QUICK PLAY PRO HOCKEY 2000 V.3.
0 Designed by Michael Owens
Introduction
Quick Play Pro Hockey was designed to quickly and accurately replay N.H.L. seasons, playoffs and any kind of
tournaments the gamer wishes. Each game takes a few minutes to play, which allows for many games to be played
in a short period of time. I hope you enjoy this "mini" game and would appreciate hearing any feedback (both
positive and negative).
Michael Owens
147 Enfield Crescent
Winnipeg, Manitoba, Canada
R2H 1A8
204-233-2519
e-mail: dm.owens@shaw.ca
Ron Arnst
55 Carlos Lane
Winnipeg, Manitoba, Canada
R3R 2L9
204-895-8204
e-mail: ronarnst@mts.net
Game Parts
Set-Up Charts
Chance Chart
Home/Visitor Chart
Normalization Chart
Game Charts
Goal Chart
Number of Assists Chart
Close Game Factor Chart
Pulling the Goalie Chart
Timing Chart
Time of the Goal Chart
Clock Chart
Three Digit Random Number Generator (Excel file)
Single Digit Random Number Generator (Excel file)
Teams
Team Roster sheets (47-01)
Team Ratings (47-01)
Team Card Examples (2001 and 1947)
2 standard different sized or coloured dice (not supplied)
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Team Ratings
Each N.H.L. team from 1947 to 2001 is rated in the following 6 aspects:
Offence Away
Defence Away
Offence Home
Defence Home
Normalization
CGF (Close Game Factors)
As an example:
Team / Year Off A Def H Off H Def A Norm CGF
Tor '60 14 10 13 16 21 10
Mon '60 17 9 25 15 21 8
These ratings are based on actual home/away goals for/ goals against. Also, quality of opposition has been
factored in (i.e. schedule)
Game Mechanics
Game play is activated by two standard dice (of different colours or sizes) read separately. For instance if the red
die is 4 and the white die is 2, it is to be read as "42", or if the red die is 2 and the white die is 1 to be read as "21".
This gives thirty-six different possibilities from 11 to 66. If you are familiar with APBA games, it is read in the
same fashion.
The quickest way to become familiar with Quick Play Pro Hockey is to start playing. The basic steps are:
Select Visiting and Home teams
Determine "Base Score" (including normalization) for each team
Determine Scoring Chance range and Home/Visitor Chance ranges and enter them on your scoresheet
Determine Close Game Factor difference and select the applicable CGF range
Record CGF details on scoresheet
Start game
Determining Base score
Using the two teams from the team ratings section above, and assuming the game is being played in Montreal ;
(Tor '60 vs. Montreal '60) add the Offence Away of the Visitor (Toronto) to the Defense Home of the home team
(Montreal)(14+9)=23 which is Tor '60 base score. Repeat the process of the home team. Montreal's would be
Offense Home (Mont) + Defense Away (Tor), or (25+16) = 41.
Please note that these base scores are expressed as whole numbers, which are in fact ten times greater than goal
averages. Another words, the 23 base score for Tor '60 is in fact 2.3 goals per game for Toronto (i.e. 23/10) and
Montreal's is 4.1 goals per game (i.e. 41/10)
Normalization (N) on team ratings (Optional)
Each team is rated for normalization (N on team ratings). Normalization is based on several factors including:
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Number of teams in league
Stability of league
Natural progress of athletics
Playing Conditions
It is strictly optional, but will increase realism. Normalization attempts to give the "original six" a slight advantage
due to the number of teams in the league, thus better caliber of hockey. It is simple to use. When calculating base
scores of teams from different eras or years take the N difference between the teams and ADD this difference to
the team with the higher normalization and SUBTRACT this same number from the lower team's base number
before recording on the scoresheet.
Example:
N
Tor '60 21
Chi'93 16
Difference = 5
Unadjusted base scores (before normalization) with Tor '60 visiting Chicago '93
Tor '60 25
Chi '93 34
Normalization adjustments:
Tor '60 25 +5 =30
Chi '93 34-5=29
Determining Scoring Chance Range
Once base score has been calculated for the home and away teams, add the base scores together. In our example,
Toronto has a base score of 23 while Montreal has a base score of 41 (23+41=64). Find the total (64) on the
Chance Chart and read the “Chance” range in the adjacent column (11-32). Any dice roll from 11 to 32 inclusive
indicates a scoring chance has occurred.
Determining the Home/Visitor Scoring Chance Range
When a dice roll falls into the Scoring Chance Range, you know a quality chance has occurred. But you don’t
know which team has the chance to score. To determine the Scoring Chance Range for the Home team and the
Visitor, divide the Home Team Base Score by the total of the Base Scores. In our example, that would be
Montreal’s Base Score of 41 divided by 64, the total of the Base Scores. (41/64=0.640625) Find the resulting
number on the Home/Visitor Chart. 0.640625 falls between 0.640 and 0.667 on the Home/Visitor Chart. The range
in the adjacent column (14-53) is Montreal’s Scoring Chance Range.
