PRO HOCKEY MANAGER Full guide
Game guide
Decisions, costs and deadlines in one place.
Chapters: 23
Rules checked: 2026-10-18Getting started
0401Getting started and game time
First check your squad, save your lineup and training. The next competitive match has its own date; logging in does not move it. While you wait, you can play an instant challenge.
Rules and numbers
- A contract "season" lasts 20 weeks. A competitive season ends when its competitions are finished, so do not confuse the two.
- A league has 20 clubs. The top 8 reach the playoffs.
- What I set
- Pick the next unfinished step in the guide or the decision with the nearest deadline in the office.
- What it affects
- The club uses your saved settings even when the game is closed. Taking over a club does not mean you personally played its earlier matches.
- Costs and risks
- Setting the lineup is a decision, not a purchase. When signing, investing or trading, always check the price shown.
- When it takes effect
- Follow the date on the specific match or offer. A competitive season, a calendar week and a contract length are not the same unit.
- Example
- Example: the league plays only tomorrow. Today you prepare your lines and try an instant challenge; it does not replace the league result.
- Common mistake
- Do not expect every process to start only when you log in. Offer deadlines run without you too.
18Fair play and code of conduct
One manager has one account and one active club. Do not move value between accounts and be polite when communicating. Violations can lead to a writing ban, trading restrictions or the account being blocked. The full rules are in the Terms of Use.
Rules and numbers
- One user may own at most one active club. Fake accounts, botting and getting around limits are forbidden.
- It is also forbidden to exploit bugs instead of reporting them, to coordinate trades at other players' expense and to try to access other people's accounts.
- The game blocks a transfer between accounts clearly controlled by one person, or with an account banned from trading, with the message "Tento presun nie je možné dokončiť. Ak ide o omyl, kontaktuj podporu." (shown in Slovak). With a shared device or network, for example in one household, the transfer goes through and is only logged for review.
- The 50%–300% price band and the 24 h wait for free agents apply to everyone, with or without any link between accounts.
- The filter in chat, on the wall, in federations and in private messages rejects profanity including disguised spellings, links, e-mail addresses and phone numbers, text written mostly in capital letters and the same message sent again shortly after.
- Profanity, a link or contact details earn you a strike. Repeated violations lead to a 24 h writing ban; another ban within 30 days of the previous one ending lasts 7 days.
- A chat message can have at most 500 characters, a federation post at most 2,000. Chat is kept for 30 days.
- You can report an inappropriate post or message. After reports from several managers the content is hidden and a moderator reviews it.
- A moderator can also issue a writing ban manually. For a highly suspicious trade the game temporarily blocks the account from trading. A serious violation can lead to the account being blocked.
- What I set
- Trade, write and compete so that you do not favour yourself or another club at others' expense. Report bugs through the contact page instead of exploiting them.
- What it affects
- A fair environment protects the market, the league and your club. The game blocks a suspicious player transfer or logs it for review.
- Costs and risks
- Writing bans and trading blocks are temporary. For a serious violation the operator can block the account without warning.
- When it takes effect
- The filter checks every message before it is sent. Transfers are checked on purchases, offers, trades, loans, waivers and free-agent signings.
- Example
- Example: you and your father or sibling play from one household. You can both play and trade, but transfers between you are monitored. Giving away value, for example selling a star for next to nothing, is forbidden. If the game rejects a transfer, do not work around it; contact support.
- Common mistake
- Do not get around the filter by spelling a word differently or route a blocked transfer through a third club. Getting around limits and protections is forbidden in itself.
12What happens while I'm away
The league does not stop when you log out. Matches, training, finances and deadlines continue. Today's automatic processes are not a full assistant that safely handles every decision for you.
Rules and numbers
- After more than 2 calendar months without activity, the AI takes over your club.
- Training, matches, wages and maintenance continue while you are logged out. The game will not automatically sign a sponsor, an academy candidate or a drafted player for you.
- What I set
- Before leaving, check substitutes, training, cash, contracts, sponsors and youth offers.
- What it affects
- At simulation time the lineup tries to fix unavailable spots. Training follows the saved plan; money and contracts are settled in their cycle.
- Costs and risks
- Wages and maintenance keep running. The game does not guarantee automatic signing of a sponsor or a talent.
