Each player's ratings is a list of names and numbers:
"ratings": {
"overall": 76,
"speed": 72, "acceleration": 71, "agility": 66, "balance": 73, "strength": 71,
"stamina": 69, "endurance": 71, "recovery": 71,
"passing": 65, "shotAccuracy": 94, "shotPower": 85, "stickhandling": 80, "deking": 83, "tipping": 79,
"checking": 57, "shotBlocking": 55, "stickDefense": 66, "faceoffs": 64, "discipline": 72,
"durability": 71, "fighting": 54, "hockeySense": 70
}
The scale
50 is average: an everyday player in your league. Every rating works the same way, and each one is separate. A player can be a 95 shooter and a 30 skater.
| Rating | Means |
|---|---|
| 25 | Well below average: a real weakness. |
| 50 | Average. Any rating you leave out is 50. |
| 65 | Good. |
| 75 | Very good. A first-liner's strengths. |
| 85+ | Elite. Save these for the players who should feel special. |
- Whole numbers from 0 to 99. Anything below 0 counts as 0, anything above 99 as 99, and a decimal is rounded.
- Ratings shade play, they don't script it. A 90 passer still misses sometimes, and a 30 passer still connects. Each rating moves its part of the game by a few percent to a few tens of percent either side of average.
- Ratings aren't difficulty. They're how good your players are. How well the computer plays them is the difficulty setting (Rookie, Veteran, All-Star), whatever their ratings.
Skaters
Skating
| Rating | What it does |
|---|---|
speed |
Top speed. |
acceleration |
How quickly they get up to speed. |
agility |
How tightly they turn and pivot, and how hard they can cut at speed without sliding. |
balance |
Staying on their feet when they're hit. |
strength |
How hard they hit and how well they stand up to hits. Also shoves, tie-ups on a faceoff, and holding on when someone lifts their stick. |
Stamina
Every skater has a tank that hustling and hard hits drain. A tired skater is slower, and the bench boss changes lines when they get tired.
| Rating | What it does |
|---|---|
stamina |
The size of the tank. |
endurance |
How slowly hustling drains it, and how little being tired slows them down. |
recovery |
How fast it fills again, on the ice and on the bench. |
With the puck
| Rating | What it does |
|---|---|
passing |
How accurate and how crisp their passes are, and how well a saucer pass lifts. |
shotAccuracy |
How close their shots go to where they aim. |
shotPower |
How hard they shoot. |
stickhandling |
Puck control: carrying it, taking passes, how fast the blade moves, and keeping the puck when a stick comes in. |
deking |
How hard a deke or a fake makes them to strip or hit, and for how long. |
tipping |
Getting a blade on a teammate's shot in front of the net, and where the tip goes. |
The best at deking, shotAccuracy and stickhandling (with a little shotPower and
hockeySense) take the shootout attempts and penalty shots.
Without it
| Rating | What it does |
|---|---|
checking |
How hard their body checks land. |
shotBlocking |
How quickly and how wide they get down to block a shot, square to it. |
stickDefense |
Reading the other team's passes and picking them off, and knocking the puck off a stick or out of the air. |
faceoffs |
Winning draws. A forward who's much better on the draw than their center takes it instead. |
discipline |
Keeping the stick clean. Low discipline means more trips and high sticks, so more penalties. |
Everything else
| Rating | What it does |
|---|---|
durability |
How well they take punishment: less chance a big hit injures them. (Injuries are rare events, which can be switched off.) |
fighting |
With the gloves off: how hard they punch, how much they can take, and how ready they are to drop them. |
hockeySense |
Reading the game. It nudges every other rating: up to 6 points higher at 99, 6 lower at 0. |
Goalies
A goalie ("position": "G") uses seven ratings:
| Rating | What it does |
|---|---|
reflexes |
How quickly they react to a shot. |
positioning |
How closely they follow the puck across, keeping their angles, instead of a beat behind. |
reboundControl |
How soft their rebounds are, and how well they steer them away from danger. |
agility |
How quickly they move side to side. |
hands |
How fast the glove and blocker move, and how well they catch and hold the puck. |
durability |
As for skaters. |
hockeySense |
As for skaters: a nudge to the others. |
The game reads only these seven for a goalie and ignores any others, including puckHandling and
stamina, which some roster tools include. A goalie passes, shoots and takes a hit like an average
player.
Overall
overall doesn't change how anyone plays. The game only uses it to pick who fills a hole in a
lineup (the best spare by overall goes in). Set it to your own summary of the player, and the
checker shows it in each team's lineup.
Making players feel different
A league where everyone's 60 at everything plays like a league of clones. Give each player a few strengths and a weakness or two. Some starting points:
| Player | Raise | Lower |
|---|---|---|
| Sniper | shotAccuracy, shotPower, stickhandling |
checking, shotBlocking |
| Playmaker | passing, stickhandling, hockeySense |
fighting, checking |
| Speedster | speed, acceleration, agility |
strength, balance |
| Power forward | strength, balance, checking, shotPower |
agility |
| Net-front | tipping, strength, balance |
speed |
| Faceoff specialist | faceoffs, stickDefense, discipline |
|
| Grinder | checking, stamina, endurance, shotBlocking |
stickhandling, deking |
| Enforcer | fighting, checking, strength |
discipline, stickhandling, deking |
| Offensive D | passing, shotPower, stickhandling |
shotBlocking |
| Shutdown D | stickDefense, shotBlocking, checking, strength |
deking |
| Brick-wall goalie | reflexes, positioning, reboundControl |
The example repository rates all 40 of its players this way, so it's a good place to copy from.
Balancing a league
- Keep the middle near 50. The game is balanced around it, and if most players are above 70, nobody stands out.
- Make the stars rare. A handful of 85s in a league feel special. Forty of them don't.