The game book: from the first face-off to the cup on the 28th. Make yourself comfortable.
Preface
Before the puck drops
Welcome to the locker room. This book takes you from the first face-off all the way to the trophy on the 28th. It explains the rules, the times and the prices, so you don't have to leave anything to chance. A few things it won't tell you: how your players react to each training unit and what the strategy sliders really do. You'll find that out yourself, on the ice, game after game.
Read it cover to cover or jump straight to the chapter you need right now. Your browser remembers where you stopped. All times in this book are German time (Berlin).
One club, one month, one goal: the trophy on the 28th.
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IceFighter is a hockey manager game in your browser. You run your own club and make every decision yourself: you build the squad, train your players, set the formation and strategy, expand the stadium and make money from fans, hotels, advertising, merchandise and shares.
The server plays the games at fixed times, in real time. You can watch live and step in, but you don't have to: if you prepare your team well, you'll win even while you're at work.
The game has two currencies. You pay for everything in the game with the Bucks in your account: salaries, transfers, the stadium, assistants. Bankbook bucks are the second currency. You collect them every day through your club effort and spend them in the auction house and the bankbook shop. They can't be exchanged for Bucks.
Register with an email address and a password and confirm the address with the link in the welcome email. At your first login after that you get a complete team with 15 players, 20 million Bucks and a stadium with 15,000 seats, plus the starter pack.
Wait until your league is full. A league has 12 teams. The start page shows how many are still missing; usually it's complete within an hour or so. Then you get an email with the schedule.
Formation: a goalie and all five lines with five skaters each. Save it in Bank 1 and assign it to your games.
Strategy: set the eight sliders the way you want your team to play and save them in Bank 1. What they do, the game will reveal to you over time.
Training: every day before 12:15. With an assistant coach your plan stays in place.
Stadium: buy five ticket booths. Without them only part of the ticket money reaches you.
Office: sign a sponsor contract once per season.
Before every game check whether any players are injured or suspended.
Collect your club effort: logging in, setting the formation, training and watching your game bring you up to 600,000 bankbook bucks every day.
Chapter 2 · 4 min. read
Your Club Is Born
A name, a squad, an empty stadium. The rest is your story.
All you need is an email address and a password, plus your consent to the terms and conditions. Your email address is also your login name. There is one account per address; the game doesn't accept addresses with a "+".
After you submit the form you get a welcome email with a link. Only when you open it is your registration complete and you can log in. Before that the game turns the login down and reminds you of the email. The link is valid for 48 hours; after that the registration is deleted and you simply sign up again. If no email has arrived, check your spam folder or have it sent again. If you mistyped the address, sign up again with the right one.
The password has at least 10 characters with upper and lower case letters, a number and a special character. While you type, a checklist shows which rules are already met. Older passwords stay valid.
If you want extra protection for your account, switch on two-factor login in the Settings. After the password the game then asks for a 6-digit code from an authenticator app on your phone. In case you don't have your phone at hand, you get 8 recovery codes when you switch it on, each good once. This is optional.
Your team is created automatically at your first login after confirming your email address:
Name: picked at random from a city and an abbreviation, such as "Marburg ERC", the same as in your welcome email. You can change it in the settings.
Squad: 15 players with strength 4, aged 20 to 27: 1 goalie, 5 defensemen, 3 centers, 3 right wings and 3 left wings.
Starting capital: 20 million Bucks.
Stadium: 15,000 standing places.
Shares: 100,000 shares of your own club. After 10 days your club goes public and offers 100,000 more at the starting price of 10.00.
League: you join the newest league that isn't full yet. As soon as it has 12 teams, the schedule is created and you get the email "Let's go – your league is complete!".
10 million bankbook bucks for the bankbook shop or the auction house,
the assistant coach for the first season. If you join on game day 22 or later, you keep him for the next season too.
On top of that, the message "Your starter pack" lands in your office. The pack is available once per manager: if you delete your team and start over, you don't get a second one.
Login: at the top of every public page, between Home and Contact, sits the red Login button. It opens the login box with your email address and password. If you're still logged in, it reads Enter game and takes you straight back.