- When it takes effect
- After more than two calendar months of inactivity, the AI can take over the club. This is not a holiday mode or an account pause.
- Example
- Example: before a week away, settle the sponsor offer and check your goalie. When you are back, go through the news and decisions in the office.
- Common mistake
- Do not rely on an automatic replacement purchase, extension of all deadlines or the season stopping.
22Manager level and experience
You earn experience (XP) for completed seasons, wins, trophies, promotions and met objectives. A higher manager level unlocks more options, such as more contract buyouts per season.
Rules and numbers
- The highest manager level is 20.
- XP per season: completed season 120, each win 4, each overtime win 2, league title 400, national cup 260, promotion 300, met season objective 140. Each achievement adds 60 XP.
- At level 1 you have 2 buyouts per season and 2 timed scouting reports a day.
- Unlocks: level 3 – 3 timed scouting reports a day; level 4 – 3 buyouts per season; level 6 – 4 timed scouting reports a day; level 8 – 4 buyouts per season; level 10 – 5 timed scouting reports a day.
- What I set
- Play long term and meet season objectives. Your level grows gradually and cannot be bought.
- What it affects
- Unlocks raise limits: contract buyouts and timed draft scouting.
- Costs and risks
- A level brings no costs.
- When it takes effect
- Most XP is credited after the season ends. Onboarding tasks add XP as soon as they are completed.
- Example
- Example: after a promotion and a met objective you earn much more XP for the season than for an average season without a trophy.
- Common mistake
- Do not expect fast growth. The first levels come gradually during your first seasons; the highest are for long-time managers.
Team
0602Squad and positions
The overall rating helps compare players, but it does not replace fit for a position. Watch attributes, health, fatigue, salary and the player's role in the team.
Rules and numbers
- The first team can have at most 24 players; the rest of the squad must go to the farm team.
- Only players up to 21 years old who are not in the lineup can be sent straight to the farm team.
- A player up to 21 develops on the farm team at 145% of the normal rate; an older farm player develops at the normal rate. A first-team player outside every line develops at only 75%.
- What I set
- Choose players for specific positions and keep usable substitutes.
- What it affects
- Goalies have their own attributes. A strong shooter is not necessarily the best defender or the best penalty killer.
- Costs and risks
- Substitutes have salaries too. Before expanding the squad, compare regular costs with your budget.
- When it takes effect
- After a transfer, check the player's availability and the lineup; a paid transfer does not always mean the player is ready to play at once.
- Example
- Example: when your centre is injured you need a suitable replacement, not just the player with the highest overall number.
- Common mistake
- Do not sell your last usable substitute just because he is not in today's starting lineup.
03Lines and substitutes
Save complete lines and check power plays, penalty kills and goalies. The automatic fix at match time tries to replace an unavailable player, but it cannot create quality the squad lacks.
Rules and numbers
- Besides the 5-on-5 lines you also save power plays PP1 and PP2, penalty kills PK1 and PK2, the shootout order and the captain.
- A defender on his off side (left-handed on the right or vice versa) lowers line chemistry, but it does not block the lineup.
- A first-team player outside every line develops at only 75% of the normal rate.
- What I set
- Split available players by position and role. Confirm saving after every change.
- What it affects
- The lineup decides who plays and with whom. An injury or a transfer can change the original lineup.
- Costs and risks
- Saving itself buys no players. Ice time shows up in match workload and fatigue.
- When it takes effect
- Prepare the lineup before the simulation starts. A later change does not rewrite a finished match.
- Example
- Example: your first goalie is injured. Before the next match, check the second goalie and whether he is really available.
- Common mistake
- Do not treat the automatic fix as a guarantee of the ideal lineup. Check the saved lineup again after reloading the page.
04Tactics and importance
Adapt tactics to your squad and the opponent. Higher importance costs fatigue and does not guarantee a win. Conditional rules react to the course of the match according to the saved conditions.
Rules and numbers
- Playing styles: "Ofenzívna", "Defenzívna", "Counter", "Vyvážená".
- Importance 1 – "Rotácia": performance −20%, fatigue −60%.
- Importance 2 – "Oddych": performance −10%, fatigue −35%.
- Importance 3 – "Normálny": standard performance and fatigue (default).