To recap using the same Toronto-Montreal example, if the first dice roll falls between 11 and 32 inclusive a
scoring chance has occurred and another roll is required to determine which team has the chance. If the second
dice roll falls between 14 and 53 inclusive the Montreal Canadiens have the chance. A roll of 11 to 13 or 54-66
would give the chance to Toronto.
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Goal or Save?
After determining that one of the teams has a quality scoring chance, the next step is to determine if a goal has
been scored. Simply roll the dice again but this time add the dice together rather than reading them APBA-style.
For example, a roll of 3 and 4 would be 7 not 34. Now find the total on Goal Chart and refer to the adjacent
column for the outcome of the scoring chance. In this case, a roll of 7 yields a SAVE.
On the Goal Chart, you will notice that several results are followed by symbols. The meaning of the symbols will
be more fully explained later. At this point it is important to know that the symbols do not affect the outcome in
the first or second period or at any time a team is leading by more than 1 goal.
Goals and Assists
When a goal is scored, you can find out which player scored by using the Three Digit Random Number generator
included with the game. Simply open the Excel document containing the Three Digit Random Number Generator
and press the F9 key to generate a sheet of new numbers. Each of digit columns generates a random number from
1 to 6, replicating a roll of three 6d. Read the result left-to-right as a three digit number. You may wish to start at
the top of the column on the far left and work down the number list or you may choose a method of your own
invention to use the numbers.
Consult the team chart for the scoring team and find the player whose Goal Range contains the three digit number
you just rolled. In cases where more than one player has the number listed in their Goal Range, roll a single die
again. A result of 1,2,3 gives the goal to the player listed first while a result of 4,5,6 gives the goal to the player
listed last.
In the case of a goal by the 1960 Montreal team, a 3 digit number of 541 determines that the goal was scored by
Claude Provost (goal range 516 to 542 inclusive).
To determine the number of assists on the goal, roll two dice and add the results (just as you did in determining if a
goal had been scored). Find the result on the Number of Assists chart. For example a roll totaling 5 would indicate
2 assists are possible.
Identify the player(s) receiving as assist in the same manner you identified the goal scorer EXCEPT find the 3 digit
number under the players’ Assist range. On occasion, you may find that the player that scored the goal is also
identified as having received an assist OR the same player is identified as having received BOTH assists. There are
two logical choices that can be made to solve this problem. You may either ignore the assist which means losing an
assist on occasion or you may choose to roll again until you achieve a valid result. Either method is acceptable.
NOTE: You may wish to use three dice to determine Goals and Assists. However, play-testing has proven that
using Random Numbers for this purpose speeds game play appreciably.
Single Digit Random Number Generator
An Excel file containing a Single Digit Random Number Generator has also been included with the game for those
gamers who want to use random numbers exclusively. This file works in the same way the Three Digit Random
Number Generator does. But rather than producing a 3 digit number, it produces single digit numbers from 1 to 6
inclusive.
Rather than rolling dice, simply refer to the random numbers and read as many of them as you need to resolve each
play. For example, when checking to see if a scoring chance has occurred refer to the first (or next) two numbers
on the sheet, reading them as you would read APBA dice.
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Close Game Factor (CGF)
Close game factors are only used in the following conditions:
A game enters the third period and the score is within 1 goal or tied
A game becomes within one goal during the third period
All overtime periods
The Close game factor is in only in used when the 1 goal difference or tied situation is in effect. If the game
situation becomes two or more goals, it is not used. If the score becomes close again, it is used again.
Each team is assigned a CGF on the team rating sheets. The CGF rating is derived from a teams expected winning
percentage versus their actual winning percentage based on formulas that use their goal difference. The average
team is rated 7. Please note that these numbers do not necessarily reflect a team's overall strength. Very weak
teams can have high CGF ratings, while very strong teams may have low CGF ratings. The CGF ratings may
allow certain teams to win more, while at the same time having the reverse effect on other teams.
First, determine the difference in the Close Game Factor ratings of the teams. In our example the difference is 2
with Toronto having the high rating and Montreal having the lower rating. Now, refer to the Close Game Factors
Chart. In our example, a Close Game Factor Difference of 2 results in a 11-43 range. This CGF range is applied
when the Close Game Factor is in effect AND a Goal Chart result is followed by an asterisk (*). For example,
Toronto (remember they have the higher CGF) is checking the Goal Chart on a dice roll of 3. Normally a SAVE
would be the outcome. But with the CGF in effect and the asterisk following the result, Toronto has the
opportunity to roll again. This time the dice are read APBA-style and, if they fall within the CGF range of 11-43
(in our example), the original outcome is reversed and Toronto scores a goal. Had the result been a goal for
Toronto initially, the CGF procedure would not be necessary.
Similarly, if the team with the lower CGF (Montreal in our case) checks the Goal Chart and receives an outcome
followed by an asterisk (*), the original result may be changed. For example, if Montreal (the team with the lower
CGF) checks the Goal Chart on a dice roll of 8 a goal would be the usual outcome. But with the CGF in effect
AND an asterisk following the outcome, Montreal must use the CGF range and roll again. Because Montreal has
the lower CGF the dice roll (read APBA-style) must fall within the CGF range (11-43 in our example) for
Montreal to score the goal. If a team with the lower CGF achieves a SAVE result followed by an asterisk, no
further action is necessary.