Forgot your password: use the link in the login box and enter your email address. You'll get a link that is valid for 1 hour and works only once. After saving your new password you're logged in.
One team per manager: every manager plays with exactly one team. Further accounts for extra teams are not allowed, otherwise you could end up playing against yourself in the final.
Changing your email address requires your current password, because it's your login name. A link valid for 48 hours goes to the new address. The new address only applies once you open it; until then you log in with your current one. The Settings show which address is waiting, and you can send the link again or discard the change. An address that another account already uses can't be entered.
Language: IceFighter is available in German and English. You switch the language at the bottom of every page, you stay logged in and on the same page. You set your own language in the settings: the game opens in it after you log in, and the game's emails and the messages in your office come in it. Your bookings in your account and bankbook always show in the language you are playing in. Until you choose one, the language you last played in applies.
Season settlement: it runs once between the 29th and the end of the month. Only while it is calculating is the game in maintenance and you can't log in.
Chapter 3 · 3 min. read
The Command Center
Everything at a glance: the start page, the menu and the header bar that never sleeps.
At the top of every page you see the season and game day, your account balance, your bankbook, the number of unread messages and your next game with a countdown. While your game is running, Go to match lights up and takes you to the live game. If you log in during that time, you land there right away. If you're already logged in when your game starts, a notice with Straight to the live game picks you up.
Tables, Game days, 1-to-1 fights, Clan, Clan games
WorldCup
Qualification, Game days, World ranking
Settings, Premium, Logout
Your settings, the premium page, logging out
The logo always takes you back to the start page. The office also brings together sponsors, events, bankbook and messages. You buy and sell players in their own section, Transfer market.
You build your start page yourself from widgets. Drag a widget by its handle to move it, use the bottom right corner to change its width (1 to 4 columns) and height, and the three dots offer more commands. New widgets come in through "Add widget" at the end. The bigger a widget, the more it shows. Every change is saved right away; on your phone the start page has its own order.
The widgets come in five groups:
Game: next game with countdown and spy, your games of the season, opponent check, to do, upcoming games, form curve and table.
Team: your team, team values compared with your league's average, squad, contracts and assistants.
Club: finances, stock market, stadium, merchandising and club effort.
Competitions: WorldCup, playoffs, clan, 1-to-1 and achievements.
Info and help: game of the day, latest event, messages, IceFighter news and help.
Widgets with a lock are Premium only: Rival radar, Game day check, Daily report, Milestones, Record hunt, Trophy cabinet, Title race, Season records live and, for the stock market, Portfolio cockpit, Watchlist & alerts and Stock Market Cup race. They only show what you can also find in the game without Premium, but bundled in one place.
With Premium you can keep two complete layouts in the saved banks next to "Default", for example one for game day and one for the stock market. The disk icon saves the start page as it is right now under a name of your choice, with all widgets, sizes and the order on your phone. One click on the saved bank brings the view back. If your current layout isn't saved anywhere, the game asks first. Without Premium your views stay saved and come back with your next Premium.
After a special success, a large window with a photo and text opens once on the start page: after a WorldCup win, the championship, a promotion, first place in the regular season, a new mark among the all-time greats of the world ranking or a new team's first win. A relegation, a loyalty anniversary and the welcome to the new season are part of it too. At most one window appears per visit.
A season lasts one calendar month, and every calendar day is a game day. Games are played from the 1st to the 28th. From the 29th to the end of the month play rests: that's when the season settlement runs and the new season is prepared. During this break you pay no salaries.
A game runs in real time, about 30 minutes from the face-off, two game minutes per real minute.
A league has 12 teams. The leagues form a tree: at the very top is League 1, the only league in Division 1. Below every league hang three leagues of the next division, so Leagues 2 to 4 in Division 2, Leagues 5 to 13 in Division 3, and so on. New teams fill the newest open league.
In the regular season everyone plays everyone once, so 11 game days. Leagues that fill up later in the month start their round later. Missed game days are not made up.
