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Shoot-Out Hockey

Shoot-Out Hockey Rulebook

Table of Contents

Table of Contents

  • Setup
    • EZ Rating Table
  • Play
  • Goals Scored Table
  • Overtime
  • ?? Chart
  • Shootout
    • Shoot Out Table
    • Shooter ID Table

Setup

Set up begins the same way as the regular edition of Shoot-Out by picking your starting goaltenders and determining the offensive rating of each team.

After computing the letter offense for the home and away teams and selecting the starting goalies, reference the TEAM OFF vs. the opposing GOALIE DEF on the EZ Rating table. This will give you an EZ Rating (EZR) for each team that you will use to determine how many goals they score in each period.

EZ Rating Table

Find the team's letter offense (TEAM OFF, rows AA to H) and the opposing starting goaltender's letter defence (GOALIE DEF, columns A to J). The number where they meet is that team's EZR.

TEAM OFF \ GOALIE DEFABCDEFGHIJ
AA+1+2+3+4+5+6+7+8+9+10
A0+1+2+3+4+5+6+7+8

Play

Roll 2d10 and read that number on the team's EZR line on the Goals Scored table and refer to the column heading for the goals scored.

Example: the 2018-19 New York hockey team faceoff against the 2018-19 Boston club at the TD Garden. New York has Lundqvist in goal and Boston starts Rask. The OFF rating for New York is F and for Boston D. The DEF ratings for the starting netminders are E for Lundqvist and D for Rask.

Referencing the EZ Rating table the EZR for New York will be -2 (NYR OFF F vs BOS Rask DEF D) and for Boston the EZR is +1 (BOS OFF D vs Lundqvist DEF E).

New York will roll 2d10 for their score on the -2 line and Boston will roll for their score on the +1 line in each of the three periods. Reference the number rolled to the column header to determine the number of goals that team scored in the period. While the columns headed 0, 1, 2, 3, & 4 represent how many goals a team scored in the period, there are two wild card columns that are explained below:

d6

When "d6" is the column result you must roll one six-sided die. This result of the roll is the number of goals the team scored in the period and can be any number between one and six.

?? (optional)

When you roll 100 two additional rolls are required.

First roll 2d6 and refer to the ?? Chart based on which period you are rolling. Some results on this chart may change your period score, adding or subtracting from your total.

No matter what the outcome may be on the ?? Chart, you will have to roll again on the Goals Scored table. Then combine the two results (from the ?? Chart and the Goals Scored table) to determine the team scoring in that period.

For example you roll a 2d6 result of 7-BREAKAWAY. If the breakaway results in a goal, you would add one goal to whatever the results of your next roll on the Goals Scored table.

This chart is optional. It adds some additional flavor to your game, but will require an extra roll or two. If you prefer not to use it, just roll again to get a random number between 1-99.

Goals Scored Table

Roll 2d10 (read as 1-100) and find the team's EZR line. Read the column that contains the roll.

EZR01234d6??
+101-78-2223-4243-6566-9192-99100
+91-89-2627-4849-6970-9394-99100
+81-89-3031-5354-7778-9596-99100

Overtime

Roll 2d10 for the home team on the same EZR line as they rolled on in regulation to determine if they WON / LOST / TIED or continue on to a shootout.

EZRWINLOSSTIE or SO
+101-5455-7475-100
+91-5253-7374-100
+81-5051-7273-100
+71-4849-7172-100
+61-4647-7071-100
+51-4445-6970-100
+41-42

?? Chart

(Refer to this Chart then Roll for Goals Scored in the Period)

Roll 2d6 and read the result. Results 5 and 6 have a separate Period 3 effect shown in the Period 3 column; for all other results the effect applies in Periods 1 and 2 and in Period 3 as printed.

2d6NamePeriods 1 & 2Period 3
2HOT GOALIEIf the opposing goaltender's DEF rating is A, B, C, D or E - he takes away all the goals you score in the period.
3INJURYYour Center on the First Line is injured and out for the rest of the game. REDUCE your EZR dice roll result by 10 for rest of game
4GOAL UNDER REVIEWThe officials are huddled up to determine if one of your goals actually went in. Roll 2d6: YES = 2-8 add one goal to your total. NO = 9-12 take away one goal from your total
5OUT HUSTLEDSUBTRACT -15 to your dice roll for goals in the periodGOOD COACHING: Second intermission ass-chewing works. Increase your EZR dice roll by +15 in Period 3
6SHUFFLE LINESYOUR CHOICE: Keep the goals scored in your roll OR roll again adding +10 to the dice result.LATE NIGHT BLUES: Team arrived in town (or back home) at 3AM and are now paying the price. REDUCE your EZR dice roll in period 3 by 10

Shootout

In quick play you will use the shootout instructions on page 19 and the ratings on the roster card. However, you will only use one shooter - the skater with the highest number of shootout shots - for each team. Roll once for each and read the result from the table.

