Kent L. Loose pucks and other thoughts

LOOSE PUCKS AND OTHER THOUGHTS

 

BASIC VARIATION ON LOOSE PUCKS

Strat-O-Matic’s system for loose pucks has caused me many moments of frustration.  The system does not take into consideration where on the ice a loose puck is occurring as well as the player match-up to resolve the loose puck.  Although this system does not address the player match-up issue, it does address where on the ice a loose puck is happening and this impacts the type of shot/possession result.

 

This system leaves Strat’s power play loose puck resolve intact.  However, it separates different results at even strength as to what causes a loose puck at neutral as compared to situations that result in a loose puck in the offensive/defensive zone.   The first step is to come up with a list of situations that cause a loose puck (keep in mind my replays involve loose pucks that can occur at full and even strength), hopefully this is a definitive list for my replays and is designed for gamers to use as a template for their replays allowing them to adapt the system to meet their needs, but it would not be surprising if I missed something.

 

LOOSE PUCK SITUATIONS

Situations resulting in a defensive zone loose puck

Shot from the shooting column resulting in vacant position controlling puck
Goalie rating resulting in vacant position controlling puck
Forechecking resulting in vacant position controlling puck
Dump and chase resulting in a loose puck situation
3 on 2 breakaway resulting in a loose puck situation
2 on 1 breakaway pass attempt resulting in a loose puck situation
Wilkerson/Goldberg Passing attempt resulting in vacant position controlling puck
Rebound resulting in vacant position controlling puck
Opponent defense 1-6 resulting in vacant position controlling puck only when an inside shot would have occurred for either team
Passing A-I resulting in vacant position controlling puck only when an inside shot would have occurred for either team
Defensive zone faceoff resulting in vacant position controlling puck
Inside shot result resulting in vacant position controlling puck
Goalie puck handling resulting in loose puck situation
Rare play with puck hitting the goal post or crossbar resulting in a loose puck situation
During power play: Passing J-L occurs resulting in an inside shot for a vacant player (4 on 3)  **Advanced version only
During power play: Icing attempt resulting in an interception by the power play unit for an inside shot for a vacant position (4 on 3) **Advanced version only
During power play: Successful icing were the penalty killer’s defense 12-14 rating is not high enough and the power play unit takes possession with an outside shot but the power play position is vacant (4 on 3) **Advanced version only
During power play: Short handed team draws an Action Card and loses the puck for an inside shot to a vacant position on the power play (4 on 3) **Advanced version only

 

Situations resulting in a neutral zone loose puck

Opponent defense 1-11 resulting in vacant position controlling puck if an outside shot attempt would result for either team
Passing A-I resulting in vacant position controlling puck when either lose to opponent or an outside shot for either team would have resulted
Neutral zone faceoff resulting in vacant position controlling puck
Breakaway attempt resulting in vacant position controlling puck
Outside shot only result resulting in vacant position controlling puck
During power play: Passing J-L that results in losing the puck to a vacant position **Advanced version only
During power play:  Successful icing that results in the short handed team taking possession without any defense rating involved and that position is vacant **Advanced version only

NOTE: Within my replays an unsuccessful penetration attempt by either the power play or short handed team results in any player of the coaches choice taking possession of the puck for the opposition.  Most gamers treat this as a loose puck when the position matched-up against is vacant and will need to adjust the above charts accordingly.

 

The next step involves taking the split cards and writing in neutral by each loose puck even strength of the Strat loose puck section.  Furthermore, I have written in on the split cards that result in a shot, only for outside shot only.  This is at the discretion of each gamer but I wanted to distinguish between the quality of neutral zone and offensive zone loose pucks resulting in a shot.

 

At the very bottom of each split I write in the following additions:

Split # Result
1-2 DEF: Off LW ( C ) Outside Shot
3-4 DEF: Off RW ( C ) Outside Shot
5 DEF: Off C (LW) Outside Shot
6 DEF: Off C (RW) Outside Shot
7-8 DEF: Off RD Outside Shot
9-10 DEF: Off LD Outside shot
11-12 DEF: Def LW ( C ) Action Card Draw
13-14 DEF: Def RW ( C ) Action Card Draw
15 DEF: Def C (LW) Action Card Draw
16 DEF: Def C (RW) Action Card Draw
17-18 DEF: Def RD Action Card Draw
19-20 DEF: Def LD Action Card Draw

When an outside shot results use the appropriate varying opponent against chart to determine opponent.

