Shoot-Out Hockey
Shoot-Out Hockey Rulebook
Table of Contents
Table of Contents
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 DEF | A | B | C | D | E | F | G | H | I | J |
|---|---|---|---|---|---|---|---|---|---|---|
| AA | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
| A | 0 | +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.
| EZR | 0 | 1 | 2 | 3 | 4 | d6 | ?? |
|---|---|---|---|---|---|---|---|
| +10 | 1-7 | 8-22 | 23-42 | 43-65 | 66-91 | 92-99 | 100 |
| +9 | 1-8 | 9-26 | 27-48 | 49-69 | 70-93 | 94-99 | 100 |
| +8 | 1-8 | 9-30 | 31-53 | 54-77 | 78-95 | 96-99 | 100 |
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.
| EZR | WIN | LOSS | TIE or SO |
|---|---|---|---|
| +10 | 1-54 | 55-74 | 75-100 |
| +9 | 1-52 | 53-73 | 74-100 |
| +8 | 1-50 | 51-72 | 73-100 |
| +7 | 1-48 | 49-71 | 72-100 |
| +6 | 1-46 | 47-70 | 71-100 |
| +5 | 1-44 | 45-69 | 70-100 |
| +4 | 1-42 |
?? 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.
| 2d6 | Name | Periods 1 & 2 | Period 3 |
|---|---|---|---|
| 2 | HOT GOALIE | If the opposing goaltender's DEF rating is A, B, C, D or E - he takes away all the goals you score in the period. | |
| 3 | INJURY | Your 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 | |
| 4 | GOAL UNDER REVIEW | The 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 | |
| 5 | OUT HUSTLED | SUBTRACT -15 to your dice roll for goals in the period | GOOD COACHING: Second intermission ass-chewing works. Increase your EZR dice roll by +15 in Period 3 |
| 6 | SHUFFLE LINES | YOUR 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 \ GOALTENDER | a | b | c | d | e |
|---|---|---|---|---|---|
| A | 5,6,7,8 | 4-8 | 3-8,11 | 4-10 | 3-11 |
| B | 6,7,8 | 5,6,7,8 | 4-8 | 3-8,11 | 4-10 |
| C | 4,5,6 | 6,7,8 | 5,6,7,8 | 4-8 | 3-8,11 |
| D | 5,6 | 4,5,6 | 6,7,8 | 5,6,7,8 | 4-8 |
| E |
Shoot Out table notes as printed on the chart:
- Reference shooter and goalie shootout ratings.
- Shooter rolls 2d6 and compares to the table above.
- 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) | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 2 | RARE | W | V | Y | K | Z |
| 3 | R | R | S | S | T | U |
| 4 | G | H | M | G | E | H |
| 5 | K | K | B |