Just Before each pull of the Action Deck, roll 20 sided die. If 19, or 20 results, Offsides occurs, Faceoff in Neutral zone. If 18 or less, proceed normally.
For every Action Deck reading of “PASSING (A-I)”, roll 20 sided die first. If 19, or 20 results, 2 Line Pass infraction occurs. If 18 or less proceed normally. If infraction occurs, roll 20 sided die again. 1-10, Faceoff in defensive zone. 11-20, Faceoff in neutral zone. All J,K,L passes proceed normally. (Do not check for 2 Line Pass
With kudo's to Rob Gallamore for the original Injury Chart, I have added the Speedy Recoveries portion. (injury chart is on page one)
INJURY CHART / SPEEDY RECOVERIES By Rob Gallamore/Mike Glaze – Based on 82 game season. When an injury occurs roll the 20 sided dice. 1-10 there is an injury to the home team and 11-20 an injury to the visiting team. Then roll the six sided die to see who is injured. 1- Center 2- Right Wing 3- Left Wing 4- Left Defense 5- Right Defense 6- Goalie. Next look at the games played of the injured player and follow the chart below Games played — length of injury Activation Number 80+ games – injured for duration of game only None 75-79 gp – injured for 1 game None 70-74 gp – injured for 3 games 6 65-69 gp – injured for 6 games 3 60-64 gp – injured for 8 games 2 55-59 gp – injured for 11 games 1 50-54 gp – injured for 13 games 1 45-49 gp – injured for 16 games 1 40-44 gp – injured for 18 games 1 0-40 gp – injured for 20 games 1 As you know, professional players often times make speedier than normal recoveries from their injuries. To simulate this, follow the procedure below. The “Activation Numbers” were arrived at by dividing 20(max number of games injured) by the original number of games injured, and rounding all numbers down to a whole number. After each game served on the injured list that a player is not “active”, check to see if he becomes “active” by rolling one 20 sided die. If the number rolled is less than or equal to his “activation number”, that player is now “active” but not yet ready to suit up. Once a player is active (but still injured), after each game check to see if that player makes a speedy recovery. Divide 20 by the actual games left to serve on this injury. Round All numbers down to a whole number. This is his “recovery number”. Roll 20 sided die, and if the result is less than or equal to his “recovery number”, the player makes a speedy recovery and is now healthy and eligible to suit up. A player may not become “active” and make a speedy recovery at the same time. He must become active, serve another game on the injured list, then he may make a speedy recovery. All players, with the exception of players who played 80+ games, must serve at least 1 game on the injured list. In reality, all players who played 0-74 games will serve at least 2 games on the injured list. They will serve one game, then possibly become active, serve at least one more game on the injured list, then possibly become healthy, thus alleviating themselves of further injury time. EXAMPLE: A player is injured for 11 games After one game served on the injured list, and after every game thereafter that he does not become “active”, roll 20 sided die. If the result is 1, he is now “active”, yet still injured. Once “active”, after each succeeding game served on the injured list, divide 20 by the actual number of games left to serve on the injury. This is his “recovery number”. Roll 20 sided die. If the result is less than or equal to his “recovery number”, he has made a speedy recovery and is now healthy and eligible to suit up. Gm # Served Gms Left Activation # Recovery # 1 10 1 None 2 9 1 2 (if active) 3 8 1 2 ” 4 7 1 2 ” 5 6 1 3 ” 6 5 1 4 ” 7 4 1 5 ” 8 3 1 6 ” 9 2 1 10 ” 10 1 None 20 ” 11 0 None None If this player becomes active after the 9th game, he would automatically become healthy after the 10th game, since his recovery number is 20, thus missing the 11th game on the injured list. Mike