If you've signed up for a World Tournament or Glory Tournament, click "Schedule" to play your games from there.
Ways to play games as the home team:
1. Auto-Simming: Go to "Settings" and turn on Auto-Sim. By doing this, your home games will automatically be simulated around 2 A.M. server time.
2. Quick-Simming: On the day of your game, sometime before 11 P.M. server time, click "QuickSim." This will put your game in a queue to be simulated within a minute.
3. Playing round-by-round: On the day of your game, sometime before 11 P.M. server time, click "Play." This will allow you to choose your lines and a style of play for each round.
Any home games that aren't played by one of the above three methods are emergency auto-simmed at 11 P.M. Non-donators get 10 emergency auto-sims, after that they either play their games by one of the above three methods or forfeit. Donators get unlimited emergency auto-sims. Note the difference between regular auto-sims (at 2 A.M.) and emergency auto-sims (at 11 P.M.).
You can select one of three coaching strategies: The Trap, Free Flow, and High Pressure. The coaching strategies affect how many shots you and your opponent get per game.
Some teams might perform the same under all three styles, while other teams play much better under a certain style. For example, if your goalie has a very high save percentage, high pressure would be your best bet.
Influencing The Game
Once your roster is set, you do fine-tuning by finding the most effective lineup for your team, assigning your players a coaching instruction, and coming up with a strategy for playing home games round-by-round.
Generally, weaker defenses take more penalties. So if your team lacks strong defensive-minded players, it would be a good idea to try setting all your players to +2 Defense (a coaching instruction that can be assigned on a player's profile).
While playing games round-by-round, you can select from different styles of play. The more offensive the style, the greater the chance you have of scoring, but your chances of taking a penalty also increase. It is usually a good idea to play a more offensive style, such as "All-Out-Attack" during a power play, and a defensive style, like "Shutdown" during a penalty kill.
Whenever you play a game, you should have at least a general idea about the kinds of players on each of your lines. Are your lines balanced? Do you have a checking line, or a line with noticably stronger or weaker players? Knowing these answers is important to knowing which lines to send out during different times in a game. It is also important to give your better lines and pairings (if you have a better line or pairing) more ice time. Ice time can be distributed in "Settings" (right navgiation).
While playing a home game, if there are less than three rounds left, you will have the option of pulling your goalie. If you are only down by a goal pulling your goalie is recommended, as you have a better chance of tying the game up with the extra skater. But if you are down by more than one goal it likely isn't worth it if it's a league game, as an empty net goal for the other team would hurt your goal differential.
Every time a player receives a big hit, their rating is reduced by 5 points for the rest of the game. A team can only make a max of one big hit per period. For games that you are not playing round by round, hitting frequency can be controlled under "Settings."
When you order a big hit during home games, your team will try to make a big hit in the next three rounds. Power forwards, checkers, and stay-at-home defensemen are the best big hitters.
Fights can only be ordered by home teams playing round by round. The team that has won the most fights at any point during a game has a momentum boost. So if the home team has won 2 fights and the road team has won one fight, the home team would have the momentum boost.
Both fighters are given 5 minute majors for fighting. If the home team's fighter is rated 5 points or more lower than the road team's fighter, there is a high chance the home team will get an instigator minor penalty.
The better a fighter's win-to-loss ratio is, the better the fighter he is. Power forwards, checkers, and stay-at-home defensemen like to fight. The other styles do not.
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