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4th Street Hockey Addendum  Dec 22, 2010

 

Optional Rules Changes for Standard Game:

 

Goalie Passes

Beginning with the 1983-84 season release (December 22, 2010), goalies have received a "goalie pass" section on their card. 

 

 

The goalie pass section enters play in the following two situations:

 

*     On a dump-in where the d6p identifies player ""

*     On all icing plays by the short-handed team during power plays

 

In these situations, the goalie has the opportunity to attempt an automatic pass.  Use the d20 roll (there is no need to re-roll) and compare it to the goalie's (as displayed above) pass section:

 

4

6

 

7

 

on rolls of 1-4, the result is "▲ Ⓐ"...the puck is advanced one zone (two if on a power play) to player "".  On rolls of 5-6, the result it "△ Ⓐ"...the puck advances two zones (three on a power play) to player "".  On a roll of 7, the goalie turns the puck over to the forechecker with the highest "CH" rating.  On rolls 8-20, normal procedures are employed (puck is taken in "M1" by player "").

Some exceptional passers will also create break-away opportunities (result "⍙ Ⓐ").  The goalie above does not.

 

Goalie Holes

Beginning with the 1983-84 season release (December 22, 2010), goalie cards have been printed with goalie "holes". 

 

 

On results of "" (player can shoot toward a scouted-out area of the goalie), each coach formerly would lay out the location of the shot (e.g., "a1" or "b3").  Now coaches can indicate to which goalie hole they want their shooters to concentrate.  Each of 5 holes is printed on the card:

  1. glove-side high
  2. glove-side low
  3. stick-side high
  4. stick-side low
  5. five-hole

 

The coach simply lays down the card he want to have his shooters concentrate on.

4th Street Hockey Addendum  January 1, 2010

 

Version 2.1 Changes

 

The player numbers (e.g., "") previously found in drift columns for wrist shots and slapshots have now been replaced with letters (e.g., ""), similarly to what was done in the passing columns when version 2.0 was first introduced.  A player deflecting a puck is identified in a fashion similar to the method used to identify pass recipients.  The difference is that the player's "TP" ratings are used.

 

The on-ice player with the highest "TP" rating (disregarding the shooter) is player "".  The next highest is player "", etc.  If a tie occurs, break it using the skater identification numbers ("" through ""), as is done with pass recipients.

 

4th Street Hockey Addendum  January 22, 2009

 

Optional Rule Change for Basic Game:

 

The basic game, if played as directed in the original instruction manual, will yield fewer shots (and consequently, fewer goals) than is normal for a full season due to the 20-second plays rather than the 12-second plays run in the standard game.  To speed up game play even further and to increase the number of shots on goal (and consequently, the number of goals), you may opt to ignore the shot blocking rules in the original instructions.

 

For example, a skater is called upon to fire a wrist shot.  Roll the dice, but do not look for a blocked shot; the skater automatically wins the matchup, the shot is on-goal, and the goalie zone to which it is directed is found immediately.  A second roll is then needed to determine whether or not a goal is scored, as usual.

 

 

 

 

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Last modified: 10/08/10