Gitch's Strat-o-matic Home Page / Drop me your suggestions

STRAT HOCKEY PLAYING TIPS

What is here?

KENT LUNDHAHL IDEAS

  • All of Kent's ideas , 55 pages! Great stuff.

  • Forechecking system and more by Kent
  • Strat Modified Breakaway rules
  • Loose pucks and other thoughts
  • Opponent Against System
  • Injuries through intimidation
  • Alternative Rebound chart (word format)

    LAST MINUTE/ EMPTY NET GOALS

  • Last minute offense and defense Howe League
  • Empty net goals Gordie Howe League
  • Late Penalty Rulesby Gord Franklin

    SHORTHANDED

  • Penalty Killing/ Empty Net by Gord Franklin
  • Referees rule by Gord Franklin
  • Skating when shorthanded by Gord Franklin

    MISCELLANEOUS

  • Blocked Shots by Rob Gallamore
  • Preferred triggerman by Gord Franklin
  • Faceoff tie up rule by Gord Franklin
  • Faceoff Additions by Gord Franklin
  • Sleeper play by Gord Franklin
  • Left Wing lock by Gord Franklin
  • Goon Rule by Gord Franklin
  • In the crease rule by Gord Franklin
  • winners of fights by Gord Franklin

  • Home Ice Advantage by John McTernan
  • 0-0 Defense by John McTernan

    MORE HOCKEY IDEAS ..page two

  • Offside by Mike Glaze
  • Two line pass by Mike Glaze
  • Recovery time by Mike Glaze
  • Home Ice Advantage by Tom Nesbitt
  • Shorthanded Skate by Tom Nesbitt

    GORD FRANKLIN HOCKEY IDEAS
    --- page three

  • If you have a playing tip that you use that you would like to share please send to Rob Gallamore and I will do my best to post it . Thanks.


    Home Ice Advantage by John McTernan
    One of many great things about the basketball game, is it's built in home court advantage. For those that don't know, the basketball game also runs on action deck. I believe the home court advantage is said to be 6-8 points a game. It gives the home team more and better quality scoring opportunities, while at the same teiting team. I've come up with a way to incorporate that into the hockey game. It's very simple, doesn't destroy the action deck, and is totally optional. The process takes about 3 minutes to set up. Go into the action deck and pull out the following 7 action deck cards, and using a highlighter, highlight sections mentioned below.. OFFENSE 1 Lose Puck inside shot for any player. OFFENSE 2 Home Team Lose Puck, outside shot only for LW Home Team Lose Puck, outside shot only for RW Home Team Lose Puck outside shot only for C Home Team Lose Puck Inside shot for any player Home Team Lose Puck Possible Breakaway OFFENSE 3 (only one of two cards) Lose Puck Possible Breakaway Shuffle the cards, and put them back in the deck, and your ready to go. When these cards come into play and the Home team has the puck in the appropriate offense, disregard the "Lose Puck" and give the shot opportunity to the home team. Example: Home team has the puck, and Lose Puck Possible Breakaway is drawn. Disregard he Lose Puck, and accept Possible Breakaway instead. If these cards come into play and the visiting team has the puck, proceed normally. As you can see, what this does is not only take an excellent scoring opportunity away from the visiting team, but turns it around, and gives it to the home team. I think it really puts the crowd, and the deck behind the home team. John McTernan
    0-0 Defense by John McTernan
    I've got a playing tip I've been using for about 10 years. It's my 0-0. It's a way for a team to really go into a shell and try to protect a lead. It's very simple. If a coach goes into a 0-0, you continue to read from the 1-0 action deck. You do however make the following adjustments. All skaters on the ice for BOTH teams have their offensive, breakaway, and penetration ratings reduced by one. If for some reason both coaches go into a 0-0, then reduce the ratings by 2. The rationale behind my madness is this. A team going into a 0-0 is laying back and not taking any offensive initiative, hence their -1. for offensive (rebound chances) breakaway, and penetration. Defensively by laying back, they have 5 skaters back to cut down on a breakaway, and 5 back to impede penetration and rebound chances.
    FORECHECKING by Rob Gallamore
    Whenever a defenseman has the puck and a reading of opponent defense 5 or 6 is on the action card a players forechecking ability comes into play. If one of the opposing winger or centermen has BOTH 20 assists and 50 penalty minutes on his card, he takes the puck away from the defenseman. That player then has an outside shot. If the puck is not forechecked, the defenseman has an outside shot.

