Game Design by Tom Dalgliesh, Lance Gutteridge,
Ron Gibson and John Gordon
Artwork and Layout by Kwanchai Moriya
In Super Slapshot, you are the manager of a hockey team.
Skillfully manage a team of players to the playoffs and win
the championship!
Components: 1 game board, 84 cards (41 Forwards, 29
Defensemen, 14 Goalies), score sheets, player markers.
Each player has a number between 0 and 11. This is the
player’s value. Each player has a color which designates
the player’s position: Blue numbers are Forwards, Red
numbers are Defensemen, and Black numbers are
Goalies. Some players have a spiked border around their
value which indicates that these players are “Bruisers.”
Some player cards have a star symbol next to their value
which indicates a “Special Power.” Bruisers and Special
Powers will be explained later.
Setup
Separate the three types of players (Forwards,
Defenseman, and Goalies) into three decks. Shuffle the
decks and place them on their respective places on the
game board.
Each player places their player marker on the “0” space of
the scoring track.
Each manager will now select their team. The most athletic
manager starts. That manager starts by taking the top card
of any of the three decks. The drawing continues
clockwise, each manager taking one card at a time, until
all managers have a complete team of six players. The
order in which the manager draws his players does not
matter, but they must end up with exactly 3 Forwards, 2
Defensemen, and 1 Goalie.
Choose a manager to be the Scorekeeper. They will keep
track of the results of each game played on the score
sheet.
How to Play
A manager must perform one of the following three actions
on his turn:
1. Trade
2. Draft
3. Play a game
Trade – Choose a manager to exchange players with. He
cannot refuse to trade. Pick one card randomly from his
hand. Then choose one player of the same type to give
back (i.e. take a Forward then return a Forward). You
cannot return the player you just drew.
Draft – Remove a player from your team and place it under
the appropriate deck. Draw a player off the top of the
same deck. You must accept whatever player you get.
Play a Game – Choose a manager to be your opponent
and play a game against them. See “Playing a Game”
below. You must play each manager once before you can
have a second game against any manager. Likewise you
cannot have a third game with a manager until you have
played every other manager twice.
Once a manager has completed one action, their turn is
over. The next person in clockwise order then takes their
turn.
Playing a Game
1. Each manager selects their first player and place it face
down on the table.
2. The two managers turn over their players with the
following results:
If the players have different values and neither are
Goalies, the player with the higher value scores a goal
for their team.
If the players have the same value and neither are
Goalies, no goal is scored.
If one Goalie is played and the Goalie’s value is higher,
no goal is scored.
If one Goalie is played and the Goalie’s value is lower,
the opposing manager rolls a die. On a roll of 1 – 3 no
goal is scored. On a roll of 4 – 6 a goal is scored.
If a Goalie is played and the Goalie’s value is the same
as the opposing player, the opposing manager rolls a
die. On a roll of 1 – 5 no goal is scored, On a roll of 6 a
goal is scored.
If both are Goalies, no goals are scored.
If a Bruiser (spiked border around value) is played, the
opposing player is injured. Scoring takes place as
usual, but the injured player must be put to the side to
be replaced at the end of the game.
If both are Bruisers, scoring takes place as usual, but
both players are injured.
3. Each manager then chooses a second player and
follows the previous steps until the managers have played
their entire six player team.
4. The team that scores the most goals wins the game.
5. If the game ends in a tie, it is resolved by going into
“Sudden Death” rounds. In Sudden Death, the managers
pick up their team (injured players must be replaced) and
begin a new game. The first person to score a goal
instantly wins the game.
6. If one or more players were injured during the game,
each player must now be replaced. To replace an injured
player, the manager follows the “Draft” procedure to get a
new player of the same type. A player who is injured
during a tied game is replaced before Sudden Death
begins.
7. The winning manager moves his scoring marker up one
space on the scoring track.
Regular Season
During the regular season, managers continue taking turns
until a manager has won his ninth game. At this point, the
regular season ends immediately, and the playoffs begin.
Playoffs
The manager who has won nine games and the manager
in second place compete in the Playoffs. All other
managers are out of the game. If two teams are tied for
second place, these two teams play a single tie-breaker
game to decide who goes to the Playoffs. If more than two
teams are tied for second place, these teams will play an
elimination tournament to see who will go to the playoffs.
The team who scored the most goals during the regular
season receives a bye during the first and/or second
rounds of the elimination tournament.
In the Playoffs, the final two teams play a best of three
game series. All the Regular Season rules apply during the
Playoffs. The winner of the Playoffs is the overall winner of
the game!
________________________________________________
Special Powers
Albus Dumbledore – If he is played, the opposing manager
must take the player he played against Albus Dumbledore back
into his hand, and instead play his highest valued remaining
player.
