PULL THE
GOALIE
PLAY

GLOSSARY

Every word the game shows you, in a line or two.

ASSISTANT LET THE ASSISTANT RUN IT
UNDER PLAY BEFORE 5:00. IT ROLLS YOUR FOUR LINES AT THE STYLE YOU PICKED FOR THREE MINUTES (OR TO 5:00), STOPS EARLY FOR A GOAL OR A PENALTY, AND COUNTS AS ONE CALL.
AUDIBLE A WINDOW
AT SOME MOMENTS THE REPLAY FREEZES AND TWO TO FOUR BUTTONS COME UP ON THE ICE: THAT'S A WINDOW. TAP ONE AND THE NEW CALL RUNS THE REST OF THE SHIFT, GRADED LIKE ANY CALL; TWO A SHIFT AT MOST, NONE ON THE KILL OR IN OVERTIME.
BAR
THE LINE IN YOUR ROW OF SQUARES AT 5:00. BEFORE IT A SQUARE COVERS THREE MINUTES OF CALLS, GRADED ON WHAT THEY GAVE UP TOGETHER; AFTER IT, ONE SQUARE A CALL.
COVERED
A WHISTLE: THE GOALIE FROZE THE PUCK. THE NEXT DRAW IS IN HIS END.
CROWD LINE TODAY · 31% CALLED TRAP HERE
ON TODAY'S DAILY, THE SHARE OF COACHES, YOU INCLUDED, WHO MADE YOUR CALL AT THE SAME SECOND WITH THE SAME MARGIN. IT SHOWS ONCE TEN COACHES HAVE CALLED THERE.
EVERY OPTION
THE CARD'S LIST OF YOUR OPTIONS, BEST FIRST (A SHIFT'S TOP EIGHT), EACH WITH ITS CHANCE TO WIN. THE CHANCES SHOW AFTER YOUR CALL, NEVER BEFORE.
FIELD
200 SIMULATED COACHES WHO PLAYED TONIGHT'S GAME WITH THE SAME BOUNCES, GRADED LIKE YOU (100 ON A SLOWER PHONE). YOU BEAT 81% OF THEM IS WHERE YOUR SCORE RANKS.
FINISH
THE LAST FIVE MINUTES OF THE THIRD, FROM 5:00, ONE SQUARE A CALL. BEHIND, YOU BUILD YOUR SIX AND CAN PULL THE GOALIE; AHEAD, YOU PICK HOW TO CLEAR IT.
GASSED FRESH
THE READ'S TAG ON THE MEN THEY HAVE OUT: GASSED WHEN THEIR LEGS ARE UNDER 55, FRESH AT 90 AND OVER. PUSH A GASSED LINE; PUSHING FRESH LEGS GETS YOU LESS.
HAND PASS
A WHISTLE: THE PUCK BATTED TO A TEAMMATE WITH A HAND. THE NEXT DRAW IS AT CENTER ICE.
HIGH STICK
A WHISTLE: THE PUCK PLAYED WITH A HIGH STICK, NOT THE PENALTY. THE NEXT DRAW IS AT CENTER ICE.
HI-SCORES
YOUR NUMBERS FROM DAILIES PLAYED ON THEIR DAY: STREAK, BEST STREAK, RECORD, AVERAGE AND BEST SCORE, YOUR STYLE AND THE REAL COACH YOU COACH LIKE. PRACTICE RUNS AND PAST DAILIES DON'T COUNT.
HORN
THE END OF A PERIOD OR AN OVERTIME. A HALF TIED AT THE HORN GOES TO OVERTIME; FINAL HORN ENDS THE DAY.
ICING
AHEAD IN THE FINISH ON ICE IT IF YOU HAVE TO, A SHIFT CAN END IN AN ICING: THE DRAW COMES BACK TO YOUR END AND THE SAME TIRED LINE MUST STAY OUT FOR IT. NO ICING IS CALLED ON THE KILL.
LEGS
A SKATER'S GAS, FROM 15 TO 99: IT STARTS FROM HIS ICE TIME, DRAINS WHILE HE'S OUT AND COMES BACK ON THE BENCH. TIRED LEGS SCORE LESS AND GIVE UP MORE, YOURS AND THEIRS.