 

ADVANCED VERSION OF LOOSE PUCK RESOLVES

By Gordon Franklin and Kent Lundahl

The advanced version begins the same as the basic by determining whether the loose puck occurs in the offensive/defensive zone or the neutral zone.  The same chart is used to determine this aspect.

 

After determining which zone the loose puck occurs in, the system diverges quite a lot from the basic.  Roll 1 6-sided die and 1 20-sided die/Split Card at the same time to determine where in the zone the loose puck is happening (6-sided) and the player match-up (20-sided) to resolve the loose puck.  After the location and match-up are determined, Gordy Franklin’s Loose Puck A & B (with one modification) are used to determine who wins the loose puck and whether a possession or shot results.  Another 20-sided die/split card draw will be used for neutral zone results.

 

Moreover, the power play will also use this system with separate charts to determine location, match-up, and result.  When looking at the charts for match-up during the power play, the first position listed is for the power play unit and begins with a P.  An example would be 4-18 PLD/RW.  The second position will always be the short handed team’s player.   In addition, some of the match-up results will be automatics for the power play team (3 during 5 on 4, 4 during 4 on 3, and 5 during 5 on 3), when this occurs at neutral, still roll the 20-sider to determine if possession or a shot results.

 

As per normal, when an outside shot or inside shot intimidation opponent occur, use the appropriate varying opponent against chart to determine opponent against.

 

EVEN STRENGTH OFFENSIVE/DEFENSIVE ZONE LOOSE PUCK LOCATION AND MATCH-UP

6-Sided Die # Location in the Zone 5 ON 5 4 ON 4 3 ON 3
1 High offensive left wall above faceoff dot 1-10 OLD VS DRW

11-16 OLD VS DC

17-18 OC VS DRW

19-20 OC VS DC

1-18 OLD VS DRW

19-20 OLD VS DRD

1-10 OLD VS DC

11-15 OLD VS DRD

16-20 OC VS DC

2 Low offensive left wall faceoffdot to behind the net 1-8 OLW VS DRD

9-14 OC VS DRD

15-17 OLW VS DC

18-20 OC VS DC

1-18 OLW VS DRD

19 OLWVS DRW

20 OLD VS DRW

1-15 OC VS DRD

16-20 OC VS DC

3 High slot above faceoff dots 1-4 OLD VS DC

5-8 ORD VS DC

9-16 OC VS DC

17-18 OLD VS DRW

19-20 ORDVS DLW

1-10 OLD VS DRW

11-20 ORD VS DLW

1-7 OLD VS DC

8-14 ORD VS DC

15-20 OC VS DC

4 Low slot faceoff dots and below 1-4 OLW VS DRD

5-8 OC VS DRD

9-12 OC VS DLD

13-16 ORW VS DLD

17 OLW VS DC

18-19 OC VS DC

20 ORW VS DC

1-9 OLW VS DRD

10 OLW VS DLD

11 ORW VS DRD

12-20 ORW VS DLD

1-6 OC VS DLD

7-12 OC VS DRD

13-16 OC VS DC

17 OLD VS DC

18 ORD VS DC

19 OLD VS DRD

20 ORD VS DRD

5 Low offensive right wall faceoff dot to behind net 1-8 ORW VS DLD

9-14 OC VS DLD

15-17 ORW VS DC

18-20 OC VS DC

1-18 ORW VS DLD

19 ORW VS DLW

20 ORD VS DLW

1-15 OC VS DLD

16-20 OC VS DC

6 High offensive right wall above faceoff dot 1-10 ORD VS DLW

11-16 ORD VS DC

17-18 OC VS DLW

19-20 OC VS DC

1-18 ORD VS DLW

19-20 ORD VS DLD

1-10 ORD VS DC

11-15 ORD VS DLD

16-20 OC VS DC

OFFENSIVE/DEFENSIVE ZONE LOOSE PUCK RESOLVE

Offensive Player Ratings Defensive Player Ratings Result
Offense + Intimidation Defense + Intimidation When offensive player is the higher rated an outside shot with options results, except when the loose puck occurs in the low slot then it becomes inside shot-intimidation opponent.  When defensive player is the higher rated he wins control and an Action Card is drawn.  When a tie results a faceoff in the offensive/defensive zone will occur.