- Importance 4 – "Dôležitý": performance +7%, fatigue +30%.
- Importance 5 – "Všetko alebo nič": performance +15%, fatigue +60%.
- A conditional rule is checked after the 1st period, after the 2nd period or late in the game (55th minute) when you are trailing, you trail by 2 or more, the score is tied, you are leading or you lead by 2 or more. It then switches the playing style and, optionally, the line deployment. A club can have at most 5 rules.
- Line deployment: short bench, standard, roll four lines. A short bench gives the 1st line 42% of the ice time – it helps when that line is clearly better than the others, but it fades in the 3rd period and your stars tire more. Rolling four lines strengthens the end of the game.
- Game plan: shut down their 1st line, aggressive forecheck, discipline, physical game, wall in front of the net. Every plan has a cost and works only against a certain type of opponent – pick it from the pre-match scouting. AI-run clubs choose their own game plan and line deployment based on the opponent; the scouting report shows what they are likely to pick.
- A player's form is recalculated daily from their last 5 matches (points and plus/minus; save percentage for goalies). With fatigue 75+ the form is one step worse, and an injured player is out of form.
- Familiarity with the active tactic grows by 2% per league match; unused tactics lose 1.5% per match. Every player arriving or leaving (transfer, trade, signing, release) lowers familiarity with all tactics by 5%.
- What I set
- Set the playing style, match importance and the power-play and penalty-kill schemes.
- What it affects
- The decision changes the conditions for performance. Opponent quality, player availability and chance also decide the result.
- Costs and risks
- Weigh higher workload against recovery and the upcoming schedule.
- When it takes effect
- Save changes before the match is simulated. Also watch the conditions under which rules activate.
- Example
- Example: before a series of important matches it can make sense to save energy in a less important game.
- Common mistake
- Do not take one loss as proof that a tactic fails, and do not set maximum workload regardless of fatigue.
13Power plays and penalty kills
Power plays and penalty kills have their own lines and schemes. Power-play success depends on the scheme you choose and the one your opponent chooses. The best choice therefore depends on the opponent, not only on your players.
Rules and numbers
- Power play "Dáždnik": players at the blue line, strong when there is space in front of the net. The best defence against it is the "Diamant" penalty kill.
- Power play "Preťaženie": overloads one side with quick passes. The best defence against it is the "Pasívny blok" penalty kill.
- Power play "Point Shots": shots from the perimeter, rebounds and deflections. The best defence against it is the "Aktívny blok" penalty kill.
- Penalty kill "Diamant": aggressive pressure that blocks shooting lanes. The most effective power play against it is "Preťaženie".
- Penalty kill "Pasívny blok": a compact defence that protects the front of the net. The most effective power play against it is "Point Shots".
- Penalty kill "Aktívny blok": steps out to the puck with an aggressive forecheck. The most effective power play against it is "Dáždnik".
- Power-play and penalty-kill schemes also build familiarity: the active one grows by 2% per league match.
- What I set
- Build the PP1, PP2, PK1 and PK2 lines. In tactics, choose one power-play scheme and one penalty-kill scheme.
- What it affects
- Each combination of schemes favours one side. Against every opponent scheme there is a most effective answer.
- Costs and risks
- A new scheme starts with lower familiarity. Frequent switching can therefore hurt more than it helps in the short term.
- When it takes effect
- Save the scheme before the match is simulated. Familiarity with it grows with league matches played.
- Example
- Example: your opponent always uses the same penalty-kill scheme. Switch your power play to the one most effective against it and judge the result after several matches.
- Common mistake
- Do not choose a scheme by its name and do not judge it after one match. There are few power plays per game and chance plays a big role in them.
06Training and recovery
Choose a training focus and intensity for each player. Watch development together with fatigue and health. Daily training follows the saved plan even when you are not logged in.
Rules and numbers
- Intensities from the lightest: "Slacker", "Normal", "Hardcore", "On Fire". Each higher level speeds up development but adds fatigue and the risk of injury in training.
- "Slacker" does not develop the player; it only helps him recover.
- Training focuses by position: wingers "Sniper", "Power Forward", "Playmaker", "Enforcer", "Vyvážený"; centres "Playmaker", "Sniper", "Enforcer", "Vyvážený"; defenders "Ofenz. bek", "Defenz. pes", "Enforcer", "Vyvážený"; goalies "Komplexný GK", "Zákroky", "Reflexy", "Technika".