LINE
THE SKATERS WHO GO OUT TOGETHER, EACH LINE WITH ITS RATING AND A BAR FOR ITS LEGS. FOUR LINES BEFORE 5:00; IN THE FINISH, AHEAD OR BEHIND, THREE LINES OF SIX.
MARKS MORE SHOTS · MORE AGAINST · TIRES
WHAT A PLAY DOES, BESIDE ITS NAME: GREEN IS WHAT IT GIVES YOU, RED WHAT IT COSTS, EVEN CHANGES NOTHING. MANY MORE, FAR FEWER, MUCH SAFER AND TIRES FAST MEAN A QUARTER OR MORE, AND A WORD IN A BOX IS ONE THE READ CHANGED.
MATCH
THE TAG ON YOUR LINE 3 WHEN THEIR TOP LINE IS OUT, BEFORE 5:00 OR IN A TIED GAME: YOUR CHECKERS ON THEIR STARS. SEND THEM AND BOTH SIDES SCORE LESS.
NO GRADE
A DARK SQUARE: A CALL WITH NOTHING LEFT AT STAKE (THE BEST OPTION UNDER 0.5% OR OVER 99.5%), OR A SHOOTOUT PICK THAT CAN'T MOVE THE ODDS.
OFFSIDE
A WHISTLE: A PLAYER CROSSED THE BLUE LINE AHEAD OF THE PUCK. THE NEXT DRAW IS AT CENTER ICE.
OUT OF PLAY
A WHISTLE: THE PUCK LEFT THE ICE. INTO THE NETTING, THE NEXT DRAW IS IN THAT END; OVER THE GLASS FROM CENTER, IT'S AT CENTER.
OVER THE GLASS
THE TICKER'S WORDS FOR AN OUT OF PLAY FROM CENTER ICE, WITH THE NEXT DRAW AT CENTER. FROM A TEAM'S OWN END IT'S A DELAY OF GAME PENALTY INSTEAD.
OVERTIME
A HALF THAT ENDS TIED GOES ON WITH THE SAME BENCH: THREE ON THREE FOR FIVE MINUTES IN THE REGULAR SEASON, THEN A SHOOTOUT. IN THE PLAYOFFS IT'S FIVE ON FIVE UNTIL SOMEONE SCORES.
PLAN LET IT RIDE
ON AN AUDIBLE'S BUTTONS, PLAN MARKS THE CALL YOU ALREADY MADE; WHERE NONE IS, LET IT RIDE IS ADDED. EITHER ONE KEEPS YOUR CALL, UNGRADED.
PP1 · PK1
YOUR POWER-PLAY UNITS (PP1, PP2) AND PENALTY-KILL UNITS (PK1, PK2). WHILE A PENALTY RUNS YOU PICK ONE EVERY SHIFT IN PLACE OF A LINE.
PULL
SEND YOUR GOALIE TO THE BENCH FOR A SIXTH SKATER: MORE CHANCES FOR YOU, AN EMPTY NET BEHIND YOU. THE GOALIE ROW COMES UP WHEN YOU'RE BEHIND IN THE FINISH.
RATING
A PLAYER'S NUMBER FROM 40 TO 99 AGAINST HIS POSITION: SKATERS BY POINTS PER 60 MINUTES, GOALIES BY SAVE PERCENTAGE, LAST SEASON AND THIS ONE. A LINE'S RATING IS ITS PLAYERS' AVERAGE, AND A BETTER LINE SCORES A LITTLE MORE AND GIVES UP A LITTLE LESS.
READ
THE LINE OVER YOUR CALL: WHO THEY HAVE OUT AND THEIR LEGS (THEIR TOP LINE · LEGS 58), TAGGED GASSED OR FRESH. SOME PLAYS DO BETTER OR WORSE AGAINST IT, AND THE MARKS SAY WHICH.
READS THE SHOOTOUT
YOUR MOVES BEAT HIS ANSWER: HOW OFTEN YOUR SHOOTER'S MOVE FOOLED THEIR GOALIE. YOUR GOALIE READ IT: HOW OFTEN YOU PICKED THE RIGHT SAVE FOR THEIR SHOOTER'S MOVE.