 

EVEN STRENGTH NEUTRAL ZONE LOOSE PUCK LOCATION AND MATCH-UP

6-Sided Die # Location in the Zone 5 ON 5 4 ON 4 3 ON 3
1-2 Visiting team left wall/home team right wall 1-14 VLW VS HRW

15-17 VC VS HRW

18-20 VLW VS HC

1-16 VLW VS HRW

17-18 VLW VS HRD

19-20 VLD VS HRW

1-14 VC VS HC

15-17 VC VS HRD

18-20 VLD VS HC

3-4 Middle of the ice 1-8 VC VS HC

9-11VC VS HRD

12-14 VC VS HLD

15-17 VRD VS HC

18-20 VLD VS HC

1-7 VLW VS HRW

8-10 VLW VS HRD

11-13 VLD VS HRW

14-20 VRW VS HLW

1-8 VC VS HC

9-11VC VS HRD

12-14 VC VS HLD

15-17 VRD VS HC

18-20 VLD VS HC

5-6 Visiting team right wall/home team left wall 1-14 VRW VS HLW

15-17 VC VS HLW

18-20 ORW VS HC

1-16 VRW VS HLW

17-18 VRW VS HLD

19-20 VRD VS HLW

1-14 VC VS HC

15-17 VC VS HLD

18-20 VRD VS HC

NEUTRAL ZONE LOOSE PUCK RESOLVE

Split Card #’s Ratings Used Result
1-5 Intimidation ratings.

If tied Offensive ratings.

Highest rating wins control of puck.  Tie after both ratings results in a faceoff at neutral.
6-10 Defense ratings

If tied Intimidation ratings.

Highest rating wins control of puck.  Tie after both ratings results in a faceoff at neutral.
11-15 Offense ratings

If tied Breakaway/Penetration rating

Highest rating receives outside shot only.  Tie after both ratings results in a faceoff at neutral.
16-20 Offense + Defense + Intimidation + Breakaway/Penetration Highest rating receives outside shot with options.  Tie after all ratings results in possible fight (20 chance must be over both player’s double penalty lines for a fight to occur).  If no fight results, faceoff at neutral.

 

 

SPECIAL TEAMS OFFENSIVE/DEFENSIVE ZONE LOCATION AND MATCH-UP RESOLVE

6-sided die roll for location 20-sided die roll to determine player match-up power play team’s defensive zone 20-sided die roll to determine player match-up shorthanded team’s defensive zone
5 ON 4 4 ON 3 5 ON 3 5 ON 4 4 ON 3 5 ON 3
1 High offensive left wall above faceoff dot 1-3 PRW

4-16 PRW/LD

17-20 PC/LD

1-4 PRW

5-20 PRW/LD

1-4 PRW

5 PC

6-17 PRW/LD

18-20 PC/LD

1-3 PLD

4-19 PLD/RW

20 PC/RW

1-4 PLD

5-20 PLD/C

 

1-5 PLD

6-19 PLD/C

20 PC/C

 

