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.
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.
Starting from a blank board? 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.
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 their share of dangerous chances, 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.
The game-day card (under More on the lineup board) prints a folded, two-sided card for the bench. Your team's lines, powerplay, and penalty kill 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.