TEAM LINEUPS
Coaches build their lineup right on the Roster page — forward lines, defense pairs, power play, penalty kill, and the 6-on-5 extra-attacker unit. Everything saves automatically as you go.
Open Roster → Lineup Card and you're looking at your team's lineup — every line and every special-teams unit, built from your real roster. Tap a spot to place a player, or drag players between spots on desktop. Your bench sits alongside the board, so you always see who's placed and who's still available. On a phone the bench sits below the board — tap the Bench bar to tuck it away when you want more room for your lines, and tap it again to bring it back.
It saves automatically. There's no save button — every change you make is stored within a couple of seconds, and the board comes back exactly as you left it.
If you set up your team through the setup steps, a starting lineup is already on the board waiting for you — edit it however you like. Starting from a blank board instead? Hit Fill in my lineup and we'll fill every spot from your roster — free. If your board already has lines on it, we ask before replacing anything, and you get one chance to restore the previous board right after.
The Roster page holds your team's default lineup — how your team lines up when nothing about the opponent changes your mind. It's the one lineup every game starts from.
Game Plan is where you tailor it for a specific opponent. Every opponent's board starts as a copy of your default lineup, so you're always adjusting from your own baseline — never rebuilding from scratch. Changes you make for one opponent never touch your default or any other game plan.
The best order: scout your next game first, then set the lines. Knowing who they lean on and how they play is what makes an opponent-specific lineup worth making.
Whose lines are these? A label above every Game Plan board says. Recommended configuration means the lineup builder just built these lines for this opponent from their scouting profile. Your lines means it's your own board: saved earlier, or a recommendation you've since adjusted. Your usual lineup means it's your default board copied over, not built for this opponent yet. Auto-filled means a plain fill by position, and Empty board means nothing is placed yet. The last three keep a Build button right there. Coming over from a pre-scout lands you on that opponent's board and builds the recommendation for you if you don't have one yet (if you already had a partly built board, you get a one-tap restore).
The Strategy tab (next to Our Lines under Game Plan) holds the five systems your team plays — forecheck, neutral zone, D-zone coverage, power play, and penalty kill. Your picks feed every lineup build and line report, so the suggestions fit how your team actually plays.
Matchup picks. Open Strategy from an opponent's Game Plan and your choices apply to that opponent only, layered over your team defaults — change your penalty kill for one heavy-power-play opponent without touching how you play everyone else.
Recommendations. Once you've run a pre-scout on an opponent, the Strategy tab suggests picks: a pick labeled From your pre-scout comes from what you've recorded in that opponent's tactical profile (their power play, for now); the rest are labeled Best fit for your roster. Suggestions never save themselves — your tap is what makes a pick real, and your choice always wins.
Tap any player to mark them injured, sick, suspended, or scratched. Players who are out move to the bench's OUT zone, come off your lines, and are skipped when the board fills a lineup for you.
When they're back, one tap returns them to the available bench.
Line Chemistry (under Game Plan) tracks how every combination you've actually rolled performs together across your uploaded games, and calls each one Proven, Promising, or Struggling. A verdict needs at least 2 games together — a single shift is never a verdict.
Each unit gets a Chemistry score from 0–100, measured against your own team — about 50 is an average line on YOUR team, higher is better. The score is weighted by evidence: the more minutes a unit logs together, the firmer its number, so a hot 2-game run can't outrank a line that's proven it over more ice time. The number always agrees with the colored verdict, and the list is always ordered by the number you see.
The Best offense view re-ranks units by the share of the dangerous chances that were ours while they were on the ice, shown as one list ordered by that number (each unit keeps its verdict dot). A best-defense view needs per-line shots-against tracking at even strength, which game data doesn't include yet — it unlocks automatically if yours ever does. Goals-together isn't tracked on even-strength lines yet either, so those rows show chances and possession instead.
Penalty-kill pairings. Two players who share almost all their ice on the penalty kill are graded as a PK unit, not as a regular line — they show up under PK Pairings in Special Teams with a penalty-kill grade (shots against per 20 minutes vs your team's PK average), never a struggling even-strength dot. Chances against come with the job on the kill, so it wouldn't be fair to grade a kill pair like a scoring line.
Your coach notes feed the lineup builder. A private note on a player (from their player page) and a post-game note that names one of your players both help shape the lines the builder suggests — weighed as your read on that player, never overriding the stats.
How long a note counts. Recent notes carry the most weight and fade over the last few weeks — so keep them fresh. The exception: a note about how a player did against a specific team comes back automatically the next time you play that team, no matter how old it is. Want a player note to stay in play all season regardless? Tick Pin this note for the season on their page. Notes never carry across seasons — last year's notes move to an archive and stop steering new lineups.
Who steers. Only the head coach's notes shape the suggested lines; assistant coaches' notes stay visible to staff but don't move the builder. Your notes are private to your coaching staff and never appear on a player's family-facing reports.
See why. After a build, open Why these lines to see the coach notes that were considered. Remove a note and it stops steering future builds.
The game-day card (under More on the lineup board) prints a folded, two-sided card for the bench. Your team's lines, powerplay, penalty kill, and 6-on-5 come pre-printed with jersey numbers and names; the opponent side, remarks, and the period-by-period notes stay blank so you can fill them in at the rink.
Want the full plan on paper instead? Every saved line report under Saved Reports opens a printable Coaching Plan — the lineup, the reasoning, and the exact strategy the plan was built with — with its own print button.