Gord Franklin, Injury, Winner of Fights, In the crease, Referee, Sleeper play..etc. Many more


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!

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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

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

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 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Andy Van Hellemond (1-7) – no longer active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)
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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….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

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

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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

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

  • Coach of team in the defensive zone can decide to try and have his faceoff man tie up his opponent.
  • Roll 6 sided die . If the defensive player’s Defense number is equal to or higher than the die roll, the tie-up works.
  • Defense faceoff tip- lower player attempting tie up’s faceoff rating by 1 before faceoff is resolved.
  • For the ensuing sequence only, both players are out of the play. Any result calling for the puck to go to either man results in a loose puck.- Gord Franklin

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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

    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.

    • If sleeper’s team gains control in it’s defensive zone, the player in control may go immediately to the Passing L chart (unless the player gaining control is the sleeper)
    • If the player using Passing L rolls in the breakaway range, it is a breakaway. Anything above his range up to roll #15 becomes : Lose to either D- Outside Shot .
    • 16-20 on Passing L chart becomes Icing.
    • All Goal+ and Goalie Ratings+ are in effect for opposing forwards only.
    • All rebounds to the sleeper are given to the opponent as in Sh play .
    • All X-(sleeper) results become Outside shot for his opponent
    • All intimidation opportunities for the sleeper are ignored
    • If sleeper’s opponent decides to cover him and play cautious, then treat Goal+ and Goalie Rating+ results normally and any rebounds to the offense’s defenseman go to their opponents (on sleeper’s team).

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    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 
    - 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)
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    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

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    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


    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

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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


Hockey Tips

Hockey Tip by Gord FRanklin A roll of #1 on a penetration attempt.: when the penetrating player rolls a 1 on his attempt;he may then roll a 6 sided & try for a bwky.!Use the players bwky/pen rating & the def’n [opp’s] defense rating. OK – an example: the penetrating player is a 4 rated. The def’n is a 2 def. rating.Roll the 6= if in the defense rating range [1 &2] the def’n recovers & steals ,taking away any shot.If the 6 sided # is 3 or 4 The player gets a bwky.If it[ 6 sided ] is 5 or 6 the player retains his inside shot. Similiar for any rated player[s].

I use this on the passing L chart as well; if the 20 sided roll, is outside the bwky range ,but still within the Boxed Assist Rating of the passer. Like a BAR 5 passer makes a Passing L attempt; the roll is 3,4 or 5;[1-2 of course is a bwky anyway]. The recipient of the pass may penetrate his opponent, using the above system to turn the Inside shot into a bwky.! In the Offense/defense zone I always use this alignment for opponents: wingers on defensemen.Center on center.,p> Also -to match the penetration rule on #1 I have one for a roll of #20–If you roll # 20 on the penetration attempt -roll a 6 sided: Results-1]delayed offside[this of course means any steal on the ensuing action card pick is whistled down for an offside;& Faceoff Neutral Zone]

2]offside tip by Gord Franklin –3]
player penetrating falls,opponent may use Power section of next action card 4] linesman calls intentional offside-faceoff in penetrators defensive zone 5]Penetrator & Defensive opponent coliide with linesman Loose puck!![for my Loose system use Loose A] , or just use Strat’s loose puck split result. 6] Defensive player may attempt Passing L counter attack.Roll within Boxed Assist rating; use system above-ie. no bwky but within BAR may attempt bwky or take inside shot.On this inside shot the D player may Intimidate; however if he fails the result is an automatic bwky; except on the possible penalty splits for Int.These are possible penalties. Over the BAR of the original passerl ,however on pass, is -icing.

