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Hockey games

Shooting games, passing flow, and battle-transition reps for street, floor, or off-ice hockey groups.

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All Hockey games (30)

Hockey Twists (30)

Optional one-rule scoring twists for a game your group already plays.

Post Ping Bonus

Hit the post and score on the same possession to earn 1 challenge point.

  • Hit the post and score on the same possession to earn 1 challenge point.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Post Ping Bonus as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Post Ping Bonus; stop at the agreed finish condition.
Whiff Tax

Whiff on a clean shot attempt and add 1 penalty point against you unless the team keeps possession.

  • Whiff on a clean shot attempt and add 1 penalty point against you unless the team keeps possession.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Whiff Tax as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Whiff Tax; stop at the agreed finish condition.
Tape-to-Tape Bonus

Complete three clean passes in a row and score to earn 1 challenge point.

  • Complete three clean passes in a row and score to earn 1 challenge point.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Tape-to-Tape Bonus as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Tape-to-Tape Bonus; stop at the agreed finish condition.
Turnover Toll

Give the puck away in the slot and add 1 penalty point against you.

  • Give the puck away in the slot and add 1 penalty point against you.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Turnover Toll as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Turnover Toll; stop at the agreed finish condition.
Five-Hole Bounty

Call five-hole before the shot. Score it and earn 1 bonus challenge point.

  • Call five-hole before the shot. Score it and earn 1 bonus challenge point.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Five-Hole Bounty as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Five-Hole Bounty; stop at the agreed finish condition.
Stick-Lane Save

With required protective gear, use the stick—not the body—to deflect a controlled shot and clear the zone to erase 1 earlier challenge point against you.

  • With required protective gear, use the stick—not the body—to deflect a controlled shot and clear the zone to erase 1 earlier challenge point against you.
  • Set a controlled shot pace before play. A player may call stick-lane save, keep their body out of the shot line, deflect with the stick, and clear the zone to erase 1 earlier challenge point against them. Body blocks, hard shots, missing protective gear, or an unsafe lane score 0 and stop the rep.
  • Score Stick-Lane Save as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Stick-Lane Save; stop at the agreed finish condition.
Saucer Pass Call

Call a saucer pass before sending it. Complete it cleanly and earn 1 challenge point.

  • Call a saucer pass before sending it. Complete it cleanly and earn 1 challenge point.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Saucer Pass Call as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Saucer Pass Call; stop at the agreed finish condition.
Empty Net Miss

Miss an open net and add a bonus penalty point against you.

  • Miss an open net and add a bonus penalty point against you.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Empty Net Miss as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Empty Net Miss; stop at the agreed finish condition.
Clean Zone Exit

Move the puck or ball out of the defensive zone with two controlled touches and no turnover to earn 1 challenge point for the team.

  • Move the puck or ball out of the defensive zone with two controlled touches and no turnover to earn 1 challenge point for the team.
  • The team earns 1 challenge point when it moves the puck or ball out of the defensive area with two clean controlled touches and no turnover.
  • Score Clean Zone Exit as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Clean Zone Exit; stop at the agreed finish condition.
Post Call

Call the post or corner before shooting. Hit the target to earn 1 challenge point.

  • Call the post or corner before shooting. Hit the target to earn 1 challenge point.
  • The shooter calls a safe target before the shot, such as left post, right post, or low corner. The group judges whether the shot hits the called target.
  • Score Post Call as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Post Call; stop at the agreed finish condition.
Tape-to-Tape Finish

Complete two clean passes before a shot or goal to earn 1 challenge point.

  • Complete two clean passes before a shot or goal to earn 1 challenge point.
  • Earned challenge points count for you. Penalty points against you count against you. Final challenge score closes only in the way your group agreed before play.
  • Score Tape-to-Tape Finish as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Tape-to-Tape Finish; stop at the agreed finish condition.
Backcheck Lift

Cleanly lift a stick on the backcheck and regain possession to earn 1 challenge point.

  • Cleanly lift a stick on the backcheck and regain possession to earn 1 challenge point.
  • A player earns 1 challenge point when they track back, make a clean stick lift or poke without contact, and their side regains possession. A reach, trip, or unsafe contact during the attempt adds 1 penalty point against that player.
  • Score Backcheck Lift as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Backcheck Lift; stop at the agreed finish condition.
Neutral Zone Pickup

Win a loose puck or ball in the neutral zone and complete the next pass to earn 1 challenge point.