Result
Points
Win
3
Win after a shootout
2
Loss after a shootout
1
Loss
0
There are no ties: if the score is level after 60 minutes, a shootout decides. The table is sorted by points, then goal difference, goals scored and wins.
Under Results → Tables you'll find your league, and any other league through the selection. You can view it as an overall, home or away table. A small arrow next to the rank shows how many places a team has gained or lost since the last game day. The form column shows the last five games as V, PSW, PSL and L, and every box takes you to that game. On the far right the next opponent is waiting, with H for a home game and A for away. The dashed line after 8th place separates the Playoffs Top from the Playoffs Flop.
Below the table there's more:
Last and next game day with all matchups, results and face-off times.
The playoff race: points now and what's still possible with wins in the remaining games. "Safe" means: even if everyone else wins every game, the spot can't be lost anymore.
If the playoffs started today: the matchups as things stand today; after the regular season, the real matchups with their prize money.
Standings over time: every team's rank after every game day as a curve.
League numbers: best offense, best defense, home fortress, road warriors, hottest streak, biggest win, goal fest and the coolest heads in the shootout.
The way to the top: all divisions as a pyramid, with your league, the league the champion moves up to, and the leagues the relegated teams go to.
Under Results → Game days you'll find all the games of a game day, for any league through the selection. A colored bar under the game day buttons shows your result on that day: green a win, light green and light red a shootout, red a loss. The small number on the crest is the rank before the game day, and the duel of the two best-placed teams wears the Top game ribbon. Open games show their face-off time; one click on a finished game opens its game log. Next to the games, the game details show one game of the day in a window with its goals, your own first. With Details for the run of this play you see the whole game log; the X at the top right closes it again.
Below the games there's more:
The game day in numbers: goals, home against away, biggest win, goal fest, the hero of the game day, the fastest goal, the thriller with the latest winning goal, the penalty box and the goalie with the most saves. Before the game day you'll find a Preview here with the top game and the form of all teams.
Movement in the table: on the left the table before the game day, on the right after it, with lines in between. Next to it the stories of the day: the leader, the biggest jump, the setback and who slipped above or below the playoff line.
Your way through the regular season: all of your team's opponents with home or away, the result and your rank afterwards.
The league's top scorers: the best scorers of the regular season up to this game day. Shootout goals don't count. Anyone who scored on this game day wears a red plus. If none of your players is among them, your best scorer is shown below.
The cross table: every duel of the regular season at a glance, from the point of view of the team on the left. Green is a win, red a loss, open games show their game day, and the small corner at the top right marks a home game.
From game day 12 the teams of a league play playoffs in a best of 5 format. Whoever wins three games moves on.
Playoffs Top (places 1 to 8)
Game days
Matchups
Quarterfinal
14 to 18
1–8, 2–7, 3–6, 4–5
Semifinal
19 to 23
Final
24 to 28
Playoffs Flop (places 9 to 12)
Game days
Matchups
Semifinal
14 to 18
9–12, 10–11
Final
19 to 23
The champion gets 10 million, the runner-up 5 million. The winner of the Playoffs Flop gets 1 million, the runner-up 500,000. Leagues that only filled up during the season play a shorter playoff round without prize money and without promotion or relegation.
Promotion: only the champion of the Playoffs Top moves up to the league above.
Relegation: the three losers of the Playoffs Flop go down. There is no relegation in the lowest division.
Always as a swap: a promoted team swaps places with a relegated team of the league above. That way every league has 12 teams again after the season change. Then the teams of every division are redistributed across their leagues.
Strength: it can go up or down, see "Upgrades and downgrades" in the squad chapter.
Values: all players start with freshness 75, form 10, shape 40 and motivation 100. Injuries and suspensions are lifted, the lines are cleared.
Age and contract: all players get a year older, and every contract loses one season. With 0 seasons left a player leaves the team; at 33 he ends his career. Youth players turn pro at 18.
Money: your account balance carries over into the new season, even a negative one. The bankbook earns 2.5% interest.