    Example:RD Rob Blake has the puck and the action card reads opponent defense 6. The opposite winger for the RD is the left winger. Let us pretend Fedorov is at center and Shanahan at left wing. Fedorov's card reads 35 assists/22 pm. Shanahan reads 37 assists/105 pm. Fedorov does not have both a minimum of 20 assists and 50 penalty minutes (he is short on pm) so he does not forecheck the puck off of Blake. But Shanahan has enough assists and penalty minues so Shanahan forechecks Blake and has an outside shot. Shanahan can now penetrate against Blake , shoot or pass. Back to the top


    BLOCKING SHOTS by Rob Gallamore
    Designate one defensemen from each team as a shot blocker or use the stats from www.nhl.com to find the best shot blocker from each team. Whenever a goalie rating occurs roll a team may choose to block the shot. Do do so roll two dice. If the dice reads a 3 the shot maybe blocked by your defenseman. Roll another die. If it is a 1-4, the shot is blocked. If it is a 5-6 the defenseman screens the goaltender attempting to block the shot and it is a goal.

    Example: Pavel Bure has an inside shot. He rolls a 6 and gets a goalie rating. The Vancouver coach has Mattias Ohlund on the ice and he is their designated shot blocker. Vancouver decides to try and block the shot. He rolls two dice and it is a 3. He then rolls one die and rolls a 4. The shot is blocked by Ohlund and he has control. Back to the top


    4 on 4 OVERTIME CARDS
    You need a bit more excitement in your 4 on 4 overtime to match those games on tv. Try putting these 8 plays on recipe cards and use these cards for your 4 on 4 overtime . By Rob Gallamore

    Scramble the cards and use as an action deck. My overtimes have definitely been spruced up because of the increase in offense in overtime.

    Back to the top


    Back to the top

    Strat Hockey Passing Chart

    Originated by Carl Wilkerson and refined by Judy Goldberg


    Assist Shorthanded   Powerplay  
    Rating EVEN inside inside/int
    1 1 1-5 1 2-8
    2 1-3 1-7 1-3 4-10
    3 1-5 1-9 1-5 6-12
    4 1-7 1-11 1-7 8-14
    5 1-7 1-11 1-7 8-14
    6 1-8 1-12 1-8 9-15
    7 1-8 1-12 1-8 9-15
    8 1-9 1-13 1-9 10-16
    9 1-9 1-13 1-9 10-16
    10 1-10 1-14 1-10 11-17
    11 1-10 1-14 1-10 11-17
    12+ 1-11 1-15 1-11 12-18

    
    Here is the passing chart I spoke of before.Instead of picking a card
    you roll the 20 sided dice. You look at the players assist rating and
    then check to see if the dice roll falls inside the range for an inside shot.
    E.g. Teppo Nummenin's assist rating is a 3. If he goes to make a pass and rolls a 10-20 
    he loses the puck (see chart below, roll for possession). 
    If he rolls a 1-9 it is an inside shot for a teammate (see chart below and roll to see who receives pass).
    
    Inside shot:
    1-2 inside shot for any player
    3-8 inside shot for C(lw)
    9-14 inside shot for RW(c)
    15-20 inside shot for LW(rw)
    
    Lose puck to :
    1 Lose to RD (only if 3 on 3 or 4 on 4 otherwise inside shot anyone)
    2 Lose to LD (only if 3 on 3 or 4 on 4 otherwise inside shot anyone)
    3 Lose to RD
    4 Lose to LD
    5-8 Lose to C
    9-12 Lose to RW
    13-16 Lsoe to LW
    17-18 Lose to opponent
    19-20 Lose to any D player
    
    **Inside shot /intimidation
    1-8 inside shot for any player I-opp
    9-12 inside shot C(lw) I-RD
    13-16 inside shot  for RW(c) I-LD
    17-20 inside shot LW(rw) I-RD(ld)
    
    
    Rule Variation-** If the passer is working against a 4 rated defensive player , subtract two from the pass rating.
    
    

    THE EXPLANATION OF THE WILKERSON-GOLDBERG CHART
    A while back someone posted a message saying the Goldberg passing chart
    decreases scoring
    chances. This is not true, in fact, the opposite is true, .It encourages
    scoring somewhat in that your top passers who have assist ratings of 8 or
    more are far better passers than your usual JKL guys. I wanted to write
    earlier but didnt have the time.By the way the original chart was devised
    by a man named Curt Wilkerson I believe. Judy only modified his chart.  
    ======================================================
    As Judy stated to me :
    Passing J occurs 38% of the time in the split deck in 5 on 5  passing
    situations.
    Passing K occurs 48% of the time in the split deck.
    Passing L occurs 58% of the time in the split deck. 
    =====================================================
    
    HOW THE PASSING CHART HELPS:
    W.Gretzky , JKL passer, boxed assist is 10 . On the Goldberg chart he would
    have a successful
    pass on 70 % of his passes. This is better than the strat pass rating of
    58% and a quality pass like Gretzky is  well worth the increase. 
    ==============================
    Taking a look at the players of Ottawa for example:
    
    --Yashin ,JKL passer , boxed assist is 6. On the Goldberg chart he would
    have a successful
    pass on 60% of his passes. Pretty well same as Strat .
    