Shoot Out Table

Reference the shooter's rating (SHOOTER, rows A to E) and the goaltender's shootout rating (GOALTENDER, columns a to e). Roll 2d6 and compare it to the table. If the number rolled agrees with a number in the table, it is a GOAL.

SHOOTER \ GOALTENDERabcde
A5,6,7,84-83-8,114-103-11
B6,7,85,6,7,84-83-8,114-10
C4,5,66,7,85,6,7,84-83-8,11
D5,64,5,66,7,85,6,7,84-8
E

Shoot Out table notes as printed on the chart:

  1. Reference shooter and goalie shootout ratings.
  2. Shooter rolls 2d6 and compares to the table above.
  3. If number rolled agrees, it is a GOAL.

Shooter ID Table

The Shooter ID table is printed on the companion chart. Roll 3d6 to identify the player. The colour key on the chart reads: BLUE = Column to use; RED = Row to use. A RARE result means roll again on the Special Events Table (not reproduced here).

Row (red) \ Column (blue)123456
2RAREWVYKZ
3RRSSTU
4GHMGEH
5KKB
+9
B-10+1+2+3+4+5+6+7+8
C-2-10+1+2+3+4+5+6+7
D-3-2-10+1+2+3+4+5+6
E-4-3-2-10+1+2+3+4+5
F-5-4-3-2-10+1+2+3+4
G-6-5-4-3-2-10+1+2+3
H-7-6-5-4-3-2-10+1+2
+71-89-3233-5960-8485-9596-99100
+61-1011-3536-6566-8990-9798-99100
+51-1112-4142-7172-9394-9899100
+41-1213-4748-7778-9495-9899100
+31-1920-5051-8081-979899100
+21-2425-5556-8485-98-99100
+11-3031-6364-8586-98-99100
01-2829-7475-9192-98-99100
-11-3738-7980-9293-98-99100
-21-4748-8384-9394-98-99100
-31-5960-8687-9495-98-99100
-41-6869-8990-9697-98-99100
-51-7879-9394-9798-99100
-61-8990-9697-98--99100
-71-9192-9899---100
43-68
69-100
+31-4041-6768-100
+21-3839-6667-100
+11-3637-6566-100
01-3435-6465-100
-11-3233-6364-100
-21-3031-6263-100
-31-2829-6162-100
-41-2627-6061-100
-51-2425-5960-100
-61-2324-5859-100
-71-2223-5758-100
7BREAKAWAYChance for an additional goal. Your skater has a one-on-one against the goalie. Flip (or roll) twice - once to ID the shooter and once for the shot result from the SLOT.
8GREAT TEAMWORKYour team had a great skate through this morning and it is reflected in their play tonight. Their skating is crisp and their passes accurate. ADD +5 to your dice roll result for each period.
9PENALTY SHOTOpposing LD gets beat and trips your player going in all alone. Flip (or roll) to ID the tripped player then Roll 2d6 - If you roll 2, 6 or 7 it is a GOAL. Add one to your goals scored in the period.
10COLD GOALIEOpposing goaltender is injured in warmups and must be replaced with one from the bench for the rest of the game. His replacement never gets warmed up and is unsettled for the rest of the game. Recompute your EZR and also ADD +10 to your scoring roll for rest of game to reflect his skittish play.
11MAJOR PENALTYIf your opponent has a player with a 1 or 2 Fight Rating - he just slashed your player. You get TWO ROLLS on the goal table while he is spending his 5 minutes in the box.
12RIGHT MATCHUPSAll that film of your opponent you watched pays off. Your team scores one more goal than your opponent in this period.AMAZING COMEBACK: If behind going into the final period - score as many goals as needed to win by one
3,4
5,6
4,5,6
6,7,8
5,6,7,8
A
A
M
6CDRAREDID
7AAABBB
8EGEFHF
9IPJCLJ
10NFCNCL
11OCOXQQ
12WVYJZRARE