- Injury types: upper body, lower body, groin, back, hand / wrist, concussion. The game shows only a prognosis range; better health facilities make it more precise.
- You can bring a player back early at the risk of the injury recurring. This is not possible for concussion.
- What I set
- Focus training on an attribute useful for the player's position and choose a reasonable workload.
- What it affects
- Development depends on the player's traits and on club facilities. An injured player follows a different recovery regime.
- Costs and risks
- Higher intensity means more workload and risk; developing facilities has its own investment and running costs.
- When it takes effect
- Judge progress after the daily calculation. Opening the page again does not add more training for the same day.
- Example
- Example: you lower the workload of a tired player before an important match and check his condition after the calculation.
- Common mistake
- Do not keep switching focus expecting instant growth. Potential is a limit on development, not a promise of a specific gain.
05How to read the result
The score tells who won. Statistics and the Coach Room help you understand how the match went. Expected goals express the quality of chances, not the number of goals the game owes you.
Rules and numbers
- Expected goals (xG) measure the quality of chances. They are not goals the game owes you.
- What I set
- Compare chance quality, power plays, penalty kills and workload before your next lineup change.
- What it affects
- You separate a weak performance from a match where the team played well but did not score.
- Costs and risks
- Reading the report costs nothing in the game. Hasty purchases after one loss do affect the budget.
- When it takes effect
- Judge finished matches and trends repeated over several games.
- Example
- Example: more good chances without a goal can be a reason to keep the plan and watch the next matches.
- Common mistake
- xG alone cannot prove why you lost, nor guarantee a future result.
Club
0507Contracts and salaries
Before signing, compare the weekly salary, the signing bonus and the length of the commitment. A player's automatic renewal and a newly negotiated contract are different things. Staff contracts have their own expiry rules.
Rules and numbers
- A contract lasts 1 to 5 contract seasons. One contract season is 20 weeks.
- A no-trade clause lowers the player's salary demand by 5% but limits trades involving him.
- Contract buyout: the player leaves at once, but the club keeps paying part of his salary for longer than the contract would have run. Example: with a salary of €1,000 a week and 10 weeks left, you pay €667 a week for 20 weeks, €13,340 in total.
- The base limit is 2 buyouts per season; a higher manager level raises it. You cannot buy out a player acquired in the last 4 weeks.
- What I set
- Choose a length and terms the player accepts and the club can afford.
- What it affects
- Signing changes long-term costs. Clauses can limit what you can do with the player later.
- Costs and risks
- The bonus is paid on signing, the salary continuously. In lower leagues part of the salary is paid only for matches the player plays (half in the 4th league, none in the EHL and top league). The balance after the bonus does not tell you whether you can cover all future wages.
- When it takes effect
- Remaining time counts down at the weekly closing. One contract season lasts 20 weeks, the same as a game season. New contracts default to 1 season; you can choose a longer one when signing.
- Example
- Example: a player should accept a higher salary. Weigh the bonus and the new regular costs, not just the amount needed today.
- Common mistake
- Do not rely on an assistant negotiating a new contract for you. Before leaving, check player renewals and staff deadlines.
08Finances and sponsors
Decide based on regular income, expenses and reserves. A sponsor offer can combine guaranteed income with conditions; its deadline runs while you are away too.
Rules and numbers
- You can renegotiate a rejected sponsor offer at most 2 times. The new offer can be better or worse.
- Sponsor targets: league position, number of wins, academy youth signings and points against the top 5 clubs in the table. They are checked during the weekly finance run and the bonus is paid as soon as the target is met.
- Board wage limit: player and staff wages may be at most 80% of the average weekly income over the last 4 weeks. The board will not approve a signing, player purchase or staff hire above the limit; selling and releasing are always allowed.
- What I set
- Compare offers, wages and maintenance. For a risky offer, check whether you can meet the target.
- What it affects
- Results and club development affect income, but costs keep running when you lose too.
- Costs and risks
- An investment lowers today's cash and can raise future maintenance.
- When it takes effect
- Watch the offer date and the weekly closing. An expired offer can no longer be counted as guaranteed income.