    --Prospal, JKL passer, boxed assist is 4. On the Goldberg chart he would be
    successful on 
    55% of his passes. Pretty well same as Strat.
    
    -Alfredsson, JKL passer, boxed assist is 6. On the Goldberg chart he would
    be successful on 
    60% of his passes. Pretty well same as Strat.
    
    --Laukkanen, JK passer, boxed assist is 3. On the Goldberg chart he would
    be successful on 
    45% of his passes. Pretty well same as Strat.
    
    -McEachern, JK passer, boxed assist is 3. On the Goldberg chart he would be
    successful on 
    45% of his passes. Pretty well same as Strat.
    
    -Dackell, JK passer, boxed assist is 2 . On the Goldberg chart he would
    have a successful
    pass on 35% of his passes. This one is a bit low. 
    
    -Redden, J passer, boxed assist is 2. On the Goldberg chart he would be
    successful on 
    35% of his passes. Pretty well same as Strat.
    
    -York, J passer, boxed assist is 2 . On the Goldberg chart he would have a
    successful
    pass on 35% of his passes. Pretty well same as Strat. 
    
    
    
    Back to the top
    ACTUAL PLAYING TIME
    By Rob Gallamore.....
    I agree 100% with Gord on players now must be restricted to their actual
    ice time to gain
    any sort of realism. First, I surely hope Strat adds that ice time to the
    cards. Secondly, I have been trying to come up with a system that will be
    easy to use .  This suggestion might be a good one for draft leagues:
    
    This is by no means perfect but might be a start . How about : 
    1- round off all playing minutes for players to a multiple of 5
    2- Play 4 lines for all 3 periods .  Change defense with each line change.
    Essentially 5 minute blocks.
    3- Design road instructions for all three periods with the players minutes
    (now rounded to multiple of five)
    fitting into those 5 minute blocks. E.g. V.Bure has 16 minutes played in
    real life. round off to 15 . He can play 3 five minute blocks (or 1 per
    period)during the game.  Dismiss pp and sh situations for now.
    Kelly Chase has 6 minutes of playing time. Round that off to 5 and he only
    gets 1 five minute shift during the course of the game.
    
    If no penalties are called players stick to their actual number of minutes.
    Not a perfect system but maybe a start.....at least much better than having
    kelly Chase play the full game in a 3 line system.
    
    
    To incorporate PP and SH situations. It seems NHL teams average about 3-4
    pp situations a game. I dont have the stats in front of me (someone may
    want to check), but I believe it is 3 which is 6 minutes per game. 
    4- If you want to incorporate PP and SH situations, assume that each team
    will get 5 minutes of PP and SH time each game and fill your draft league
    sheet out with that in mind. E.g. Bure - if he is on the powerplay , he
    will get 2 regular shifts and 1 powerplay shift. During course of the game
    , only use the 1 powerplay unit
    rather than Strats suggested 2. Over the course of a full year you may get
    only 1 pp chance in one game and maybe 4 in another game. I think things
    would even out over the course of the year.
    
    Again not perfect, but a start . I included 2 lineups below. The one that
    incorporated PP/SH times looks more realistic.
    
    E.g. (my draft league team....Without PP)
    Period 1....mp beside player and rounded off 
    Kariya,25- WEight,20 Jagr,25  Sydor,20  Ohlund,25
    Naslund,20  Messier,20 Mogilny,20  Harmlik,25, Lummme, 25
    Bertuzzi,20 Walker,15  Marshall,15  Matvichuk,20  Aucoin,25
    Rheaume,15  Scatchard,15  Doan,15  Harmlik, Ohlund
    Period 2
    Kariya, WEight, Jagr, Sydor, Ohlund
    Naslund, Messier, Mogilny, Harmlik, Lumme
    Bertuzzi, Walker, Marshall, Matvichuk, Aucoin
    Kariya, Messier, Jagr, Sydor, Aucoin
    
    Period 3
    Kariya, WEight, Jagr, Sydor, Ohlund
    Naslund, Messier, Mogilny, Harmlik, Lumme
    Naslund, Walker, Mogilny, Matvichuk, Aucoin
    Kariya, Weight , Jagr, Harmlik, Aucoin
    
    
    WITH PP/SH SITUATIONS MENTIONED ABOVE   ***** This looks more realistic.
    
