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How to Play
 
THE DRAFT

1. Recruit friends to form a league. It is suggested that you only ask hockey fans that are interested in playing. People that are coerced into playing usually lose interest. Try to keep an even number of players to ease schedule making. A range of 8 to 16 teams is suggested.

2. Have a meeting to discuss scoring systems prior to the draft. Keep it simple if you are just starting a league. The scoring method must be in place prior to the draft to allow team owners to develop strategies. Players' values increase or decrease based on different methods.

3. Determine what position players can be used at. For example, certain players play both forward and defensemen. It is up to the individual leagues to determine if they can be used solely at one position or can go both ways. Either way, make sure this is determined prior to the draft.

4. Use the serpentine method for drafting. Draw numbers from a hat to determine draft order. The order is reversed in even numbered rounds.

5. Hold the draft when all team owners can attend. Drafting for absent owners takes the fun out of the draft. Drafts are usually held one week prior to the start of the regular season.

THE ROSTER

The size of the roster shall be determined at the pre-draft meeting. The size will vary depending on the number of teams in the league and owner interest. The following is a good rule of thumb for starting a league:

8 to 12 Forwards
5 to 8 Defensemen
3 to 4 Goalies
2 to 3 Goons
1 to 2 Power Play Teams

From this roster an active roster will be selected. Usually 5-10 Forwards, 3-6 Defensemen, 2 Goalies, 1-2 Goons and 1 Power Play Team. Once again, the size is to be determined at the pre-draft meeting. The active roster can be changed on a weekly or monthly basis as agreed upon.

TRADES & WAIVER WIRE

Players can be traded between teams. Non-drafted players can be added by a waiver wire method or by holding a supplemental draft later in the season. Generally teams with the worst record are allowed first choice using a waiver wire method. At the end of every week or month, non-drafted players can be added to rosters. The roster size cannot change, so a player must be dropped for every player picked up.

SCORING METHODS

A. THE POINTS SYSTEM

The simplest way to keep score is by counting points. Goals and assists each count as one point for each defensemen and forwards. Goaltenders earn two points for each win and an additional three for each shutout (so a shutout victory is worth 5 points). Goons earn one point for every five penalty minutes, while power play teams earn 1 point for each power play goal.

Forwards and Defensemen
Goal = 1 point
Assist = 1 point

Goalies
Win = 2 points
Shutout = 3 points

Goons
5 Penalty Minutes = 1 point

Power Play Team
Goal = 1 point

B. THE ALL-AROUND PLAY SYSTEM

Incorporating plus/minus ratings into the fantasy ratings, rewards players for better all-around play rather than just for scoring alone. The following method is used to keep track of player's plus/minus ratings. Goals count as three points, assists as two points and the "+/-" is either added or subtracted from the total. In order to balance out scoring for the goalies, wins are worth five points and shutouts are worth an additional five. Penalty minutes for goons are worth one point apiece, and the goons "+/-" ratings are also added in. Power play team goals are each worth three points. Goons do not score for goals and assists. Only penalty minutes and "+/-" ratings. Conversely, penalty minutes are not added in for forwards, goalies and defensemen.

Forwards and Defensemen
Goal = 3 points
Assists = 2 points
+/- = actual value

Goalies
Win = 5 points
Shutout = 5 points

Goons
1 Penalty Minutes = 1 point
+/- = actual value

Power Play Team
Goal = 3 points
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