  • Win a loose puck or ball in the neutral zone and complete the next pass to earn 1 challenge point.
  • A player earns 1 challenge point when they cleanly control a loose puck or ball in the neutral zone and complete the next pass to a teammate. A blind giveaway after the pickup adds 1 penalty point against that player.
  • Score Neutral Zone Pickup as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Neutral Zone Pickup; stop at the agreed finish condition.
Board Battle Exit

Win a puck battle along the boards and make the outlet to earn 1 challenge point.

  • Win a puck battle along the boards and make the outlet to earn 1 challenge point.
  • A player or side earns 1 challenge point when they win a clean board battle and complete the next outlet pass to a teammate. A dangerous hit, slash, or blind turnover adds 1 penalty point against that side.
  • Score Board Battle Exit as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Board Battle Exit; stop at the agreed finish condition.
Screen Tip Finish

Create a legal screen or tip that leads to a goal to earn 1 challenge point.

  • Create a legal screen or tip that leads to a goal to earn 1 challenge point.
  • A player earns 1 challenge point when they legally screen the goalie or tip a shot under control and the play results in a goal. A high stick, dangerous crowding, or goalie contact adds 1 penalty point against that player.
  • Score Screen Tip Finish as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Screen Tip Finish; stop at the agreed finish condition.
Blue-Line Hold

Keep the puck in at the blue line and create a chance for 1 challenge point.

  • Keep the puck in at the blue line and create a chance for 1 challenge point.
  • A player earns 1 challenge point when they legally hold the puck in at the blue line, move it safely to a teammate or the net, and their team creates a shot or scoring chance. A failed hold that creates a clean breakaway adds 1 penalty point against that player.
  • Score Blue-Line Hold as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Blue-Line Hold; stop at the agreed finish condition.
Cycle Pass Finish

Complete a controlled cycle pass into the slot, then score or force an immediate save to earn 1 challenge point.

  • Complete a controlled cycle pass into the slot, then score or force an immediate save to earn 1 challenge point.
  • A side earns 1 challenge point when two players complete a controlled cycle pass, move the puck or ball into the slot, and score or force an immediate save. A blind cycle pass that gives possession away adds 1 penalty point against that side.
  • Score Cycle Pass Finish as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Cycle Pass Finish; stop at the agreed finish condition.
Forecheck Trap Win

Force a clean turnover with a forecheck and earn 1 challenge point.

  • Force a clean turnover with a forecheck and earn 1 challenge point.
  • A player or line earns 1 challenge point when they call the forecheck lane, pressure safely, and force a clean turnover that leads to a shot or controlled possession. A reckless chase that loses shape or creates stick contact adds 1 penalty point against that side.
  • Score Forecheck Trap Win as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Forecheck Trap Win; stop at the agreed finish condition.
Penalty Kill Clear

Clear pressure cleanly from the defensive zone for 1 challenge point.

  • Clear pressure cleanly from the defensive zone for 1 challenge point.
  • A side earns 1 challenge point when a player wins the puck under pressure and clears it to the agreed safe zone without a dangerous swing. A rushed clear that goes directly to an opponent for a shot adds 1 penalty point against that side.
  • Score Penalty Kill Clear as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Penalty Kill Clear; stop at the agreed finish condition.
Corner Exit Pass

Escape the corner with a clean outlet pass to earn 1 challenge point.

  • Escape the corner with a clean outlet pass to earn 1 challenge point.
  • A player or line earns 1 challenge point when they recover the puck or ball in the corner and make a clean outlet pass that starts a controlled exit. A blind corner pass to the other side adds 1 penalty point against that player or line.
  • Score Corner Exit Pass as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Corner Exit Pass; stop at the agreed finish condition.
Outlet Lane Seal

Seal the outlet lane and exit cleanly to earn 1 challenge point.

  • Seal the outlet lane and exit cleanly to earn 1 challenge point.
  • A team earns 1 challenge point when a player seals the outlet lane, receives or makes a clean pass, and the team exits the zone with control. A risky outlet that turns the puck or ball over in danger adds 1 penalty point against that team.
  • Score Outlet Lane Seal as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Outlet Lane Seal; stop at the agreed finish condition.
Weak-Side Support

Create the weak-side support lane and exit pressure for 1 challenge point.