    E.g. (my draft league team)
    Period 1....mp beside player and rounded off 
    Kariya,25- WEight,20 Jagr,25  Sydor,20  Ohlund,25
    Naslund,20  Messier,20 Mogilny,20  Harmlik,25, Lummme, 25
    Bertuzzi,20 Walker,15  Marshall,15  Matvichuk,20  Aucoin,25
    Rheaume,15  Scatchard,15  Doan,15  Harmlik, Ohlund
    
    Period 2
    Kariya, WEight, Jagr, Sydor, Ohlund
    Naslund, Messier, Mogilny, Harmlik, Lumme
    Bertuzzi, Walker, Marshall, Matvichuk, Aucoin
    Rheaume, Messier, Doan, Sydor, Lumme
    
    Period 3
    Kariya, WEight, Jagr, Sydor, Ohlund
    Naslund, Messier, Mogilny, Harmlik, Lumme
    Naslund, Walker, Mogilny, Matvichuk, Aucoin
    Kariya, Weight , Jagr, Harmlik, Aucoin
    
    PP- Kariya, Weight, Jagr, Sydor, Aucoin
    SH- Scatchard, Marshall, Matvichuk, Ohlund
    
    Other instructions to follow
    
    
    
    Back to the top <
    IN THE CREASE
    By Gord Franklin.......
    IN the Crease Rule today Rob! Keep track of your splits & goalie rating
    chances for both teams. Every time you reach a 7th chance[both team
    totals 7 14 21 etc] & if you score on this chance;check for in the
    crease. Roll 1 six sided: 1-2 =LW 3-4=C 5-6= RW, Now roll a 20 sided& if
    the roll is in the players Int rating range, he is deemed in the crease!
    
    Back to the top
    WINNERS OF FIGHTS
    By Gord Franklin ...
    We also resolve fights with the winner 's teammates adding 1 to their Int for the remainder of the period. Simple method of resolve: 1 six sided each guy, A must beat AA by 1 to draw, B must win roll by 2 to draw etc. Back to the top
    INJURY CHART
    By Rob Gallamore - 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
    80+ games - injured for duration of game only
    75-79 gp - injured for 1 game
    70-74 gp - injured for 3 games
    65-69 gp - injured for 6 games
    60-64 gp - injured for 8 games
    55-59 gp - injured for 11 games
    50-54 gp - inured for 13 games
    45-49 gp - injured for 16 games
    40-44 gp - injured for 18 games
    0-40 gp - injured for 20 games


    INJURY RULE
    ANOTHER INJURY CHART SUGGESTION by Gord Franklin
    I take the actual games missed, divide by 4, multiply by 7 then divide again by 3.3. We check 3 players every game by numbering the players on the scoresheet 1-20. roll 20 die 3 times for player to check. then roll20 sided again & however times it takes to roll over his injury # this is how many games he misses! If a player gets injured from the normal strat injury version during the game , he is put on the "end of Game" injury checklist automatically.It gets really fun & interesting! Back to the top
    EMPTY NET GOALS
    By Gordie Howe Hockey League
    Consider any save(x)- (e.g. x-ld) to be an empty net goal along with goalie ratings.
    OVERTIME PENALTIES
    By Gordie Howe Hockey League
    In overtime any reading of opponent defense 11 should be changed to opponent defense 12 to reflect the lack of penalties called in overtime

    Variation- Any reading of opponent defense 7-11 that results in a penalty should be changed to takes away puck rather than a penalty. Overtime penalties can only be called on intimidation fouls.


    TIMEOUTS
    By Rob Gallamore
    Since strat says you cannot change your offensive strategies until a faceoff timeouts could be used. Teams are allowed one timeout during the game when they have possession of the puck. The team can then change their players or offense or defense mode. Play resumes with a faceoff at center ice
    Back to the top
    PENALTY KILLING/ EMPTY NET
    Penalty Killing/Empty Net by G.Franklin
    IF a shorthanded team achieves two consecutive successful skates , then it gets an outside shot option. However, an unsuccessful skate can result in a possible breakaway (a split of 19) or a Passing L opportunity (a split of 20) for an opponent.

    Use the same rule when a team has pulled a goalie for an extra attacker. Then, the defending team can use the skates to get an outside shot on an empty net. Back to the top


    REFEREE RULE
    Referee Rule by G.Franklin
    First choose a referee for your game.

    The referee rating can come into play on Opponent Defense 9,10,11.
    If the situation calls for your referee's rating roll a 20 sided die. If the roll falls within the ref's range (see below) there is no penalty

    Group One- Strict refs- Opponent defense 11
    Don Koharski (none)
    Dave Jackson (1-3)
    Dan Marouelli (1-5)
    Kerry Fraser (1-6)
    Lance Roberts (1-7)

    Group Two- Liberal refs- Opponent defense 10, 11
    Terry Gregson (1-5)
    Mike McGeough (1-6)
    Andy Van Hellemond (1-7) - no longer active
    Mark Faucette (1-8)
    Don Van Mossenhoven (1-9)

    Group Three- Lenient refs- Opponent defense 9-11
    Steve Walkom (1-9)
    Bill McCreary (1-10)
    Paul Stewart (1-11)
    Richard Trottier (1-12)
    Paul Devorski (1-14)
    Back to the top