2 Low offensive left wall faceoff dot to behind the net 1-3 PRD

4-18 PRD/LW

19-20 PC/LW

1-4 PRD

5-20 PRD/C

1-4 PRD

5 PC

6-18 PRD/C

19-20 PC/C

1-2 PLW

3 PC

4-18 PLW/RD

19-20 PC/RD

1-4 PLW

5-20 PLW/RD

1-4 PLW

5 PC

6-18 PLW/RD

19-20 PC/RD

3 High slot above faceoff dots 1-3 PC

4-11 PC/LD

12-20 PC/RD

1-2 PRW

3-4 PLW

5-12 PRW/LD

13-20 PLW/RD

1 PRW

2-4 PC

5 PLW

6-12 PRW/LD

13-20 PLW/RD

1 PLD

2 PC

3 PRD

4-12 PLD/RW

13-20 PRD/LW

1-2 PLD

3-4 PRD

5-12 PLD/C

13-20 PRD/C

1-2 PLD

3-4 PRD

5 PC

6-12 PLD/C

13-19 PRD/C

20 PC/C

4 Low slot faceoff dots and below 1 PRD

2 PLD

3 PC

4-11 PRD/LW

12-20 PLD/RW

1-2 PRD

3-4 PLD

5-12 PRD/C

13-20 PLD/C

1-2 PRD

3-4 PLD

5 PC

6-12 PRD/C

13-19 PLD/C

20 PC/C

1 PLW

2 PC

3 PRW

4-7 PLW/RD

8-11 PRW/LD

12-15 PC/LD

16-20 PC/RD

1-2 PLW

3-4 PRW

5-12 PLW/RD

13-20 PRW/LD

1 PLW

2-4 PC

5 PRW

6-9 PLW/RD

10-13 PRW/LD

14-17 PC/RD

18-20 PC/LD

5 Low offensive right wall faceoff dot and behind net 1-3 PLD

4-18 PLD/RW

19-20 PC/RW

1-4 PLD

5-20 PLD/C

1-4 PLD

5 PC

6-18 PLD/C

19-20 PC/C

1-2 PRW

3 PC

4-18 PRW/LD

19-20 PC/LD

1-4 PRW

5-20 PRW/LD

1-4 PRW

5 PC

6-18 PRW/LD

19-20 PC/LD

6 High offensive right wall above faceoff dot 1-3 PLW

4-16 PLW/RD

17-20 PC/RD

1-4 PLW

5-20 PLW/RD

1-4 PLW

5 PC

6-17 PLW/RD

18-20 PC/RD

1-3 PRD

4-19 PRD/LW

20 PC/LW

1-4 PRD

5-20 PLD/C

1-5 PRD

6-19 PLD/C

20 PC/C

OFFENSIVE/DEFENSIVE ZONE LOOSE PUCK RESOLVE

Offensive Player Ratings Defensive Player Ratings Result
Offense + Intimidation Defense + Intimidation When offensive player is the higher rated an outside shot with options results, except when the loose puck occurs in the low slot then it becomes inside shot-intimidation opponent.  When defensive player is the higher rated he wins control and an Action Card is drawn if on the power play; however, when on the penalty kill the team has a choice of icing, skating, or drawing an Action Card.  When a tie results a faceoff in the offensive/defensive zone will occur.

SPECIAL TEAMS NEUTRAL ZONE LOCATION AND MATCH-UP RESOLVE

6-sided die roll for location 20-sided die roll to determine player match-up
5 ON 4 4 ON 3 5 ON 3
1-2 Power play team left wall/penalty kill team right wall 1-3 PLW

4-19 PLW/RW

20 PLD/RW

1-4 PLW

5-19 PLW/C

20 PLD/C

1-5 PLW

6-19 PLW/C

20 PC/C

3-4 Middle of the ice 1 PLD

2 PC

3 PRD

4-9 PLD/RW

10-11 PC/RW

12-13 PC/LW

14-20 PRD/LW

1-2 PLD

3-4 PRD

5-12 PLD/C

13-20 PRD/C

1 PLD

2-4 PC

5 PRD

6-10 PLD/C

11-15 PC/C

16-20 PRD/C

5-6 Power play team right wall/penalty kill team left wall 1-3 PRW

4-19 PRW/LW

20 PRD/LW

1-4 PRW

5-19 PRW/C

20 PRD/C

1-5 PRW

6-19 PRW/C

20 PC/C

NEUTRAL ZONE LOOSE PUCK RESOLVE

Split Card #’s Ratings Used Result
1-5 Intimidation ratings.

If tied Offensive ratings.

Highest rating wins control of puck.  Tie after both ratings results in a faceoffat neutral.
6-10 Defense ratings

If tied Intimidation ratings.

Highest rating wins control of puck.  Tie after both ratings results in a faceoffat neutral.
11-15 Offense ratings

If tied Breakaway/Penetration rating

Highest rating receives outside shot only.  Tie after both ratings results in a faceoff at neutral.
16-20 Offense + Defense + Intimidation + Breakaway/Penetration Highest rating receives outside shot with options.  Tie after all ratings results in possible fight (20 chance must be over both player’s double penalty lines for a fight to occur).  If no fight results, faceoff at neutral.

 

 

REVISED 2 ON 1 PASSING ATTEMPT

This system is very similar to the passing chart for the 2 on 1 system I had previously posted; however, this takes into account the Wilkerson/Goldberg passing system.  All other aspects of the breakaway system remain the same as the last post covering this area.

 

2 ON 1 BREAKAWAY CHART (20 CHANCES)

When a 2 on 1 breakaway occurs the player who receives the head man pass has the option of taking an inside shot or passing to the player who joins the 2 on 1 breakaway for a rebound/breakaway shot.  Draw a Split Card:

 

* In all situations a Split Card number of 17 or 18 results in the pass being blocked for a faceoff in the defensive zone.

 

** In all situations a Split Card number of 19 results in the pass being blocked for an uncontrolled rebound.

 

*** In all situations a Split Card number of 20 results in the pass being blocked for a loose puck situation.

 

**** In all other cases if the Split Card number falls within the listed range the pass is successful for a rebound breakaway shot and if the Split Card number is higher than the listed range but below a 17 the pass is blocked and the defending defense men takes possession.