- Example
- Example: a lower guaranteed income can be better than a high bonus that depends on an uncertain league position.
- Common mistake
- Do not count every potential bonus in your budget as money already earned.
21Board season objective
At the start of the season you agree one objective with the board: safe, ambitious or bold. The bolder the objective, the higher the reward, but also the pressure on trust.
Rules and numbers
- In a league of 20 clubs: safe objective – reward €240,000; ambitious objective – reward €480,000; bold objective – reward €900,000.
- A bold objective means the title in the top league and promotion in lower leagues.
- A met objective improves the trust of the board, fans and sponsors; a missed one lowers it. The bolder the objective, the bigger the change.
- What I set
- Choose an objective your squad can realistically achieve. You cannot change it during the season.
- What it affects
- A met objective brings money and improves the trust of the board, fans and sponsors. A missed one costs no money but lowers that trust.
- Costs and risks
- A missed objective costs no money, only trust. A bold objective lowers it the most if you fail.
- When it takes effect
- The objective is evaluated after the season by final position, promotion or title.
- Example
- Example: a new club with a weak squad chooses the safe objective. The reward is lower, but so is the drop in trust if it fails.
- Common mistake
- Do not choose the bold objective just for the high reward. A big loss of trust can hold you back next season.
11Facilities and arena
Facilities support how the club works, but they need investment, time and maintenance. Expanding the arena alone does not guarantee sold-out stands. Staff have their own salaries and contracts.
Rules and numbers
- The facilities grid has 7 buildings; scouting has its own panel. Each building has at most 15 levels.
- Each facility has a staff role: head coach ("Hlavný tréner"), physiotherapist ("Fyzioterapeut"), medical specialist ("Zdravotný špecialista"), finance director ("Ekonomický riaditeľ"), head of maintenance ("Vedúci údržby"), head of education ("Vedúci vzdelávania"), sporting director ("Športový riaditeľ").
- The arena has 12 capacity levels, from 600 to 20,000 seats. For example, level 2 costs €25,000, takes 12 h to build and costs €400 a week in maintenance.
- Arena sections: Standing – 40% of seats, tickets at 0.7× the base price; Seating – 52% of seats, tickets at 1× the base price; VIP – 8% of seats, tickets at 3× the base price.
- What I set
- Pick the club's biggest limitation and compare the cost of removing it with your other needs.
- What it affects
- A finished level can improve the related activity. During construction the new effect may not apply yet.
- Costs and risks
- Count the one-off price as well as regular maintenance and staff.
- When it takes effect
- Follow the completion date. A running process does not need the page to stay open.
- Example
- Example: before an expensive build, check that you keep a reserve for wages even with lower attendance.
- Common mistake
- Do not upgrade everything at once without comparing the effect and future costs.
Market
0309Market and transfers
The total cost of a signing includes the price or bonus and the salary. Check health, position and availability date. An offer may disappear if another manager completes it first.
Rules and numbers
- You can list a player only within 50% to 300% of the suggested price, at least €1,000 and at most €5,000,000. The band also applies to offers and to the purchase itself.
- Prices of AI clubs' players are set by the game; the band does not apply to them.
- Clubs send sealed offers for free agents (wage from the current one up to 2×). The first offer opens a 24 h window, then the player picks the best offer by wage and league level. Offers can't be withdrawn or lowered, you can sign at most 2 free agents per week, and you can't re-sign a player you released.
- What I set
- Use the market, available free agents or a trade depending on what the squad needs.
- What it affects
- A transfer changes ownership and can affect familiarity. Listing a player for sale does not guarantee a buyer.
- Costs and risks
- Before confirming, check the amount, the fee and the new regular salary. In a trade, compare everything you give away.
- When it takes effect
- Follow the stated transfer date, availability and the deadline rules.
- Example
- Example: a cheap veteran with a high salary can cost more over a season than a younger player with a higher price.
- Common mistake
- Do not complete a transfer between accounts to give away value. If something is restricted or fails, check the state instead of repeating the purchase blindly.
14Trade Center, loans and waivers
The Trade Center is for trading players and draft picks between clubs. A loan sends a young player to play elsewhere while you keep his rights. Waivers give other clubs a chance to claim an older player you are sending to the farm team.