    ALTERNATE PASSING RULES
    Alternate Passing Rules- G.Franklin

    The passers are an interesting subject. When players with no passing j can find the inside shot result on the split card, it feels a little cheap. But , they do have to connect sometimes, Imean they are NHL'ers! THey could probably solve the differential in passers if they used the boxed assist rating as a range& put some passes [2nd assist type] on the Beukeboom type passing columns.[outside shot for- kind of thing]. they could encourage more outside shooting in the offensive zone[ point shots etc] that would lead to tips& screens.this would help with the stats regarding assists. In some situations, I would like to see a player be able to make the extra pass in tight. Gretz& Larionov & Leetch would do this, where MacInnis& Gartner& Richer would shoot. Some players would do a bit of both,like Karyia& Yzerman& Sundin. The defense column where a player takes away the puck for an inside shot is where this could be employed. We do it on opp. defense 2.Then the option is to shoot or use the passing column, changing the letters to numbers& rolling 2 6 sided. It helps a little.


    PREFERRED TRIGGERMAN
    Preferred Triggerman....by Gordon Franklin

    I have an add that I call the Preferred triggerman. When you get a breakaway& have to use the bracketed player because the original player was in control, you may opt to turn the breakaway into a 2 on 1. I have a chart- roll boxed assist rating:bwky original player:; over boxed assist rating to Defenseman's defense rating subtracted from 17-roll a 20 sided: 1-10,bracketed player may take bwky shot or pass for inside. 11-20 bracketed player must take inside shot now. If the defenseman breaks up the play[ 1st 20 sided roll]& it is due to his defense rating[?-16] he may counter attack with a pass off his columns; 17-19 :He simply picks an action card. 20= a series of results :roll 20 sided again: 1-5= offside; 6-10=player holds puck too long outside shot;11-15=pass misses -loose puck;16-19="D" makes great play faceoff corner;20=puck hits d'man's skate goalie rating. I devised this when I Had Vancouver &Craven cenered Bure. Craven had 8 goals but passing L. It made sense to me when I remember seeing Gretz waiting for Kurri in these situations sometimes; & Pierre Turgeon doing it in Buffalo! It helps the passers & shooters& offers the risk & reward for these ballsy ,slick playmakers.

    I also add this chance for the trapped defenseman. He may Intimidate the original player in control so as to keep him from joining the bwky. This becomes an interesting decision also! could get a penalty;[obstruction is called in our league] ! Basically the defenseman trapped is the common sense choice,like Breakaway C [LW]- obviously the def. RD pinched & missed.- Gordon Franklin Back to the top


    LAST MINUTE OFFENSE/DEFENSE
    By Gordie Howe Hockey League * In the last two minutes (3 cards left) when a FACEOFF occurs each team is allowed to put out any 5 players of your choice.- Gordie Howe Classic Hockey League

    Back to the top


    OVERTIME PENALTIES
    Overtime Penalties * During OT , if a reading of penalty 7-11 comes up , ignore penalty and have player take puck away. This is to simulate how in real life a referee will put his whistle in his pocket - Gordie Howe Classic Hockey League

    Back to the top


    FACEOFF TIE UP RULE
    by Gord Franklin * Teams want their big stars (Gretzky,Lemieux) to get the puck off the draw and not to be tied up .

    Back to the top


    SKATING WHEN SHORTHANDED
    by Gord Franklin
  • on the skating for a shot -shorthanded; 2 skates=outside shot -only! [3 SKATES= OUTSIDE SHOT]
  • 3 skates for the straight outside shot.Except ,on opponent def.12-14 after icing where the player takes away the puck;then 1 skate outside only,2 skates for outsider Back to the top
    SLEEPER PLAY RULE
    by Gord Franklin . Coach declares a single player to be sleeper (guy who hangs out beyond blue line looking for breakaway pass) for a particular shift.

    Back to the top


    PLAYERS PLAYING TIME
    by Gord Franklin

    For as many games of SOM Hockey as I've played, there really is only one
    aspect of the game that pets my peeve: the line change system. 
    
    Although I don't relish the thought of a lot of additional bookkeeping
    with "minutes played for each player", I'm more willing to try it as
    time goes on. There must be a way to have lines cycle in and out for
    more than the one big "action card shift", resulting in your key players
    on the ice only once per period (for normal shifts).
    
    Any home-brewed systems out there for having the line changes get a
    little closer to reality?
    