Stars: whoever finishes the regular season in first place (silver) or wins the Playoffs Top (gold) gets a star next to the team name, up to five for success in a row. For every row of stars there's a bonus to your bankbook: 100,000, 200,000, 500,000, 1 million and 2 million.
What expires: assistants, coaches from the auction house, personnel, advertising, travel and TV rights only last one season.
Also: promotion and relegation, new schedules, trophies for the trophy cabinet and the WorldCup draw.
Chapter 5 · 6 min. read
The Locker Room: Your Squad
Fifteen names at the start. Which of them become legends is up to you.
The salary depends on strength and is deducted pro rata on each of the 28 game days. In the break after game day 28 until the season starts on the 1st you pay no salaries, only the costs of your stadium surroundings run on.
Strength
3
4
5
6
7
8
9
10
11
12
Salary per season (millions)
0.69
1.2
1.8
2.7
3.9
4.9
6.9
9.9
13
15
Youth players cost a tenth of that.
Extend contract: one season per click, at most 4 seasons remaining and never beyond the age of 34. The signing bonus costs 20% of the season's salary. "Extend all" only applies to pros.
Motivate: costs one day's salary. Motivation below 100 rises to 100, from 100 it rises to 120. A player already at 120 stays there.
Under Team → Overview the list and the player card are on one page. At the top you see your squad at a glance: average age, one season's salaries, who leaves at the end of the season and who is facing a downgrade. Below that you filter by goal, defense and offense and choose between List and Cards. The list can be sorted by any column; the cards show every player with a portrait photo, strength and his values. Small icons after the name warn you: red means a downgrade is looming, orange means the contract is running out, the flag means the last season before retirement.
Clicking a player shows his card on the right with portrait photo, age, position, strength, salary, contract, market and sale value, shape, form, freshness, goals, penalties and rank. Motivate and Extend ask first and show the amount.
Rename player: with the pencil next to the name on the player card, at most 40 characters. Free with Premium, otherwise 500,000 bankbook bucks per player.
Portrait photos: every player has his own default portrait. With Premium you can upload your own photos (PNG, JPG or GIF, square, 320 × 320 pixels).
If you really want to get to know a player, open All details of the player or the Player details tab. At the top you switch to the next player with a click on a face or with the arrow keys. The page tells his whole story:
The player card: strength, usage value and his place in the squad, his world rank, market value, salary and contract.
Condition: shape, form, freshness and motivation, plus a comparison with the rest of your squad.
Season end check: if he's facing a downgrade on the last day of the month, it says so here, for everyone. With Premium you also see what he still needs for an upgrade, with a forecast to the end of the season.
Line and training: who he takes the ice with in the next game and what he's training right now.
Season: his goals, saves, face-offs, penalties and injuries, game by game and by competition, plus his strongest game.
Career: his seasons with your club, his place on the all-time list and his former clubs.
Contract and career: how much longer he plays for you, when his best years are and when his career ends.
Injury: it happens at random during a game and usually lasts 2 to 3 game days, rarely 1 or up to 5. The player also loses form, shape and freshness. With a team doctor or accident insurance he heals faster.
5-minute penalty: it brings a suspension of 2 to 4 game days, except in clan games and 1-to-1 fights. With a legal department or legal expenses insurance it's over sooner.
The game automatically takes injured and suspended players out of the lines.
Youth players come through the youth coach (two players, age 16, strength 4) or through a lucky event. They cost a tenth of the salary, already play at 16 and 17 and turn pro at 18. Only then can you sell them.
At the end of the season every player can move up by at most one level. The values on the last day count. "Events" are goals, penalty shot goals, great saves and face-offs won in the league, the playoffs and the WorldCup.