REAL BENCH
THE REAL COACH AND WHAT HIS TEAM DID. AT GAME OVER HIS LATE CALLS ARE GRADED ON YOUR SCALE, AND REAL FINISH REPLAYS WHAT REALLY HAPPENED.
ROLL FOUR
YOUR FOUR LINES TAKING THEIR TURNS IN ORDER: HOW THE ASSISTANT RUNS THE BENCH, TO KEEP EVERYONE'S LEGS FRESH.
SIX BUILD YOUR SIX
BEHIND IN THE FINISH, YOU PICK THE SIX SKATERS WHO GO OUT ONCE THE GOALIE COMES OUT, FROM THE REAL ROSTER WITH THE LEGS THEY HAVE LEFT. PICK FOR ME TAKES THE ONES THE REAL COACH LEANED ON MOST.
SQUARE
A CALL'S GRADE AS A COLOUR, FROM HOW MUCH OF YOUR CHANCE IT GAVE UP AGAINST THE BEST CALL: GREEN 2% OR LESS (GOOD CALL), YELLOW TO 6% (FAIR), ORANGE TO 15% (A BIT COSTLY), RED PAST THAT (COSTLY). DARK IS NO GRADE.
STREAK
HOW MANY DAILIES IN A ROW YOU'VE FINISHED, EACH PLAYED ON ITS OWN DAY. NOT PLAYING TODAY YET DOESN'T BREAK IT.
STRETCH
A RUN OF SHIFTS ON ONE CALL, UP TO THREE MINUTES, THAT STOPS AT A GOAL OR A PENALTY: THE ASSISTANT PLAYS ONE. A PLAYOFF GAME'S STANDING CALL PLAYS THEM ONE AFTER ANOTHER UNTIL THE NEXT BIG MOMENT GIVES YOU THE BENCH BACK.
STYLE
THE SECOND ROW OF A SHIFT BEFORE 5:00 AT EVEN STRENGTH, AND THE PLAY ROW IN A TIED FINISH: PUSH (MORE CHANCES BOTH WAYS, AND IT TIRES THE LINE), PLAY IT EVEN, OR TRAP (SIT BACK, FEWER CHANCES BOTH WAYS).
TAKER
WHO TAKES THE DRAW FOR YOU, WITH HIS CHANCE TO WIN IT AGAINST THEIR MAN, NAMED AFTER VS.
TIMEOUT
YOUR ONE TIMEOUT, IF YOU STILL HAVE IT, OFFERED AT A DRAW IN THE FINISH OR AT THREE ON THREE: +30 LEGS FOR EVERY SKATER, THEIRS TOO.
UNIT
WHO GOES OUT IN PLACE OF A LINE ON A POWER PLAY, ON A KILL AND AT THREE ON THREE, WHERE U1 TO U3 ARE TWO FORWARDS AND A DEFENCEMAN.
WIN % · BEST CALL
THE METER UNDER THE CALL BOX: YOUR TEAM'S CHANCE TO WIN IF YOU MAKE THE BEST CALL ON THE BOARD, A TIE AT THE HORN COUNTING HALF. IT NEVER SAYS WHICH CALL THAT IS.
WIN CHANCE 41% → 46%
ON THE CARD: THE METER AT YOUR CALL, THEN AFTER THE SHIFT, OR 100% OR 0% ONCE THE HALF IS WON OR LOST (50% FOR A TIE THAT STANDS). GREEN IF IT ROSE, RED IF IT FELL.
WINDOW
THE MOMENT A REPLAY STOPS FOR AN AUDIBLE.
YOUR CALL · BEST
THE CARD'S TWO NUMBERS: YOUR TEAM'S CHANCE TO WIN WHEN YOU CALLED IT, WITH YOUR CALL AND WITH THE BEST ONE. THE GAP DECIDES THE GRADE; WHAT HAPPENED NEXT DOESN'T.
YOUR SCORE QUALITY
ONE NUMBER FROM 0 TO 100 FOR THE DAY, BOTH BENCHES: THE BEST CALL EVERY TIME READS 100, AND BIG CALLS COUNT MORE THAN SMALL ONES.
MORE

How a shift goes, row by row, is in How to Play. Where the numbers come from is in What It Tracks.