Creating Strat hockey player cards 

by Rob Gallamore

Back to Gitch’s Strat site

You need to know:

OFFENSE RATING: Based on shots per game . Take the card set and divide into fourths. The highest shots per game (top fourth of all cards) gets a 4. Next fourth gets a 3 offense ratings. Etc. See offense/penetration chart below for a number guide.

DEFENSE RATING: Based on shots allowed per teams. Team points assigned for each club. The team with the lowest shots against will have the highest defensive points assigned. See Defensive points chart below.

PASS RATING: Based on assists per game. Take the card set and divide into fourths. The highest assists per game (top fourth of all cards) gets a JKL. Next fourth gets a JK, etc. See assists/game below for number guide.

ASSIST RATING: Based on assists per game. JKL are usually 4/5/6 but can be higher. JK can be 2/3 J can be 2/1 and no passing ratings are 0/1. See Assist rating chart below.

SHOOTING COLUMNS: Best I can figure out for this one is to use a past players shooting columns that have the same goals per game ratio. See Chart below for ratio of shots at each shooting area.

PENALTY RATING: Based on penalty minutes per agme. Take card set and divide into fourths. The highest PM rating per game (top fourth of all cards) gets an A. Next fourth gets a B. Next fourth gets a C, etc. See penalty chart below for more help.

FACEOFF RATING: Based on best Faceoff percentage during the NHL season. See chart below for numbers.

GOALIE CARDS : – See article below. Also at Brian Leahy’s site you will find a WIN generator card program that will make goalie cards for you.



Chart and stats by Rob Gallamore

Shots per game in 1999

4 offense= 1.913+ shots per game
3 offense= 1.343 to 1.912 shots per game
2 offense= 0.814 to 1.342 shots per game
1 offense= 0 to 0.813 shots per game

Shots per game in 1996

4 offense =2.08+ shots per game
3 offense = 1.66-1.95 shots per game
2 offense 1.00- 1.52 shots per game
1 offense = 0 – 0.97 shots per game


Defensive points chart. Find out how many shots per game a team gives up. Find that number below in the chart and how many defensive points the team should receive. A team consists of 13 skaters (9 F, 4 D) Each team is assigned so many defensive points per team. Example… So a 4 rated center, a 2 rated right winger and a 1 rated left winger would add up to 7 defensive points on that particular line. Use the chart below, based on shots against per team, to assign def. pts per team. Usually the players with the highest penalty killing minutes will get the highest defensive ratings.

Def. pts Shots against/game Def pts. Shots against/game
45 23.9 44.4 24.23
43.9 24.56 43.4 24.89
42.87 25.22 42.33 25.55
41.8 25.88 41.27 26.21
40.73 26.54 40.20 26.87
39.67 27.2 39.13 27.53
38.60 27.86 38.06 28.19
37 28.9 36.46 28.85
35.93 29.18 35.4 29.51
34.87 29.84 34.33 30.17
33.80 30.5 33.27 30.83
32.73 31.16 32.20 31.49
31.67 31.82 40 32.15
30.60 32.48 30 32.81
29.53 33.14 29 33.9


Subjective number based on players defensive ability. I would recommend the NHL website and see how many minutes a game the player is a penalty killer. Only use this as a guide but usually your best penalty killers are also your best defensive players……BUT this is not always true as teams will play offensive players on the penalty kill if they are always behind .
Chart by Judy Goldberg. Average Defense Ratings

Season Defensemen Forwards All Skaters
94-95 2.75 2.30 2.46
93-94 2.33 2.03 2.13
92-93 2.17 1.97 2.04
91-92 2.87 2.56 2.67


Basically for assists and shots, take all the players and find out the amount of assists per game and the amount of shots per game. From their divide the players into quarters. The top 1/4 get JKL, next quarter JK, etc. Remember these are not exact,but approximations for this season ,1998-99. Formulas to figure out a players hockey card and create your own players:


Chart and stats by Rob Gallamore


Assist Rating Assists per 80 games Assist per game
JKL 32.7+ 0.39+
JK 20.2-32.6 0.24-0.38
J 11.7-20.1 0.14-0.23
No pass rating 0-11.6 0-0.13
1999 Season Projections for Passing

JKL passer= 0.317+ assists per game
JK passer= 0.1875 to 0.316 assists per game
J passer= 0.101 to 0.186 assists per game
NIL = 0 to 0.100 assists per game

1996 Season Projections for Passing

JKL passer=) .47+ assists per game
JK passer =0 .31 to 0.46
J Passer= 0.19 to 0.30 assists per game
NIL= 0 to 0.18

Chart by Judy Goldberg. Assists needed per 80 games to qualify for the passing ratings below.

Season J K L
94-95 10 17.6 27.3
93-94 11 20.5 32
92-93 12.3 21.2 38.6
91-92 13.7 21.6 34.4


Assist ratings are based on assists per game.