Rules and numbers
- The trade deadline is 7 days before the last regular-season match of the league. After it, trades are locked until the end of the season.
- During the 14 days before the deadline, AI clubs gradually change how they value trades.
- A player over 21 cannot be sent straight to the farm team. He first waits 24 h on waivers, where another club can claim him. If nobody claims him, he goes to your farm team.
- You can loan out players up to 23. The host club pays 50% of his weekly salary and you keep his rights.
- What I set
- Propose a trade, send a prospect on loan or put an older player on waivers. In a trade, compare everything you give and receive.
- What it affects
- A trade changes both clubs' squads and lowers tactical familiarity. A loaned player plays for another club. Another club can take a player from waivers.
- Costs and risks
- During a loan you keep paying part of the salary. A trade can bring you higher salaries than you give away.
- When it takes effect
- Trades have a seasonal deadline and are locked after it until the end of the season. Waivers last a fixed time.
- Example
- Example: a young defender has no place in the lineup. A loan gives him matches, and you keep his rights and the option to recall him.
- Common mistake
- Do not put a player you do not want to lose on waivers. Do not leave an important trade to the last day before the deadline.
10Academy and draft
Scouting reduces uncertainty about talent. Picking in the draft and signing the player are separate steps. When you are away an automatic pick can happen, but that does not mean an automatic, paid signing.
Rules and numbers
- The draft takes place 107 days after the first league match of the season. It has 3 rounds and 96 prospects, so not everyone will be picked.
- Scouting a prospect costs €4,000. The base limit is 2 timed scouting reports a day; a higher manager level raises it.
- If you do not pick in time during the live draft, the game picks for you. Signing the drafted player is a separate decision.
- What I set
- Scout candidates and choose whom to sign based on your needs and budget.
- What it affects
- You build your future squad; a player with potential needs time and suitable development.
- Costs and risks
- Scouting and signing can have their own price. There must be room in the squad before signing.
- When it takes effect
- Watch the pick deadline and how long an academy candidate is valid. Unsigned offers can expire.
- Example
- Example: the draft gave you a player. Then open his offer and decide separately whether to sign him.
- Common mistake
- Do not treat a potential estimate as an exact known value, and do not confuse a pick with a completed move into the squad.
Competitions
0515League, playoffs and promotion
The regular season decides the table. The best clubs reach the playoffs, which are played as series. The playoff winner is promoted one level and the last club of the higher league is relegated.
Rules and numbers
- A regulation win is worth 3 points, a win after overtime or a shootout 2, an overtime loss 1 point.
- The top 8 of 20 clubs reach the playoffs. Quarter-final pairings by position: 1–8, 4–5, 2–7 and 3–6.
- Series are best of 7: first to four wins. The higher seed is at home in games 1, 2, 5 and 7.
- The playoff winner is promoted one level and the last club of the higher league's regular season is relegated. Moves are processed only after every league has finished its final.
- What I set
- Spread your strength over the whole season: when to rest players, when to give a match higher importance and how to prepare for the playoffs.
- What it affects
- The position after the regular season decides playoff seeding and home-ice advantage in a series.
- Costs and risks
- Higher match importance increases fatigue. You need a healthy, rested squad for the playoffs.
- When it takes effect
- Promotion and relegation are processed only after the playoffs. The new season starts once the finals of all leagues are played.
- Example
- Example: your playoff spot is secure. You can play the last regular-season matches with lower importance and save energy.
- Common mistake
- Do not expect promotion just for finishing first in the table. The playoff winner is promoted.
19Champions League
The Champions League is a knockout cup for the best clubs from the top national leagues. A country's coefficient from international results decides how many places it gets. Champions League matches do not change the domestic table.
Rules and numbers
- By coefficient ranking, the best countries get 3, 3, 2 and 2 places; every other country gets 1 place for its champion.
- A country's coefficient is based on its clubs' results over the last 3 seasons: win 3 points, overtime win 2, overtime loss 1 point, plus a bonus for the round reached (round of 16 1, quarter-final 2, semi-final 3, final 4, winner 6). The total is divided by the number of the country's participating clubs.
- Every participant receives €250,000. For the round reached: round of 16 €150,000, quarter-final €400,000, semi-final €800,000, final €1,400,000, winner €3,000,000.
