will serve at least 2 games on the injured list. They will serve one game, then possibly become active, serve at least one more game on the injured list, then possibly become healthy, thus alleviating themselves of further injury time. EXAMPLE: A player is injured for 11 games After one game served on the injured list, and after every game thereafter that he does not become "active", roll 20 sided die. If the result is 1, he is now "active", yet still injured. Once "active", after each succeeding game served on the injured list, divide 20 by the actual number of games left to serve on the injury. This is his "recovery number". Roll 20 sided die. If the result is less than or equal to his "recovery number", he has made a speedy recovery and is now healthy and eligible to suit up. Gm # Served Gms Left Activation # Recovery # 1 10 1 None 2 9 1 2 (if active) 3 8 1 2 " 4 7 1 2 " 5 6 1 3 " 6 5 1 4 " 7 4 1 5 " 8 3 1 6 " 9 2 1 10 " 10 1 None 20 " 11 0 None None If this player becomes active after the 9th game, he would automatically become healthy after the 10th game, since his recovery number is 20, thus missing the 11th game on the injured list. Mike


    Skating to increase offense when Penalty Killing

    I found in the leagues I played in, there were rarely any shorthanded 
    goals. So in our leagues, we did the following:
    
    - 1 successful skate: outside shot
    - 2 successful skates: inside shot
    - 3 successful skates: breakaway
    
    IMPORTANT!!: We used to deduct by 2 the skating factor after each 
    skate. For example, if a player had a 1-14 skating factor, the first 
    skate would be 1-14, the second 1-12, and the third would be 1-10.
    
    We found this add a little more offensive to the penalty killing 
    team.
    
    

    Shorthanded Skater by Ron Nesbitt
    SHORTHANDED SKATING RULE MODIFICATION
    	
    
    	If a player skates successfully three times, he gets an inside shot, BUT :
    a)	losing the puck on the first skate results in inside shot for opponent;
    b)	losing puck on second shot results in outside shot with  options for opponent;
    c)	losing on third skate is a turnover;  PP team must take card to get puck back up ice.
    
    Also, I cut the last skate down to one space on the timer, excluding split deck references.  Otherwise, a player can  kill a whole minute by doing this.  
    
    By using this, some players who technically did not score SHG may get them. But, this can also result in rebound chances for that 1-7(2) type player, and I think this adds a nice visualized dimension to the game. Picture an Aucoin, a Ninnimaa, or a Coffey roaring up ice, letting go a wicked slapper, and having the hard-driving Draper, Buchberger, or Messier firing in the big goal. 
    
    
    
    

    Home Ice Advantage by Ron Nesbitt
    HOME ICE ADVANTAGE, PART ONE/ Intimidation Possession After playing hockey since season one, it strikes me that the number of powerplays/ game is still too low. So, use this simple rule, which also adds a bit to being at home: On the FIRST "lose to opponent" reading of any period except overtime, simply roll a 20-sided die: a) When home team has puck, on a roll of 1-15- - opponent defense 11. On roll of 16-20, lose to opponent. You could also use a faceoff in neutral zone at this point, if desired, perhaps simulating an offside or puck being shot into stands. b) When visiting team has puck, on a roll of 1-10- - opponent defense 11. On roll of 11-20, lose puck to opponent, or a faceoff. Intimidation Possession: This is simple: on any successful intimidation, roll a 20-sided die (pick split card): 1-10: intimidating player controls puck 11-20: loose puck; use split deck. I find this rule realistic because the' hitter' sometimes goes down, pins the 'hittee' against the boards, or the puck still squirts free to a trailer for a shot. Sometimes, the big hit can even lead to a chance at the other end, right?

    INJURIES THROUGH INTIMIDATION
    By Kent Lundahl:
    Like many others I have looked for a way to incorporate more injuries into Strat-O-Matic Hockey then the one Split Card that Strat has incorporated. Through that process the idea for injuries from intimidation opportunities got developed. Here is how it goes, anytime an intimidation opportunity occurs were a player has a double- digit intimidation rating (10-15), he has the potential to cause an injury to the opponent being intimidated. If the player chooses to intimidate and draws a Split Card with Intimidation that falls within his range there is a possible injury to the player intimidated. Therefore, lets say that Donald Brashear (1-12, AA) has an intimidation chance on Peter Bondra (1-5, B). If Brashear draws an 11 intimidation he successfully takes the puck away and causes a possible injury to Bondra. To determine the extent of the injury utilize either a homemade injury chart or if using the Strat Injury section take whatever number of periods/games are listed on the Split Card regardless of position and team. This tip also carries well into Gord Franklin's "Goon Rule". With the Brashear and Bondra example, Brashear falls into the category of "Goon" and if declared as such could take all intimidation possibilities on his given shift. Therefore, whether Brashear was successful or not on the intimidation, if the Caps have a player on the ice with a C to AA penalty rating they could declare a fight with Brashear for taking a run at Bondra. This would include Bondra himself if he were not injured on the intimidation, therefore, check for injury prior to any declaration of a fight. If take away or fails to take away puck possible penalty occurs, check for penalties on Super Advanced Penalty Chart and if any matching five- minute majors are called assume that the fight occurred without a fight being declared. If matching majors are not called the option to declare a fight remains open. Furthermore, if a fight is declared there is the potential for an instigating minor and a 10-minute misconduct to the player that declared the fight. My resolve for instigator is a Split Card draw:

    Penalty Rating No Penalty Instigator Penalty
    AA	1-8	9-20	
    A	1-10	11-20	
    B	1-12	13-20	
    C	1-14	15-20	
    
    Also keep in mind that two majors in a game result in a 10-minute misconduct and three majors in one game result in a game misconduct. .... stay tuned , more to come in the months ahead.


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