    One system is this :
    - change lines every six cards (4 minutes)
    - keep track of minutes played by players
    - use Faceoff's web site for players minutes played 
    http://www.land-sports.com
    
    - players only play the amount of minutes allowed.
    - half shifts (3 cards) are only 2 minutes long . Could also alter other (4,5 cards=3 minutes)
    and (1,2 cards=1 minute)
     Back to the top 
    
    LEFT WING LOCK
    by Gord Franklin

    We've come up with a system of loaning defense points to linemates if & only if you employ 1 forechecker[1/1,2/1] in our league; to compensate for the lack of insight towards teams that employ the trap & left wing lock.Andreychuk could play with MacLean& become a 2;while MacLean would go down to a 3;if they play 2/1. Andreychuk would use a prototype 2 defense column.MacLean a 3 typical column.That is how we get around this problem.....Gord Franklin

    Back to the top
    LATE PENALTY RULE
    BY Gord Franklin
    Most referees tend to "put the whistle in their pockets" at the end of a game, or in overtime. If a penalty chance occurs with 4 or less cards remaining in the third period or anytime in OT:
    1) roll the 20 sided dice/pick split card:
    1-5 Read All Penalties as Normal
    6-20 No Penalty

    2) if OPP DEF 7-11 occurs resulting in a possible penalty AND a "NO PENALTY" has been established, read: TAKES AWAY PUCK HAS OUTSIDE SHOT ONLY

    if intimidation reading occurs resulting in a possible penalty AND a "NO PENALTY" has been established, intimidating player has control of puck Back to the top



    REALISTIC ICE TIME PROPOSAL
    By Rob Gallamore
    Looking over rosters it appears the average ice time for teams seems something along these lines. 
    All teams really vary but this might be a starting point. 
    FORWARDS 
    First line- 20 minutes in strat terms ...30 cards/10 per period 
    Second line- 18 minutes in strat terms ...28 cards/ 9 per period 
    Third line- 14 minutes in strat terms ...22 cards/ 7 per period 
    Fourth line - 8 minutes in strat terms ...13 cards/ 4 per period 
    DEFENSE 
    First pair - 24 minutes in strat terms ...36 cards/12 per period 
    Second pair - 20 minutes in strat terms....30 cards/ 10 per period 
    Third Pair - 16 minutes in strat terms....25 cards/ 8 per period 
    
    You must factor in 8 penalties a game (10,154 penalties last year in the NHL divided by 1230 games).
     8 penalties would be 16 minutes or 24 cards to be divided up. So 4 on the powerplay and 4 on the PK 
    
    
    Here is where I hit a brick wall :))) Any math scholars out there ? :) 
    I would think the first line and the second line would each play on 2 powerplays each game 
    or that would be 4 extra minutes or 6 cards extra each game. So whack off 2 cards each period for those lines. 
    For penalty killing I would use the third line and the first line . So whack off 2 cards each period for those lines. 
    The fourth line rarely plays on the PK or PP so they should be guaranteed those 4 cards per period. 
    So things would look like this when we subtract PP and PK cards: 
    FORWARDS 
    First line- 20 minutes in strat terms ...30 cards/6 per period 
    Second line- 18 minutes in strat terms ...28 cards/ 7 per period 
    Third line- 14 minutes in strat terms ...22 cards/ 5 per period 
    Fourth line - 8 minutes in strat terms ...13 cards/ 4 per period 
    DEFENSE 
    First pair - 24 minutes in strat terms ...36 cards/8 per period 
    Second pair - 20 minutes in strat terms....30 cards/ 6 per period 
    Third Pair - 16 minutes in strat terms....25 cards/ 8 per period 
    
    The result is that we have taken off 8 cards for powerplays. Those 8 cards should 
    be added in evenly for all lines to take into account the randomness of penalties. 
    The results would be this for a replay: 
    2+ 2 +2 +2 
    FORWARDS 
    First line- 20 minutes in strat terms ...30 cards/8 per period 
    Second line- 18 minutes in strat terms ...28 cards/ 9 per period 
    Third line- 14 minutes in strat terms ...22 cards/ 7 per period 
    Fourth line - 8 minutes in strat terms ...13 cards/ 6 per period 
    DEFENSE 
    First pair - 24 minutes in strat terms ...36 cards/11 per period 
    Second pair - 20 minutes in strat terms....30 cards/ 9 per period 
    Third Pair - 16 minutes in strat terms....25 cards/ 10 per period 
    So mathematically it looks like Phil is correct. Assuming my math is correct. 
    For a proper replay each line above should play those cards above or as Phil says even cards for each period. 
    Since the computer game is 35 cards per period, just add those 5 cards evenly to each line. 
    If there is a flaw in my math, please let me know. I am anything but a mathematician.
    
         
    

    Back to the top
    ICE TIME PROPOSAL
    By Jeff Bangma
    Ice Time - I use 4 shifts/period (8-7-8-7 action cards or computer
    actions). In the 1st period, at least 11 forwards and 5 defensemen must
    play a shift. That means only one forward can be double-shifted but not
    on consecutive shifts. In the 2nd, 10 forwards and 5 defensemen must
    play a shift. Now 2 forwards can play an extra non-consecutive shift. In
    the 3rd, 9 forwards must play a shift with this exception...if, going
    into the last shift of the game one team is behind by 2 goals or less
    then a line can be played a second time even if you have already done so
    with another line. Let me illustrate. A team trailing going into the 3rd
    plays its #1 line on the first shift, #2 line on the second, goes back
    to its #1 line for the third shift. According to my rules, the #3 or 4
    line would have to play the last shift. However, if the team is trailing
    by 2 goals or less then the #2 line can go back out for the last shift.
    Same goes for the other team. With this system, the better players get
    25-30 minutes/game, the rest somewhat less.
    Empty Net Goals - I use the same scoring rules as for penalty shots. Any
    "goalie rating", Goalie Rating+" or "X-reb" is a goal. Any split
    re
    

