I have been working on the movement mechanic this evening, templates are to be decided. Working out all the possible movements. Still deciding if the movement card library will be team (Race) specific or universal (Playtesting will decide).
So here is part of the movement mechanic (WIP), as well as the rolling subs mechanic
6. MovementSkating Rulers are used to measure your players skating moves. The Skating rulers display the angle and the distance that your player will skate this turn. The Rulers display both a Letter that is relative to a distance; A is the shortest distance and E is the longest distance a player will travel, and an arrow dictating the angle. Both the number and the arrow will correspond to a specific movement card.
Once a player has revealed their movement card, correspond to the player being activated and picked up the relative skating ruler, use that ruler to move their player
The Rulers connect to the player’s base through a notch system at both the front and back of the player’s base and the ruler.
Heads up play: If a player completes there move without travelling through another players Checking Zone or Stick Zone (See Section 5) that player may turn to face any direction they wish immediately upon completing their movement.
Travelling through Checking Zones with puck:WIP
Travelling through Stick Zones without puck:WIP
Travelling through Stick Zones with puck:WIP
Checking Zones travelling over player:WIP
Checking Zone and/or Stick Zone travels over puck:WIP
Charging:If a players skating ruler comes into contact with an opposing teams player then the player is considered to have charged. Just like a check with the added benefit of momentum on their side. Move the player as far along the skating as ruler until they come into base to base contact with the opposing player, from this point onwards the players action has to be a check See section

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7. SubstitutionsThe flow of the game is in constant flux. There are situations that cannot always be predicted and it is the job of a good coach to be able to adapt their tactical plans to suit the moment. Sometimes one player is better suited than another, sometimes injuries dictate you replace one of your players but one thing is for sure, if you want to be crowned ice lords and eternal glory then you must learn to fully utilise the substitutes at your disposal.
A substitution is considered a special type of action. To substitute a player, there movement card must take their base into contact with the rink boards. Once a player has left the ice, place them to one side temporarily and select one player on your bench. Place that player on the ice facing in any direction at the place your substituted player left the ice. Then select any one movement card and complete this players activation the same way you would any other player.
Boarding – Boarding is a special type of substitution, if your player is knocked out of the rink by an opposing check, then one random player on your bench is selected to take their place. To select a player, roll a D12 dice until a player’s number on the bench is rolled, that player is selected. If the player that was boarded was an active player, the random player treats their number as that of the player that was boarded. They may not move or perform an action this turn, they then become inactive. If the player that was boarded was inactive, then the random player is considered inactive also.
There we have it, think i am now in a position to crack on with these movement templates and cards