Upgrade
What the player needs
At most per team
3 → 4, 4 → 5, 5 → 6
shape 100, freshness 100, form 30, motivation 100 or more
15 / 15 / 10
6 → 7
plus at least 10 wins, 10 million in the account and 10 events
5
7 → 8
motivation 120 or more, at least 10 wins, 20 million and 10 events
3
8 → 9
reached the Playoffs Top, 30 million, motivation 120 or more, contract of 3 seasons or more, 10 events
1
9 → 12
Playoffs Top, 50 million, no 10 or 12 on the team, shape 100, freshness 100, form 30, motivation 130 or more, contract of 3 seasons or more, age 24 to 28, 15 events
1
Downgrade: pros with shape below 50, freshness below 30 or form below 15 lose strength: strength 4 to 9 drops one level, strength 10 and 11 drop to 8, strength 12 drops to 9. Each team has at most one 10 and one 11; any extra ones fall back.
Chapter 6 · 2 min. read
Formation
Five lines, one goalie, sixty minutes. Who's on the ice when?
Structure: 1 goalie and up to 5 lines (A to E) with 5 skaters each. A line can only be activated once it's full.
Who shows up: only healthy players who aren't suspended, youth players from 16.
Saved banks: 4 formations in Banks 1 to 4; with Premium you get Bank 5 as well.
Assign: under "Assign formation" you decide which bank applies to each game, separately for the league, WorldCup, clan league and 1-to-1.
Lock: while your own game is running, from about 10 minutes before the face-off until the result, the formation is locked. The page tells you when you can change it again and takes you to the live game.
If a player drops out, the game fills the gap with the strongest free skater. If there's no valid line at all, it builds line A from the five strongest free skaters. That saves you from losing by default, but not necessarily the way you'd have wanted.
In the clan league the league decides how many lines are allowed. In clan tournaments and clan vs clan all five are allowed.
Fill all five lines. Your team's strength counts the goalie and every line that has already been on the ice in the game.
Change your lines. The line on the ice gets more tired with every minute, while the waiting lines recover on the bench. Without an assistant coach and without changes of your own, line A plays the whole game.
Positions aren't magic. A position in the line brings no bonus; what counts is what the player can do.
Chapter 7 · 2 min. read
Training
Every club trains differently. Only you can find your club's secret.
Read
Training takes place every day at 12:15. Training moves form, shape and freshness, never strength. Strength only changes at the end of the season.
The units are called Penalty, Forest run, Power play and so on. Don't let the names fool you. What a unit does is different at every club, and the cards are reshuffled every season. All clubs have the same possibilities, just behind different doors. So a plan from the forum won't help any other team, and whoever had the perfect plan last month has to find it again.
The good news: with the right plan every club can reach top values every day.
The training report at the bottom of the training page shows after every session, for the last three days, what each part brought: team training, every line, every player in individual training and every unit in the training camp.
Coaches from the auction house: the form, shape and freshness coaches tell you for the current season how each unit affects their value. Their knowledge appears in the "Training knowledge" table, anything unknown as "?".
The training adviser from the auction house (5 million bankbook bucks, one season) knows all the values, sets the right plan with "Plan from the training adviser" and shows under every choice what it will bring.
The training facilities at your stadium work every day, even without a plan: fitness center, sports stadium, swimming pool and sauna. What they bring is in the stadium chapter.
Value
Range
Form
1 to 30
Shape
1 to 100
Freshness
1 to 100, recovers a little every hour
Chapter 8 · 2 min. read
Training Camp
A day in the wild. Two hard sessions. And double the strength in the evening.
Read
A training camp lasts one game day: a hard team session in the morning at 10:15 and one in the afternoon at 15:15. Each session works like normal training and brings a little more in camp, for all uninjured players.
On a training camp day your players lose only half the freshness in their games, in the league, the playoffs and the WorldCup. With good training and a camp, the same strong bench can take the ice twice in one day.
When: any game day from today to the 28th. For today it's possible until 15:15; after 10:15 only the afternoon session remains.
Limits: at most 3 camps per season and one per game day. A booked camp can't be changed anymore.
Costs: 2 million Bucks per camp, plus the bonuses.
How it works: on the page you pick the day in the calendar, tap one unit each for the morning and the afternoon and set the bonuses. On the right you see your camp at a glance before you book. At the top, three tickets show how many camps you have left this season.