    FORECHECKING SYSTEM by Gord Franklin
    I thought I might send this "tip" out. I've been using it all year & really enjoy what it adds to the game. Besides the fact ,that ratings are based on actual stats ;I don't have to depend on the subjectivety of defense ratings alone ,that too strongly affect the defense columns. This system of "Forechecking" should provide that extra column we've been wishing was on the cards! I'm using a 'Hit" rating with an actual "takeaway " rating which creates or fails on producing turnovers in the offensive/defensive zones. Hit ratings are the Int. rating & the "takeaway is the bracketed rating. This also includes pinching & introduces a "new" 2 on 1 situation ,along with the preferred triggerman '2 on'1 that I introduced a few years ago.[I think it was in Strat Fan. ] I don't think this method is perfect yet because the ratings have caused me to argue with myself! What I mean is that ;I'm not sure whether I should 1/2 the actual rating I come up with from my formula ;because of the 2 zone opportunities now. Normal defensive Int. which we all use , now an offensive opportunity to Int. makes me wonder if I should "juggle" the numbers a bit. People like Rob Gallamore & John McTernan hopefully can make some discussion on this. 1st off : I marked all split deck rebound results that require no rating ;with FC or Pinch! Remember that if you are playing with 1 forechecker you cannot forecheck ;so the option is not available! If you are playing 2/2 -you may forecheck ,but cannot pinch! if you play 3/2 you may forecheck & pinch!If you are playing 3/3 you may also forecheck or pinch after any "Goalie Rating" that does not result in a stoppage of play,as well as the marked splits. Then there must be realistic opponents. So if the rebound or x- result is to the DRD -the forechecker will be a choice of OLW or OC. DLD 0pp- will be ORW or OC. DC rebounder ;the opp is the OC or OWinger of choice. The pinch is naturally risky ; but lets see how you coach! If the result of a rebound goes to the DRW- then the pinch is an option for the OLD. DLW opp. is ORD. The risks you ask?? Well -if a forecheck attempt fails;the forechecker is deemed out of any further action for the remainder of that action card sequence.eg. Shanahan attempts to forecheck Mc Innis ,fails & the ensuing action card pick is inside shot for RW-Int. opp. Shanahan is "out of the play" so there will be NO INt. opportunity in the defensive zone. Also a penetration opportunity for Shanahans opp.will go undefended & the normal Strat rule allows an automatic inside shot for this player. A 'failed" pinch result will be as above ,or instead of picking an action card;the winger may attempt to create a 2 on 1. If he rolls his Boxed Assist Rating on 1 six sided die; he sends his 2 linemates on a 2 on 1 vs the "lone" D'man.The Center will have control of this "breakout "pass. A "failed " breakout pass results in ;a lose puck - outside shot C. The 2 on 1 resolve : Player in control may take inside shot ,or pass for a bwky shot or inside shot with his linemate. A roll on a 20 sided within his Boxed assist rating produces a bwky shot for his linemate. Subtract the def'n's defense rating from 17 =in this range the def'n breaks up the play.In between both ranges produces an inside shot for the linemate of the puck controller. This is what I've done: 1] given all players a 2 fold Int. rating.One is based on hits per 82 games /25.The 25 was generated because ;15 is the highest number in the deck as is ;plus the 5 TAP ,or fails TAP -possible penalty results.The extra 5 won't meet anybody's logic but my own I'm sure!![I've basically penalized the split deck for offering 5 "gifts" for a takeaway ,by subtracting from the "rating'.]Pretty weird eh? The bracketed rating is a takeaway rating based on NHL stats.The Int. split number must fall within this range to produce an actual Takes Away puck result. If the split number only falls within the hit range then the Intimidating player has created a "loose puck" ,but no takeaway. 2]created a 'loose puck' method of resolve. If the puck was "taken" away then the result is :takes away puck -has outside shot. If not taken away: but in the "hit" range:then its a result of" creates loose puck-resolve. The opponents on loose pucks are OLW-DRD,OLD-DRW, DC-OC,DLD-ORW,DLW-ORD. Take the split number on the top of the split card to determine opponents. 1-4 OLW,5-8 OLD, 9-12 OC,13-16 ORD,17-20 ORW. THe player in the offensive zone totals his Int.[Strat's] and offense rating vs the defensive players Int. plus defense rating.Outside shot if the off. wins;Control if the def.wins. A tie results in a faceoff in the zone! Now if you want to use Strat's present Int. system; go ahead .I know this looks rather long & complicated ;but its not really & plays out in seconds !!! My biggest change to Strat's cards I would like to see would be 2 defense ratings.1 that affects the defense column & 1 that affects penetration & rebounding. Why is that so tough?? I see Carbonneau as a Defense 2 for the column & 4 for penetration & rebounding!! Where Leclair would be 3 for forechecking on the card & 1 for pen & rebounding. Also - lets see "real" faceoff ratings for SH & PP!! I'll donate mine . Geez -I know this looks long , but it is really simple to use.. Back to the top