  • Create the weak-side support lane and exit pressure for 1 challenge point.
  • A team earns 1 challenge point when a weak-side player opens a safe support lane, receives or creates the pass, and the team exits pressure with control. Failing to support and losing the puck or ball in danger adds 1 penalty point against that team.
  • Score Weak-Side Support as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Weak-Side Support; stop at the agreed finish condition.
Drop Pass Entry

Use a clean drop pass to enter the zone and earn 1 challenge point.

  • Use a clean drop pass to enter the zone and earn 1 challenge point.
  • A team earns 1 challenge point when it calls a drop pass entry, keeps control through the exchange, and creates a shot or sustained possession. A blind drop pass that becomes a turnover adds 1 penalty point against that team.
  • Score Drop Pass Entry as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Drop Pass Entry; stop at the agreed finish condition.
Hockey Call-It Bonus

Call the target, answer, route, or move before the turn; a clean result earns 1 challenge point.

  • Call the target, answer, route, or move before the turn; a clean result earns 1 challenge point.
  • The call must be heard before the attempt and judged the same way for everyone. For Hockey, keep it within shooting, passing, puck control, clean defense, and safe rink or street space. Optional house overlay for an already playable hockey activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a permitted stationary practice pass; success means the ready receiver controlling the puck or ball inside the marked area, and reset means stop the drill until the lane and receiver are ready. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before each eligible turn, the player names the task and its success criterion aloud; the judge repeats the call. A verified called success earns exactly 1 separate challenge point, at most once per turn. An uncalled result earns no challenge point. Use only turns already allotted by the base game. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Hockey Call-It Bonus as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Hockey Call-It Bonus; stop at the agreed finish condition.
Hockey Clean Reset Point

A player or team earns 1 challenge point for a clean reset after a miss, turnover, or stalled round.

  • A player or team earns 1 challenge point for a clean reset after a miss, turnover, or stalled round.
  • The reset must help the group continue safely without changing the main score unfairly. For Hockey, keep it within shooting, passing, puck control, clean defense, and safe rink or street space. Optional house overlay for an already playable hockey activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a permitted stationary practice pass; success means the ready receiver controlling the puck or ball inside the marked area, and reset means stop the drill until the lane and receiver are ready. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. After an ordinary miss or stalled turn, the active player completes the stated reset. A neutral observer checks every reset step before restart. Award exactly 1 separate challenge point, at most once per allotted turn; do not deliberately create a miss to farm resets. Required safety stops never cost a point or use a replay token. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Hockey Clean Reset Point as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Hockey Clean Reset Point; stop at the agreed finish condition.
Hockey Comeback Window

The trailing side gets one announced comeback window for a bonus challenge point.

  • The trailing side gets one announced comeback window for a bonus challenge point.
  • Before play, name the task, the window's duration, and the result that earns the point. Use it once and call it before the turn. For Hockey, keep it within shooting, passing, puck control, clean defense, and safe rink or street space. Optional house overlay for an already playable hockey activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a permitted stationary practice pass; success means the ready receiver controlling the puck or ball inside the marked area, and reset means stop the drill until the lane and receiver are ready. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before play, give each side one comeback window consisting of its next single normally allotted turn after it first trails. Write the eligible task and success criterion beside the score. The trailing side must announce the window before that turn. A verified success earns 1 separate challenge point; otherwise it earns 0. The window expires at the turn’s normal end and cannot add an attempt or extend physical effort. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Hockey Comeback Window as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Hockey Comeback Window; stop at the agreed finish condition.
Hockey Team Swap Rule

Partners or teammates rotate after a score so the matchup stays fresh.

