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Strategic Hockey Scoring Game
Play Instructions

The cards are divided into three sections.

The title of the card indicates what that card is and what it does.
The center section shows the next possible options for the team who plays the card.
The bottom section indicates what the opponent can accomplish against their rivals.


The Teams ( 8 cards per player )

The dealer passes out the first 8 cards to every player.
The remaining cards are put above and to the left of the rink, they become the Pick up Pile
A random selection of which team plays first and on which side of the rink is made before a game begins.
The home-team always plays first and the fans will cheer for it. The visiting-team is disliked by the crowd.

The first player looks at his 8 cards. He needs a Face-Off to begin.
If he has none he must Discard, throw away a card, or ask Team-Mates for help.
A discard will serve as waste and become the Discard Pile, above and left of the rink.

The teams can play a maximum of 3 cards, one at a time, one after another,
on their turn to play. However their turn ceases after asking their Team-Mates for help.
These same Team-Mates usually try hard to aid their team, except in Practice games.
They have but one opportunity to deliver positive results before the other team jumps in.

A team ends its turn when it scores a goal, automatically.
Each team must pick new cards from the Pick up Pile and resume with
eight cards in hand before attempting to play another on their next turn.


PENALTIES

When a player uses a Penalty card he is either giving or receiving a Penalty.
When giving a Penalty, the other team will not be able to play for the next two turns.
The team that is giving the Penalty may continue to play its three card limit if it can do so.
However, the team that receives a Penalty (or gives itself a Penalty to avoid a bigger problem),
will cease its turn immediately. Its team will skip the next two turns, creating a power-play for the opponent

When a goal is scored during a Penalty, the penalized team may come back and resume playing again.
When penalized, a team may play again only when a goal is scored against them or it has skipped the last 2 turns.

Special Circumstance for a Penalty:

If a team puts down a Breakaway card and the opponent next plays a Penalty card,
whether, ( Hooking - Interference - Tripping ), the team enjoying the Breakaway may then use a Penalty-Shot card.
This would eliminate the 2 skip turns the penalized team would normally have been subjected to and create a scoring opportunity.


PERIODS ( Lengths - Lightning )

A full hockey game usually has three periods.
A Period card may be used at any time to end periods.
If nobody wishes to use such a card to end a period, it may be placed on the Discard Pile.
The period will end when all the cards from the Pick up Pile are gone or when the scoreboard clock runs out of time.
The team which had played first at the beginning of the period will let the opponent begin the next period and so on.

After the 3 periods have been played the team who has scored the most goals wins the game.
In case of a tie, both teams will play an extra overtime period, and the one who scores next claims victory.

Period Lengths

Before a game begins you may wish to choose the time length for periods, except in Practice games.
The options are 10 minutes - 15 minutes - 20 minutes, these stay valid for the duration of the game.

Lightning Games

When activated, each team has but one period to win the game, except in Practice games.
The Lightning game option speeds up game play considerably by allowing only one period to be played per game.


* PLAYING *

For every period the teams occupy either,
the far right third of the rink or the far left.
They will change sides every other period.

The objective of the game consists of trying to move the puck
into the opposite zone belonging to the other team so as to score a goal in the opponents net.
The teams must also defend their own third of the rink (their defensive zone) by preventing the puck from enter into it.

To begin the game the home-team will attempt to play a Face-Off card.
It will be placed above and to the right of the rink, on the Scoring Pile.
The computerized team will always place its cards vertically on this pile.
The cards your team plays will always be placed horizontally on that same pile.

If the top card on the Scoring Pile belongs to your team
your next options are found listed in the center section of that top card to help it along further.

However, if the top card on that pile belongs to your opponent,
your next options are listed on the bottom section of that top vertical card to regain any advantage.


1- Your team scores goals with the puck inside the opponents zone.
2- Your team plays its cards on the Scoring Pile horizontally only.
3- The computerized team uses the puck to score goals inside your zone.
4- The computerized team plays its cards on the Scoring Pile vertically only.


EXAMPLE

The computerized team plays its first Face-Off card of the game and cannot play another.
The puck belongs to them since they now control it in th center of the Rink (in the Neutral zone).

You use a Check card horizontally on top of the Face-Off card, adding to that you also play a PASS card.
Since you hold no other valid cards in your hands, you let your Team-Mates play by using that button.
They too play a PASS card. With this action your team is now closer to the opponents net, where you must score with the puck.

Since you have played your three card limit it is the computerized team's turn.
It uses an Intercept card, vertically, on top of your PASS. The puck is again under their influence.
A second card is also attributed to them, Dump the Puck, but they are incapable of playing a third.

Your cards are refreshed with a full hand of eight when you press the New Cards button.

A new Intercept card gives you back some control over the puck in the Neutral-Zone.
Your second one used is an Offensive-Zone and you find yourself close to their net again.
Your options are good for a third and last card, your choice falls on a formidable one, a Slap Shot.
The puck races speedily toward the net where the opponent recognizes the imminent danger careening toward him.

A few moments go by, the opposing team coveting the alternatives to your bold assault.
Hit the Post appears on the Scoring Pile. The puck abruptly distances itself from the net.
Undoubtedly, this card belongs to the computerized team, who has just repelled your Slap Shot.

Then, amazingly, your cards are renewed signaling your turn to play again.
Your opponent being unable to continue you will surely try to take advantage.
One of your new cards is a Wrap-Around. Eagerly you play it without hesitation.
The player and puck whisk behind the opponents net and around to the other side.

You use a SCORES card ontop of the others on the Scoring Pile. Your team has scored a goal.
The red goal light glares out triumphantly while the scoreboard registers your successful strategy.

On the computerized team's next turn it will need to begin with a new Face-Off card.


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