For the games on the training camp day (except the clan league and 1-to-1) you set three bonuses, each 0 to 100,000 Bucks:
Scoring bonus: every goal scorer gains freshness. It costs the amount per goal scorer.
Ice time bonus: every skater who plays gains freshness. It costs the amount per player.
Fair play bonus: every player who stays out of the penalty box gains freshness, and with high bonuses also form and shape. It costs the amount per player.
The higher the bonus, the more it brings.
Chapter 9 · 1 min. read
Strategy
Eight sliders. None of them tells you what it does. Each one tells a story.
You save four strategies in Banks 1 to 4; with Premium you get Bank 5 as well. In the "Assign strategy" window you decide which bank applies to which game. Without an assignment the lowest bank in use applies.
While your game in the league, playoffs or WorldCup is running, the strategy is locked. In clan games and 1-to-1 it doesn't count, so there it stays open.
We won't reveal exactly what the sliders do. That's part of the game.
Try different settings, look at how your players are doing afterwards, and find the line that suits your team. The squad page is your best witness.
Chapter 10 · 2 min. read
Live Game
The lights go down, the arena roars. Now every decision counts.
Read
While your game is running, Go to match takes you to the live game, and logging in during that time brings you straight there. If you're already logged in, a notice with Straight to the live game pops up on every page when the game starts. The score and the ticker run in real time. At the top is the score with the three periods, below it the TV and the event ticker, and below that a timeline with goals and penalties. At the very bottom are the players on the ice and the penalty box.
Line change: any time, except when one of your players is in the penalty box.
Goalie change.
Power play: from minute 3, when an opposing player is in the penalty box. It ends on its own as soon as the penalty has expired and gives you extra chances.
Pull the goalie: from minute 55. A gamble for both sides: the extra skater brings chances, but the empty net brings goals against too.
Assistant coach on or off: the assistant coach automatically changes to the next line in minutes 11, 21, 31, 41 and 51 if you don't step in yourself.
Game tactics: offensive gives you and your opponent more scoring chances, defensive gives both fewer, controlled changes nothing. If you're behind you can open up; if you're ahead you can lock it down.
With Premium and the "animated game scenes" checkbox in the settings, the TV shows short video clips for every event: goal, save, face-off, penalties, injury, power play and pulled goalie. Your team plays in dark jerseys, the opponent in white. Whether the scenes start with sound is also up to you in the settings. Without Premium the TV shows a still image; the ticker runs the same for everyone.
Every game day IceFighter picks a league or playoff game as the Game of the day. You find it on the start page and watch it as a replay in the arena: with the video scenes for everyone, the video cube, the LED boards and both teams' benches. A click on a mark in the timeline jumps to that scene.
If the home team has Premium, its stadium appears under the result with its own name. There is a small home advantage too: in the first period the home team feels a little more comfortable on its own ice.
Chapter 11 · 3 min. read
Transfers, Auction House and Assistants
A bargain in the morning, a star in the evening. The market never sleeps.
Under Transfer market you see at a glance when the next players arrive, how your squad is filled by position and how close you are to your limits. On top of that: a shop window with four players from the current offer, players a sale may pay off for, your transfers this season and a price guide by strength. From there you go to Buy players and Sell players.
Under Buy players you search by position, strength and age. You search strength and up from a value or exactly, age up to a value or exactly. That way you can find, say, a defender with exactly strength 7 and exactly 24 years. The list shows 20 random matching players, sorted by price, and how many match in total. The player pool is reshuffled three times a day, at 1:00, 9:00 and 14:00.
Shortlisted players stay at the top of the list with every new search. A bar at the bottom shows what the shortlisted players cost, what's left in your account afterwards and how much salary is added.
Young, strong players are expensive, older ones cheaper. A 25-year-old player with strength 5 costs about 6.4 million.
The market has strength 3 to 8 and 10. There are no players with strength 9 and 11 there.
Limits: at most 60 skaters in the squad, at most 25 players with strength 8 and only one player with strength 10 or 12.
Contract: every player you buy signs for 2 seasons, the current one counts, the strength 11 player from the auction house too. You can extend it in the squad.