 

Passing Def 5 Def 4 Def 3 Def 2 Def 1
L 12+ 1-12 1-13 1-14 1-15 1-16
L10-11 1-11 1-12 1-13 1-14 1-15
L 8-9 1-10 1-11 1-12 1-13 1-14
L 6-7 1-9 1-10 1-11 1-12 1-13
L 5or- 1-8 1-9 1-10 1-11 1-12
K 1-6 1-7 1-8 1-9 1-10
J 1-4 1-5 1-6 1-7 1-8
Zero 1-2 1-3 1-4 1-5 1-6

 

Moreover I put in a minor tweak to the Revised Wilkerson/Goldberg Charts previously posted.  This corrects for allowing a K/BAR 5 to be a better passer than an L/BAR 3.

REVISED WILKERSON/GOLDBERG PASSING CHART EVEN STRENGTH

Passing

Rating + BAR

Passing L/ Great Pass Defense

1

Defense

2

Defense

3

Defense

4

Defense

5

Passing 0   1-7 1-6 1-5 1-4 1-3
“ J   1-9 1-8 1-7 1-6 1-5
“ K   1-11 1-10 1-9 1-8 1-7
“ L 5 or – 1-2 3-13 3-12 3-11 3-10 3-9
“ L 6-7 1-2 3-14 3-13 3-12 3-11 3-10
“ L 8-9 1-2 3-15 3-14 3-13 3-12 3-11
“ L 10-11 1-2 3-16 3-15 3-14 3-13 3-12
“ L 12+ 1-2 3-17 3-16 3-15 3-14 3-13

 

REVISED WILKERSON/GOLDBERG PASSING CHART SPECIAL TEAMS

Power Play Short Handed
Passing

Rating +

Bar

Passing L

/GreatPass

Inside

Shot

Inside

Shot

Int

  Assist

Rating

Passing L

/Great

Pass

Inside Shot
Passing 0   1 2-8   Passing 0   1
“ J   1-3 4-10   “ J   1-3
“ K   1-5 6-12   “ K   1-5
“ L 5 or – 1-2 3-7 8-14   “ L 5 or – 1-2 3-7
“ L 6-7 1-2 3-8 9-15   “ L 6-7 1-2 3-8
“ L 8-9 1-2 3-9 10-16   “ L 8-9 1-2 3-9
“ L 10-11 1-2 3-10 11-17   “ L 10-11 1-2 3-10
“ L 12+ 1-2 3-11 12-18   “ L 12+ 1-2 3-11

The charts to determine inside shot, lose puck to, and inside shot intimidation all remain the same.

 

 

PENALTIES/FIGHTS/INJURIES FROM SUPER ADVANCED PENALTY CHART

Anytime a MP, GM, or a stand-alone five minute major occurs, check for possible injury to the offensive player.  If an additional game injury occurs, the league reviews the tape and penalized player is suspended for the same number of games as the injured player is out of action.

 

In the case of a Match Penalty (MP), regardless of injury the highest penalty rated player for the offensive team (does not include possibly injured player) fights the player receiving the match penalty (check for instigator penalty to the offensive player).  If there is one additional B, A, or AA penalty rated player on the ice for each team (this may include the player who received the possible injury, if after checking no injury occurred), a brawl ensues with all players on the ice involved including the goalies.    After checking for an injury, if the player who was possibly injured did not sustain an injury he would be involved in the brawl.  However, if the player was injured, he and the lowest rated penalty player from the defensive team stay out of the brawl and are not penalized.  The following penalties would be assessed:

Injury Occurred: Defensive Team                      Offensive Team

Player receiving MP receives 5, 5 and is tossed from the game with a possible suspension.

All other skaters on the ice except the player with the lowest penalty rating are penalized 5 and 10MC

Lowest Penalty rated player receives no minutes

Player who fights player receiving (MP) receives 5 as well as possible instigator penalty of 2 and 10MC

All other skaters on the ice except the player with the injury are penalized 5 and 10MC.

Injured player receives no minutes.

No injury Occurred: Defensive Team                Offensive Team

Player receiving MP receives 5, 5 and is tossed from the game.

All other skaters on the ice are penalized 5 and 10MC

Player who fights player receiving (MP) receives 5 as well as possible instigator penalty of 2 and 10MC

All other skaters on the ice are penalized 5 and 10MC.