- Clubs from the same country avoid each other in the first round where possible. Champions League results do not change the domestic table.
- What I set
- Decide how much strength to give the Champions League alongside the domestic league and how to spread the squad's workload.
- What it affects
- Progress brings high prize money and raises the country's coefficient, which also helps other clubs from your country get more places.
- Costs and risks
- Extra matches mean more fatigue and a higher risk of injury during the domestic season.
- When it takes effect
- Participants are decided by the previous season's standings in the top domestic league. If fewer than two clubs qualify, the competition is not played that season.
- Example
- Example: your country ranks high in the coefficient, so the second and third clubs of the top league also enter the Champions League, not only the champion.
- Common mistake
- Do not neglect it just because results do not change the domestic table. Prize money and the coefficient count for every round.
16National cup
Each country has one cup. It is a knockout bracket where the winner of each match advances to the next round. The prize grows with every round you get through.
Rules and numbers
- The cup is a knockout. If the number of clubs does not fill the bracket, some clubs play a preliminary round and the rest skip it.
- The cup winner receives €400,000, the finalist €200,000 and the semi-finalists €100,000. A club knocked out in an earlier round always gets half the prize of the next round, at least €5,000.
- Cup matches are played on different days from league matches.
- What I set
- Decide what importance and lineup you give a cup match alongside the league.
- What it affects
- The cup brings prize money and a trophy; it does not affect the league table.
- Costs and risks
- Cup matches add workload between league rounds.
- When it takes effect
- The cup is played on different days from the league, so the club's fixtures do not overlap.
- Example
- Example: between two important league matches you set a lower importance against a weaker cup opponent.
- Common mistake
- Do not underestimate the preliminary or early rounds. One loss means you are out of the cup.
17Elite Hockey League
The EHL is an international competition above the national top leagues. It has two conferences and its own playoffs. National champions and clubs from the bottom of the EHL fight for places in it in a qualification tournament.
Rules and numbers
- The EHL has 32 clubs in 2 conferences of 16. The regular season has 62 rounds.
- A win is worth 2 points (also after overtime), an overtime loss 1 point.
- 8 clubs from each conference reach the playoffs. The playoffs have 4 rounds; the conferences meet only in the final.
- The 4 worst clubs after the regular season go to the qualification tournament, where they play the group winners among national champions for 4 places. The champions' opening groups are played when there are at least 12 champions.
- When a club is relegated from the EHL, its players' salaries are cut by 40%.
- When the EHL was formed, a club needed an arena for at least 16,000 spectators.
- What I set
- Prepare your squad, arena and finances for stronger opponents and higher salaries.
- What it affects
- Taking part means a higher level of competition. Relegation from the EHL means a return to the national league and lower player salaries.
- Costs and risks
- Stronger opponents require a more expensive squad. Plan your budget for a possible relegation too.
- When it takes effect
- The qualification tournament is played after the season ends. Winning the national top league does not guarantee an EHL place on its own.
- Example
- Example: you won the national top league. You fight for the EHL in the qualification tournament with other champions and the clubs that dropped out of the EHL.
- Common mistake
- Do not take your EHL place as permanent. The weakest clubs after the regular season go to qualification every season.
20Instant challenges
Instant challenges are short matches you can play right away, without waiting for a league date. They earn points for your league's daily and weekly leaderboards. They do not replace the league result.
Rules and numbers
- You can play at most 5 challenges a day.
- The weekly leaderboard is calculated within your league. The top three clubs receive €20,000, €10,000 and €5,000; other clubs in the top quarter receive €2,000.
- Completing the daily task adds bonus points to both the daily and the weekly leaderboard.
- What I set
- Choose an opponent and a style. For bonus points, complete the daily task.
- What it affects
- The best clubs of the weekly leaderboard receive a cash reward. Challenges help you try out your lineup and tactics.
- Costs and risks
- The number of challenges per day is limited. Challenge results bring no points in the league table.
- When it takes effect
- The daily task is the same for everyone and changes every day. The weekly leaderboard closes and is evaluated once a week.
- Example
- Example: today's task asks for a win with the Counter style. Switch your style, play a challenge and you get extra bonus points.
- Common mistake
- Do not draw conclusions about league form from one challenge. A challenge is a quick test, not a substitute for a league match.