Quick Play Pro Hockey (2000)
ag.gameitem.AGID:
Spielzeit: 15
Mindestalter: 10
Spieleranzahl:
1
ag.gameitem.publisher:
(Self-Published)
Spiel-Designer:
Michael Owens
Künstler:
Unbekannt
Mechaniken:
Dice Rolling,
Simulation
Beschreibung
Quick Play Pro Hockey was designed by Michael Owens 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.
Game play is activated by two standard dice (of different colors 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 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
When playing the game, you roll two dice. The first dice will be used for time management based on a timing chart. The combination of the two dice will then be used to determine if a scoring chance takes place. If a scoring chance takes place, then another roll of the dice will determine which team has the scoring chance. Once a team is determined, a third roll will be matched against a scoring table to determine the outcome of the scoring chance.
The game consists of three periods and the team with the higher score at the end of the game wins.
Quick Play Pro Hockey was designed by Michael Owens 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.
Game play is activated by two standard dice (of different colors 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 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
When playing the game, you roll two dice. The first dice will be used for time management based on a timing chart. The combination of the two dice will then be used to determine if a scoring chance takes place. If a scoring chance takes place, then another roll of the dice will determine which team has the scoring chance. Once a team is determined, a third roll will be matched against a scoring table to determine the outcome of the scoring chance.
The game consists of three periods and the team with the higher score at the end of the game wins.
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ag.gameitem.lastUpdated: 2025-04-22 21:08:19.397