  • Partners or teammates rotate after a score so the matchup stays fresh.
  • Do not use the swap to isolate weaker or younger players. For Hockey, keep it within shooting, passing, puck control, clean defense, and safe rink or street space. Scored results are tracked as challenge points. Optional house overlay for an already playable hockey activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a permitted stationary practice pass; success means the ready receiver controlling the puck or ball inside the marked area, and reset means stop the drill until the lane and receiver are ready. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Use only with a base activity that permits willing partner or team changes. After a score, wait for the next dead ball or completed turn; exchange one willing player from each side before restarting. Keep earned points with the original team. Maintain the same number of scheduled turns for every participant. If a swap is declined or prohibited by the base rules, skip it without penalty. No challenge point is awarded merely for swapping. This variation adds no challenge points and no separate winner. End it with the chosen round or base activity; keep the base result and all scheduled opportunities unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Hockey Team Swap Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Hockey Team Swap Rule; stop at the agreed finish condition.
Hockey Precision Finish

Use one final legal attempt under the tiebreak criterion agreed before play.

  • Use one final legal attempt under the tiebreak criterion agreed before play.
  • Verify the result by that criterion; do not reject a legal result afterward because it seemed lucky. For Hockey, keep it within shooting, passing, puck control, clean defense, and safe rink or street space. Scored results are tracked as challenge points. Optional house overlay for an already playable hockey activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a permitted stationary practice pass; success means the ready receiver controlling the puck or ball inside the marked area, and reset means stop the drill until the lane and receiver are ready. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before the game, name a binary tiebreak criterion for the last normally allotted turn: completion of the declared legal task. At a tied finish, compare those recorded final turns; a sole success takes the challenge tie. If both or neither succeeded, share the challenge result. Do not add an extra shot, strenuous rep, water task, or course delay. This never changes the base-game winner. Use this only to settle the stated challenge tie. Record the comparison separately; it never changes the base-game result. If the comparison is unavailable, equal or prohibited by the base rules, share the challenge tie.
  • Score Hockey Precision Finish as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Hockey Precision Finish; stop at the agreed finish condition.
Hockey Streak Bank

A player can bank a clean streak before risking the next turn.

  • A player can bank a clean streak before risking the next turn.
  • Banked streaks stay; missed unbanked turns reset only the current streak. For Hockey, keep it within shooting, passing, puck control, clean defense, and safe rink or street space. Scored results are tracked as challenge points. Optional house overlay for an already playable hockey activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a permitted stationary practice pass; success means the ready receiver controlling the puck or ball inside the marked area, and reset means stop the drill until the lane and receiver are ready. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Count consecutive completions of the same declared task across the player’s normally allotted turns. Before each next turn the player may bank the current count; add that count to the separate challenge ledger and start a new streak at zero. A miss resets only the unbanked streak. At the base game’s finish, bank any remaining completed streak. Each completed result can be counted once only; no extra turns are created. Keep a separate challenge ledger, starting at 0 and ending with the base activity. Most challenge points wins; unresolved ties are shared. Main scoring is unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Hockey Streak Bank as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Hockey Streak Bank; stop at the agreed finish condition.
Hockey No-Repeat Rule

The same player, target, clue, or move cannot repeat until others have been offered a turn.

  • The same player, target, clue, or move cannot repeat until others have been offered a turn.
  • Passing counts as a turn; no explanation or substitute action is required. For Hockey, keep it within shooting, passing, puck control, clean defense, and safe rink or street space. Scored results are tracked as challenge points. Optional house overlay for an already playable hockey activity. First name that base activity and retain its complete equipment, people, safety, turns, main scoring and finish rules. This card does not supply or authorize a new base game. One board-specific example is a permitted stationary practice pass; success means the ready receiver controlling the puck or ball inside the marked area, and reset means stop the drill until the lane and receiver are ready. Use that example only where the chosen base rules and venue already permit it; otherwise bind the overlay to a legal task in the selected activity before starting. Before play, identify which rotation this applies to: the active player, chosen target, clue, or move. List the available legal choices. Offer each listed choice or participant once before repeating it. A pass counts as the offer being used, without explanation or substitute action. Skip this variation if the base game requires a particular repeat or order; never alter compulsory serve, batting, hand, or safety order. No automatic challenge penalty is added. This variation adds no challenge points and no separate winner. End it with the chosen round or base activity; keep the base result and all scheduled opportunities unchanged. If a compulsory rule conflicts, do not use the variation.
  • Score Hockey No-Repeat Rule as 1 challenge point, separate from the main score.
  • Reset and rotate evenly after Hockey No-Repeat Rule; stop at the agreed finish condition.