Spacesuit Girl – Her manager may pick the top card from any
of the three player decks and add that player‟s value to
Spacesuit Girl‟s value during games. Keep this drawn player card
to the side. If Spacesuit Girl is traded, drafted, or injured, discard
the drawn player card.
E.T. – All players valued 7 or more will automatically score
against E.T. In all other cases, normal rules apply.
Prince Charming – If his team is in a tie at the end of any
game, the manager may declare himself the winner instead of
playing Sudden Death.
Thumbelina – If she is played against a Goalie, she always
scores no matter what the Goalie‟s value. Also, if she comes up
against a Bruiser, the Bruiser is forced to leave the game as if
injured. The only exception is The Flood, which will injure
Thumbelina instead of vice-versa.
Lara Croft – If she is pulled from a manager‟s hand during a
trade, the initiating manager must automatically exchange their
highest valued player of the same type for her.
Goku – He only receives his value during games. When played
as the first player in a game, his value is 1. Played as the second
player, his value is 2. And so on. In Sudden Death, played as the
first player, his value is 7, etc. While not playing a game (i.e.
during a trade), Goku‟s value is considered to be 1.
The Borg – It knocks out all other Bruisers from the game and
remains in the game itself, except if matched up against The
Flood. In that case, The Flood knocks out The Borg instead.
The Flood – It knocks out all other Bruisers, including The
Borg, from the game and remains in the game itself. If matched
up against Thumbelina, it injures her and stays in the game
itself.
The Joker – He can be used as either a Forward or a
Defenseman.
Weighted Companion Cube – If it is on your team at the
start of your turn, reveal it to the other managers and you may
take two actions this turn (i.e. trade, draft, or play a game). But if
Weighted Companion Cube is drafted, traded, or injured during
your first action, you do not get a second action that turn.
Peter Griffin – He will score two goals against any (non-Goalie)
player that has a lower value than him. But he will allow two
goals to be scored on him if the player has a higher value. If he is
matched up against a Goalie, roll two dice instead of one if the
Goalie„s value is equal to or lower than his.
Gunslinger – Whenever he is played, roll a die and add that
number to his value.
Variants
Shorter Game variant– When a manager wins his fifth
game, the regular season ends immediately. Playoffs take
place as usual.
Teams variant – The maximum number of managers for
this variant is seven. The symbol at the bottom right corner
of each player card is used to separate players into seven
teams of ten players each. Player cards without any team
symbol are free agents.
Dagoba Destroyers
Metropolis Monarchs
Wonderland Warriors
Sleepy Hollow Stingers
Hogsmeade Hurricanes
Hyrule Hornets
Tokyo Titans
Each manager selects a team. Shuffle the free agents and
have each manager randomly choose one. Now each
manager should have a team of 11 players.
Each game is played by normal rules, except there is no
trading or drafting allowed, and during the game a
manager must always field 3 Forwards, 2 Defensemen,
and 1 Goalie.
After the first game, a manager must take 3 of the players
he used during the game and rest them on the bench. If
one or more players were injured, they must be included
as part of the resting 3 players. Injured players are healed
after resting for one game.
In the second game and after, a manager will not have
more than 8 players from which to field his 6 player team.
However, he must always field 3 Forwards, 3 Defensemen,
and 1 Goalie. At the end of the game, a manager takes 3
of the players from that game and swaps them with the
previous 3 resting players on the bench. And so on.
If a manager cannot satisfy the obligations of a legal 6
player team, his opponent wins the game automatically
without it being played.
Divisions variant – This variant is slightly adapted from the
optional rules section of the rules to Slapshot, the Avalon
Hill version of the game. When all managers agree,
managers may be placed in two divisions, with managers
divided as equally as possible between the two. During the
regular season, managers may only play games against
managers in the same division. Managers may still trade
with any other manager, regardless of division. This
system should only be used when there are six or more
players.
Substitutes variant – Each player receives an extra
Defenseman & Forward. (This variant expands the hand
size to eight cards.) In a match, players can now decide
which forwards & defensemen they will use. However,
players are still restricted to the original lineup of 3
forwards, 2 defensemen, and 1 goalie.
Game History
Designed by Tom Dalgliesh, Lance Gutteridge, Ron Gibson
and John Gordon. Originally published in 1975 by Gamma
Two Games under the name “Team.” Published a second
time by the Avalon Hill Gaming Company in 1980 as
“Slapshot.” Later, published by White Wind Games and
revised by Alan Moon under the title, “Phantoms of the
Ice.” Published again in 1997 by Amigo Games as “Power
Play.” “Super Slapshot” is a 2009 redesign of the artwork
and theme by Kwanchai Moriya, using player cards and
rules from previous editions. Learn more about the game
at http://www.boardgamegeek.com/boardgame/1705.