    GOON RULE
    By Gord Franklin........
    This is Goon Rule!   Player with A or AA
    penalty rating [forward only] & Int. 10 plus is considered a goon. A
    player with a penalty rating of A or AA is considered a "neutraliser",
    both defensemen & forwards. That is to say some forwards are Int below
    10 ,but have A or AA penalty rating.They are neutralisers but not
    goons.Now a goon on the ice is eligible to intimidate on any Int
    possibility,any player if so desired by his coach, unless there is a
    neutraliser as his normal strat opponent or on defense! Then all play is
    normal.{neutralised} Now if a goon is not neutralised he is free to
    intimidate any player. If he chooses to & succeeds the opponent coach
    may declare a fight immediately. [this only applies to an Intimidation
    of a player other than the goons normal opponent]. The opposing coach
    may choose any of his players to do the fighting as long as he is a AA
    to C rated penalty.If a fight is declared [strictly optional], then play
    is stopped.A roll of the 20 sided die is made; go to the penalty chart;
    if the roll is over the double lines of the goon, the fight is on.If the
    roll is under the lines of the goon, the player chosen to fight gets 2
    minutes,alone.Now if the roll is over the goons lines but under the
    other player's lines ;the goon gets 5 minutes& the other guy gets 2+5.If
    the roll is under both players lines, then they both get 5 for
    fighting.Got that?!  Now if the Goon tries but fails to intimidate[#
    over his Int.] then he gets an automatic 2 minute penalty& the player he
    tried to Intimidate may shoot or use Passing L to the ,now open ,normal
    opponent of the goon.  This will provide for many strategic options &
    decisions for both coaches ,you'll see! Remember that all choices are
    optional at the time . In other words , if you have a goon on the ice
    ,he does not have to goon, plus , if a player is gooned ,he also does
    not have to fight.EG's: Yzerman gets an inside shot-Int opp.,or LD
    whatever, The opposing coach has a goon [Peluso] on LW or RW, & Detroit
    has no A or AA rated player on the ice, [no neutraliser], Peluso's coach
    decides to "goon" Yzerman with Peluso. Peluso gets 14 as an int # from
    the split deck, thus auto 2 minutes& Yzerman can shoot [power play shot
    ] or passing L to Peluso's normal opponent! Say Peluso gets Int # 5 from
    split- now Detroit may declare a fight. The coach picks a player, say
    Shanahan[a B] . Stop play Shanny & Peluso may go at it ! 20 die reads
    10, [ below Peluso's lines & Shanny's] Fight is on & both players get 5.
    Now if 20 sided # was 8, Peluso would get 5 & Shanny would get 5 +2[not
    over his lines!]Wise to pick your highest rated to fight unless you need
    him on the ice! Now Detroits coach could have left Peluso alone hoping
    he would get carried away gooning etc & Peluso's coach could also have
    held off gooning. All optional. You'll see your rougher players getting
    their minutes, you'll see the goons getting their games played, & you'll
    see the physical edge your power forwards get [Lindros & Tkachuk} You'll
    see Domi getting his penalty minutes the real way he gets em rather than
    opp. defense 11 only or the too infrequent 19 & 20 chart. YOu as a coach
    will have to decide to dress Severyn or Ciccone instead of a more
    skilled player to protect your scorers. [Karpa in Anaheim, is perfect
    eg.] Many new REAL situations arise . Int & gooning is a part of the NHL
    whether we agree or not with it . Try this tip [if it makes enough
    sense] It will unfold to you if you try it  Gord Franklin
    
    Back to the top
    PASSING RULE
    I have a board playing tip I’ve been using this season. It has to do with passing. All you need is a 12 sided die, or a 12 card split deck. It’s just another way to separate the 9L guys form the 5L guys.

    While attempting a pass and a reading of lose puck occurs from the split deck ( not a lose puck on a passing J, K, or L) roll the 12 sided die, or pick a card from the 12 card deck and check the boxed assist rating of the passer. If it’s in the range, the pass is now “Outside Shot for Any Player”, and play continues as normal. If it falls outside the range, than accept the original reading. If the player that receives the “Outside Shot” pass attempts a pass and a lose puck occurs from the split deck begin the sequence again, and continue until the play is resolved. .... stay tuned , more to come in the months ahead.


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