If the teams have equal CGF ratings, all asterisks are ignored and the results on the Goal Chart as determined in the
normal fashion.
Timing the Game
The progress of each period of play is determined by the second or white die (assuming you are using red and
white dice in APBA fashion).
When you roll the dice to determine if a quality scoring chance has occurred, read the result on the white die
separately to determine time elapsed. Find the result on the Timing Chart. The result in the column adjacent to the
result of the white die indicates the amount of time that has elapsed in the current segment of play. Keep track of
the progress of the current period by adding each of the timing results together. For example an initial roll of 3
indicates 2 minutes have elapsed. Another roll resulting in a 5 on the white die indicates an additional 3 minutes
have elapsed. The game is now 5 minutes (2+3) old.
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When a roll of the dice indicate a quality scoring chance has occurred, it is advisable to make note of the white die
result and update the time elapsed BEFORE proceeding to resolve the scoring chance.
IMPORTANT NOTE: Near the end of the first or second period, it is possible for the time elapsed to run from one
period into the next. For example, assume the time elapsed has reached 18 minutes in the first period. The next roll
results in a white die reading of 6. This indicates 3 more minutes have passed. The total time elapsed (18+3 = 21)
is more than the 20 minute limit for the period. Simply count the excess time (21-20 = 1 minute excess) at the
beginning of the next period. In this case, the first period would be over and 1 minute has been played at the
beginning of the second. A Clock Chart has been included in the game files to help keep track of the time.
ALSO NOTE: A white die result of 1 indicates 0 minutes have elapsed. This simply indicates play is still in the
same minute previously recorded. For example, with a total of 19 minutes elapsed a white die reading of 1 means
play is in the last minute of the period. Similarly, if a white die reading of 1 occurs at the beginning of a period,
play is in the opening 60 seconds.
Pulling The Goalie
This rule applies ONLY in the last minute of the third period AND only in games with a ONE-GOAL difference in
the score.
When the total time elapsed in the third period reaches or passes 19 minutes in a one-goal game, the Pulling The
Goalie rule comes into play.
First, complete the sequence that resulted in the total elapsed time reaching or passing 19 minutes. Next roll the
white die again. If this roll results in a 1 or 2, a quality scoring chance occurs in the final minute of the period.
After determining which team has the scoring chance, roll the dice and refer to the Goal Chart as you normally
would. An outcome followed by the symbol (e) means an empty net goal has been scored if the team with the
scoring chance is the team leading the game at the time. If the Goal Chart outcome is followed by (p) it means the
team with the goalie out and the extra attacker on the ice has scored to tie the game.
Time of the Goal
This is an OPTIONAL rule that may be used to add more detail and a further touch of realism to the game.
However, it does require the use of additional dice and a further dice roll. You may ignore this procedure without
affecting the outcome of the game.
Assume that a goal has been scored and time elapsed has reached 5 minutes. To determine the actual time of the
goal, roll a 6d and a 10d. Read the results separately. Multiply the 6d times 10 and the 10d times 1. Add the results
to determine the number of seconds. Now add the total number of seconds to the number of minutes elapsed.
For example, assuming a dice roll of 6d=3 and 10d=7 the time of the goal would be 5 minutes and 37 seconds
(5:37). This method is also explained on the Game Charts for easy reference while playing.
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SAMPLE GAME
Chicago '96 visiting Boston '96.
Base Score calculation:
Chi '96 = 18 (OFF A) + 19 (DEF H) = 37
Bos '96 = 19 (OFF H) + 11 (DEF A) = 30
Normalization not required as both are rated 15
Scoring Chance Range:
37+30=67
67 on Scoring Chance Chart = 11-33
Home/Visitor Range:
30/67 = 0.448
0.448 on Home/Visitor Chance Chart = 15-43 range for Home team (Boston) chance
CGF advantage:
Difference of 2 -- Bos '96 high
CGF difference 2 = CGF range of 11-23
First Period
1. dice roll 44 (no scoring chance) white dice roll 4 (2 minutes elapsed)
2. dice roll 16 (Scoring Chance) white dice roll 6 (3 minutes elapsed for a total of 5 minutes played)
dice roll 16 (Boston chance – range was 15-43)
dice roll total of 6 (SAVE – Goal Chart)
3. dice roll 24 (Scoring Chance) timing dice roll 4 (2 minutes elapsed for a total of 7 minutes played)
dice roll 54 (Chicago chance – outside Boston range)
dice roll 4 (GOAL – Goal Chart) Chicago leads 1-0
Consult Three Digit Random Number Generator to determine who scored for Chicago.
Roll dice an add them to determine number of assists on the goal
Consult Three Digit Random Number Generator to determine who received assists
Roll 6d and 10d to determine Time of the Goal
4. dice roll 51 (no scoring chance) white dice roll 1 (0 minutes elapsed)
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