 

In Gross Misconduct (GM) and stand alone five minute majors, check for injury to the offensive player.  If no injury occurs there are no additional penalties: however, if this was a “Goon” situation the offensive team may still declare a fight.  When an injury does occur the highest penalty rated player on the ice for the offensive team may fight the player receiving the initial penalty based upon the following chart:

Penalty Rating Fight No Fight
AA 1-18 19-20
A 1-16 17-20
B 1-14 15-20
C 1-11 12-20
D 1-8 9-20

When a fight does occur check for an instigator penalty to the offensive player.  Moreover, for each set of players for each team that are B, A, AA penalty ratings there will be that many more fights.  Example: Defensive player taking original penalty, the offensive player who is injured, and the offensive player who fought the player taking the original penalty would not be taken into consideration.  Therefore if the defensive team had (2) A’s, C, and a D, while the offensive team had a B, C, and D, only one additional fight would occur.  The additional fights would only be assessed five minute majors, no misconducts.

 

Whenever a goalies gets matching double minors or higher (4/4, 5/2, 5/4, 5/5, 7/2, 7/5, 7/7, 9/7, 12/7) go automatically to the third man in chart and refer to section 11-19.  The highest penalty rated player on the goalie’s team is the third man in during an altercation.  There is no chance for an instigator penalty in this situation, thus substitute the penalties awarded during the original altercation involving the goalie for the wording:  “Therefore, two players in original fight get 5 each and if there was an instigator penalty the instigator receives an additional 2 & 10 minute misconduct.”  All other penalties remain the same.

 

RARE PLAYS

With regards to the rare play mentioned in the loose puck section, here is a description of the rare plays I use.   These are all Gordy Franklin’s from an old Strat Fan Hockey Yearbook publication, and I find them all to be terrific fun, especially ringing the metal in overtime causes some of the most animated reactions I have seen in face to face play yet.  This is not a complete list of the rare plays Gordy came up with and in addition I made some minor modifications to make those I use fit in better with my replay rules.

Rare Plays Chart

SOM Result Rare Play (Split Card of 1 and/or 20)
GOAL (and GOAL+ on PP) on Shooter’s Card #1 Puck hits post-Loose Puck (pick Action Card if defense wins puck)

#20 Puck hits crossbar-Rebound (pick Action Card if defense wins puck)

GOAL+ and Goalie Rating+ during Even Strength play Draw a Split Card:

#1 Puck hits post-Rebound (Int-either D, if offense gets rebound)

#20 Goalie can’t find handle- Defense falls on puck in crease, draw another Split Card:

#1-2 Penalty Shot for Any Player

#3-19 Save and a Faceoff

#20 Goal kicked in (Roll 1 6-sided die 1-3 goal allowed

4-6 goal disallowed)

Attacking team with superior rating wins faceoff on #1 Draw another Split Card:

#19 Center may take Inside Shot right from draw

#20 Center may use Passing L Chart to either wing

Successful Penetration on Split #1 Draw another Split Card:

Draw within penetrating player’s breakaway penetration range (1-4) is a breakaway

#(2-4)-16 Inside Shot

#17-19 Defense Option: Opponent may intimidate (During a power play if there is no opponent to intimidate, result is inside shot.)  If unsuccessful offensive player still forced into corner; Outside Shot Only (may Dump and Chase at full/even strength and in at least 2/2 setting)

#20 Penetrating offensive player gets by defense and is hooked down.  (During a power play if there is no opponent against, result is a breakaway.) Roll 1 6-sided die: 1-3 Penalty Shot/4-6 2 minute minor penalty

 

Happy rolling! Kent.  Long Live Cards & Dice!!!

 

 

P.S.  All of my charts are saved on MS Word 2003.  If anyone has an interest in copies of certain areas please feel free to contact me a witcstrat@yahoo.com and I will be more than willing to send out copies of any areas of interest.

 

The areas include:

ACTION CARD CHARTS

DUMP AND CHASE SYSTEM CHARTS

FORECHECKING SYSTEM CHARTS

INJURY DURATION & CLARIFICATION CHARTS

LOOSE PUCK CHARTS

REVISED WILKERSON GOLDBERG PASSING CHARTS

PENALTIES, FIGHTS,THIRD MAN IN CHARTS

PENETRATION CHARTS

POSSIBLE BREAKAWAY & RARE PLAYS CHARTS

SPLIT CARD CHARTS

VARYING OPPONENT AGAINST CHARTS

 

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