Assists Assists/gp Assist rating
.61-.69 6
.51-.59 5
.41-.49 4
.31-.39 3
.29-.21 2
.19-.11 1
0 0


I tracked shots for my games on the board and here is the breakdown of the kinds of shots. I am still trying to figure out how to create those shooting columns and hopefully this information will help . – By Rob Gallamore

Outside shot – 601 shots… 44%

Inside shot – 580 shots…43 %

Rebound shots – 181 shots…..13 %

Total Shots =1362

Toughest part of the cards to figure out. I would recommend finding a player with the same amount of even strength goals/game and shots/game as the player you are trying to copy.

Or…..assuming the goalies stop 50% of the players shots, take the players shooting percentage and double it. Then factor that shooting percentage into each of the columns. I would half the shooting percentage for outside shots and double the shooting percentage for breakaway shots.



Chart by Rob Gallamore…Penalty Ranges

Penalty Ranges-1996 AA A B C D
All Players 3.03+ pm/game 2.08-3.02 1.18-2.07 0.84-1.17 Less than 0.83 pm/game

Chart by Judy Goldberg. Intimidation Penalty Ranges

Penalty Intimidation Ranges-1996 AA A B C D
Forwards 10-14 , 12 6-12, 9 2-11, 6 0-6, 4 0-4, 2
Defensemen n/a 9-14, 12 6-12, 9 0-9, 5 0-6, 3

*** This year Strat used hits/minutes played more for intimidation than penalty minutes so adjust accordingly.


13 players had the new +3 rating. Use the site to see Faceoff leaders. I would assume the top 13 players get +3, the next 13 get a +2, the next 13 get a +1 .

Chart by Rob Gallamore

Faceoff Ratings +3 +2 +1
Faceoff Percentages 56.93% + 54.54 to 56.92% 53.27% to 54.53%



By Glenn Guzzo….
Converting old goalie cards to new format .
1.Take the number of goal chances on the old 1-20 system , and multiply by 1.8 (or for 36 splits). Rebound chances are never split so round off to the nearest whole number .

2. Multiply the number of rebound chances by 1.8 . Rebound chances are never split so round off. However, th elower limit of new rebounds seems to be 3, and the upper limit 7. So if your old goalie translates to something lower/higher, then subtract/add the remainder to the goal chances at the rate of 2 rebound chances = 1 goal chance.

3. Fatigue. Give 1 fatigue point for every 8 games played. Do not round up unless the remainder is 7/8. However, goalie who played more than half of their teams’games appear to get 1 fatigue point for every 7 games played. 4. Penalty ratings. Divide penalty minutes by games played. Then apply this formula :
D= 0-0.25
C= .26-.50
B= .51 – .75
A= .76- 1.00
AA = 1.01 or higher

Awarding split chances for the IN Save , Penalty – For almost 1/3 of the 48 goalie who had mp in the 93-94 set , dividing penalty minutes by games played gave a percentage equal to the number of split chances.

5. Assist ratings . Boxed assist is exactly equal to the goalie’s actual number of assists regardles off games played.

Split chances for “OUT: SAVE BREAKAWAY”- Divide assists by minutes played. The percntage equals the number of Breakaway penetration splits. But if the goalie has a reputation for an excellent passer , add 10 splits. If goalie has not assists, the result of “Out :Faceoff”

6. Other readings : Every goalie gets a singe dice roll, worth 3 chances (roll 4 or 10) for a Faceoff. He will get another Faceoff reading, worth no more than four chances. After all readings are placed , fill any remaining blank spots as explained below:

a) use the lowest dice roll for OUt..IN/BRKWY locaton
b)locate the FAceoff (dot) readin on dice roll 4 or 10
c) locate rebound chances
d) locate the goal chances
e) locate a plain Faceoff reading (no dot, no split) in a 4-chance spot (5 or 9) if possible. If not a 3 chance position or a 2 chancer
f) Fill remaining spots like below
– save – either defenseman goes on the the blank dice roll with greatest number of chances

– save any forward – goes on the blank dice roll with the second greatest number of chances

– save any def player goes on the blank dice roll with the third greatest number of chances

– repeat the above sequence if more blank rolls to be filled.


By Gord Franklin.
Goalie cards= add save pct [or non-save pct… 90% = 10] plus Goals against average. That’s how many goal chances seem to be on the cards.

I’ll take a card for eg.: Damien Rhodes* Sv.Pct=90.5 [so 9.5] plus GAA=2.45. So this is 11.95 goals on his goalie card. As looking at his card ;you see goals on 7 & 8 which amounts to 11. Divide the 95 by 5 [base used for splits is 20/100] This is 19. So you could put the goal on 2 or 12 [1chance] GOAL-1-19. Sometimes ,of course they must put the extra goals allowed from an uncarded goalie on the carded goalies.