S51 PT #3 - SHL Board Game
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puolivalmiste
Player Progression Director Posting Freak
SHL HALL OF FAMER
Recommended for 4-8 players You need: 2 regular packs of cards 5 regular D6 dice SET UP: Everyone rolls 2 dices, player with highest total starts. In case of tie tied players keep rolling until there is a winner. First Player picks team (their own or real SHL one) and selects if they want to play in West or East. Player to their left then picks team and which will be placed to other conference. Next one will be added to same as first and so on. Your player will have following stats; Checking, Fighting, Scoring, Passing, Defence and Penalty shot. They all start as D6 and every TPE increases them by adding another D6, so if you add one TPE to scoring it becomes 2D6. All stats are capped at 5D6. GAME: OFF-SEASON: Shuffle one deck of cards and deal 5 cards to every player, do not look at cards. Starting from player who picked their team last and on later seasons from player who won Challenge cup. During their turn player can open up to 3 cards with following effects based on value of the card: 2: Caught Tampering, discard 2 of your unused cards. 3: Inactive Linemate, your first round pick goes inactive and you can't find a replacement. For this upcoming season you roll one dice less for scoring and passing. 4: Casino, Set up some bets that can't fail. Lose so much money you cannot train, 0 TPE. 5: Failed mock draft, 0 TPE. 6: Accurate Season Predictions, +1 TPE. 7: SimonT, keep this card until used to double down on randomness. When played during playoffs, between matches, both players discard their hand, those cards get shuffled back to deck and then both players are dealt as many cards as they had before SimonT's intervention. 8: Championship Week, hard work earns you +2 TPE. 9: Podcast Series, easier than printing fake money, spent some extra cash on equipment, +2 TPE. 10: Depth Scoring, Your second line can actually score. Add 20 points to your final score of regular season. J/11: IIHF Gold, First player to draw gets gold for the season, if drawn multiple during one off-season next ones give +1 TPE Q/12: Simmer, get all four PTs for free during upcoming season. K/13: 10x10, What a deal, now you can buy anything. Draw one more card and for rest of the game draw one extra card during off-season, keep this card for rest of the game, one player can have multiple of these. A/14: Hamilton Coaching, move all dices from passing to scoring, ignore cap. Then add one dice to passing. If scoring is now 11 or more league folds and game ends. Winner is determined as usual. REGULAR SEASON: Once everyone has made their off-season turn player who started can then discard up to 4 cards for PTs that give you +1 TPE each. Simmers can keep all their cards and get 4 TPE. Add all TPE from off-season and PTs to your stats. Then roll as many dice as you have for following. Goals = Scoring Assists = Passing Plus/minus = Defence - 10 PIM = Checking + Fighting Regular season results: Standings are directly related to your players ability to carry. Team's score is counted by adding goals, assists and plus/minus together and then teams are sorted from highest to lowest to determine playoffs seeding. Sergei Karpotsov Trophy is awarded to player with most points. Jeff Dar Trophy is awarded to player with highest plus/minus. Turd Ferguson Trophy is awarded to player with highest PIM. ALL TIES ARE RESOLVED WITH PENALTY SHOT ROLL, HIGHEST ONE WINS. PLAYOFFS: Any card left for Playoffs can be used for "All night test sims” that allow you to pick blindly one of your opponents card and give back any of your own including one you just draw. If there is no opponent, player gets a bye to next round. Brackets for both conferences: 1st vs 4th 2nd vs 3rd Conference finals: Winners of round 1 Challenge cup Final: Winner of both conferences Playoff Series: Team with higher regular season score will get home advantage. Use unused deck for these. Shuffle deck and deal 9 cards to home team and 5 to visitor. Both check their cards. Visitor then blindly picks two cards from home team. For every match both player pick a card and reveal them at the same time. Player who has card with higher value wins the match (Ace is 14), ties are resolved with penalty shot roll. You need to win 4 matches to win the series and moving up to next round. After Challenge Cup finals are over start next season by going back to shuffling all cards back to off-season deck and dealing starting from player who just won the cup. REGRESSION: After 5 full seasons players enter regression. Every stat is reduced by 1 TPE/D6 and cap is lowered to 4. Stats can never go below their starting one D6. After 6th season all stats are further reduced by 1 and cap is further dropped to 3. After 7th season all players retire. PICKING UP THE HALL OF FAMER: Only one makes it to hall of fame, player with highest total of Personal Awards, Challenge Cups and IIHF Golds wins the game. In case of tie there is one last penalty shot roll. GOOD LUCK! Example of player sheet |
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