There is something you could do on the bwky attempts using the above system. Before the offensive player rolls for the bwky, the defensive player may Int. instead; of depending on his defense rating.Now if he Int’s & fails the bwky is automatic;If he Intimidates cleanly -its a ‘possible penalty’ regardless.If its ‘takes away puck-possible penalty’ its a Penalty Shot if the defender rolls over his double lines on the penalty chart. Just an option- actually one I haven’t declared yet, so I’m not sure if its too severe.Maybe you could take away the ‘possible penalty ” regardless, & the offensive player may change his mind & simply take the inside shot. The 6 sided results should be written down on a chart somewhere ;where they are easier to read!

Tip by Gord Franklin

# adds regarding bwky/ penetration
A roll of #1 during a penetration attempt
I have 2 methods of trying to create a bwky on a penetration attempt that results in a 20 sided roll of # 1.

Method A- on a successful penetration: the shooter may attempt to get a bwky by using a 1 six sided dice roll. Use the def’n or opponents defense rating,& the penetrators bwky/pen rating. If the roll is within the defensive opponents defense rating =he recovers & has control. If the roll is over the opponents defense rating BUT within the bwky/ pen rating ;the player has a bwky shot.If the roll is over both ratings-the shooter retains his inside shot. So -an example: Fedorov [4-bwky/pen] vs Ozolinsh[ def.1] . Fedorov rolls # 1 on attempt.He now rolls a 6 sided to go all the way; The roll is #1-Ozolinsh has recovered & stolen the puck. The roll is 2-4, Fedorov gets the bwky.The roll is 5-6 Fedorov keeps his inside shot. Now 1 twist here is you could add that on #6 -the goalie pokechecks the puck loose.? I also use this method on the Passing L chart if the split number for the pass is within the passer’s boxed assist rating ,but over the passing L bwky requirement. I always use the DRD as the opp. For the LW, & the DLD for the RW. DC -vs- OC.

Method B- Another way to use this add, is by rolling the 20 sided again. A roll within the shooter’s bwky/ pen rating = bwky. Roll of 16-[minus] the opponent’s defense rating= opp. Recovers & steals puck for control. Roll between both ranges =player retains inside shot. Roll of #’s 17-20= 17- player puts himself offside-faceoff neutral zone. 18- player falls cutting into the crease= knocks net off moorings-faceoff neutral zone 19-20= Goalie pokechecks puck ‘loose’ use Loose B method to resolve loose puck.

This method has a little more minor detail, with the faceoff change & ‘blooper’ effect.I’m not sure which I prefer ;except I use the 6 die method for passing L & the 20 sided method for a penetration attempt. The Loose B resolve-is something I use a lot , for other add-ons as well. I match opponents-but the conventional[real hockey!] way- LW vs RD; RW vs LD, C vs C. I use a split # [1-20] & give each matchup a range of 4. So- left to right ,the opponents are Off.LW- DRD-1-4; Off.LD-DRW-5-8; OC-DC-9-12; Off. RD-DLW-13-16; Off.RW-DLD-17-20. The player in the defensive zone uses his defense rating + Int. as a total. The offensive player uses his offense rating + Int. for a total. If Defense wins battle= control. If Off. Wins battle = outside shot. Tied = face off in defensive zone. If the offense wins the player still penetrates vs. the Loose B opponent, on the outside shot.

I also use an add on for the penetration result of #20. For this I roll a 6 sided:

[1= delayed offside. [this means if the action card,following results in a takeaway -the play is whistled down on the offside]

[2= offside; faceoff neutral zone

[3= penetrator falls, D opp. May use PP section, of A/c pick.?

[4=linesman calls intentional offside-faceoff all the way back to penetrators D zone.

[5=Linesman can’t get out of road =Loose [A] Puck.

[6=Think of something! Advantage Defense.I use a possible obstrution penalty vs. the penetrator. It’s a little weird ,but saves trying to establish which linemate would be obstructing! Maybe just a high stick -crosscheck possible penalty against the penetrator ;which also causes a ‘delayed penalty’ .Something we don’t get enough of in a realistic manner.

I’ve tried to balance out the 2 results so extra goals for or against won’t be altered much; if at all.