Two matching-colour dice create the total. One different-colour die chooses ODD or EVEN. The cards turn that result into a pass, shot, rebound, penalty, injury, or line change.
2 matching-colour dice Total 2–121 different-colour die ODD or EVEN1 Action card 30 seconds
THE HEART OF THE ENGINE
7 + ODDSHOT
7 + EVENPASS
The active card always supplies the actual result.
Teaching examples.The 1992–93 cards below demonstrate the system. That season—or any other historical hockey season—can now be requested.
Roll two dice to identify the standard minor, then use the penalized team’s A, B, or C rating to resolve additional consequences.
Includes minors, majors, misconducts, fighting, and penalty-shot results.Open full chart ↗
Injury Chart
The first roll determines the immediate game result. If it says SHAKE AGAIN, roll again and use the duration column.
Results range from remaining in the game to missing future games.Open full chart ↗
Pull the Goalie
When trailing, replace the goalie with an extra skater and use the Action card’s bottom number with the empty-net position key.
The reward is an extra attacker; the risk is an opposing shot or automatic empty-net goal.Open full chart ↗
Complete rulebook
From opening face-off to the final horn.
The finished rulebook covers setup, action cards, shooting and scoring, passing, rebounds, timing, penalties, special teams, line changes, injuries, strategy, game organization, and all four reference charts.