New players arrive tired with form 20, freshness 75, shape 60 and motivation 100. Give them a few days of training.
You can sell healthy pros who aren't suspended, below strength 8, and players aged 29 or older. A sale brings the market value, a bit less than buying costs. At least 11 players and one goalie must stay, and youth players under 18 can't be sold. Every player who can't be sold shows the reason. Above the list you filter by players for sale or by position, and the bar at the bottom shows the proceeds, the balance afterwards and the salary you save.
The auction house is a shop with fixed prices. You pay with bankbook bucks (cheap) or with Bucks (expensive), and for the training adviser only with bankbook bucks.
Item
Bankbook
Account
What you get
Motivation coach
12 million
200 million
motivation permanently at least 125
Form coach
2 million
35 million
reveals how each training unit affects form
Shape coach
2 million
35 million
reveals how each training unit affects shape
Freshness coach
2 million
35 million
reveals how each training unit affects freshness
Training adviser
5 million
–
knows all training values, plans your training at the push of a button
Strength 11 player
5 million
75 million
a center with strength 11, age 24, 2-season contract, only available here
Super stadium
5 million
75 million
150,000 seats
Ice master
5 million
75 million
keeps your ice at the condition you choose
Every coach, the training adviser and the ice master are available once per season and last until the end of the season. Only a team without a strength 11 player gets the 11. The super stadium is only available if your stadium is still smaller.
This is where your club's heart beats. And where the cash register rings.
Read
Your stadium brings in the most money. Both teams earn money at every game, each from its own stadium, even away. Only what happens in the home team's stadium affects the game itself: the ice and the security. Fans and stadium size don't decide a game.
You expand in steps of 1,000, 5,000 or 10,000 seats, with no construction time.
Type of seat
Cost per seat
Ticket price
Standing place
500 Bucks
25 Bucks
Seat
850 Bucks to convert a standing place (1,350 new)
40 Bucks
VIP box
1,500 Bucks to convert (2,000 new)
75 Bucks
At most 100,000 places, of which up to 35,000 seats and 5,000 VIP boxes. Places can't be torn down. Every place costs 50 Bucks of upkeep per season. The super stadium from the auction house has 150,000 places.
How full your stadium is depends on your form in the last 5 competitive games. On the first five days of every round (game days 1 to 5, 12 to 16 and 23 to 27) it's always sold out.
Wins in the last 5 games
0
1
2
3
4 or 5
Attendance
10%
20%
40%
50%
100%
Transport connections and parking bring extra fans to the stadium when your form is weak.
Personnel, advertising, travel and TV rights last one season. Transport, parking, hotels, shops, training facilities and video walls stay.
Hotels bring money every day, even without a game:
Hotel
Purchase
Upkeep per season
Income per day
2 stars
3 million
100,000
100,000
3 stars
8 million
300,000
200,000
4 stars
15 million
800,000
400,000
5 stars
40 million
1.5 million
800,000
Shops (0 to 5 stands of each kind): the beverage cart and snack stall each bring about a third of a Buck per fan per game, the fan shop more merchandise sales, and ticket sales the full ticket price (see above). A stand costs 700,000, the fan shop 1 million.
Transport connection: bus stop, subway, suburban train, station and highway bring more fans when your form is weak, from 3% (bus stop) to 20% (station).
Parking: up to 10,000 spaces, simple (200 Bucks) or guarded (400 Bucks). They bring more fans and more merchandise sales when your form is weak; guarded spaces also bring 5 Bucks per space and game, 7 with a guard.
Personnel (one season):
Position
Purchase
Salary per season
Effect
Caretaker
50,000
200,000
the ice only gets worse every second night
Guard
50,000
200,000
guarded parking brings 7 instead of 5 Bucks
Security
250,000
1.5 million
fewer penalties for your team in home games
BGS
250,000
6 million
protects against burglary and theft
Training facilities work every day on all uninjured players:
Facility
Purchase
Upkeep per season
Effect per day
Fitness center
1 million
100,000
form +1
Sports stadium
15 million
1.5 million
shape +2
Swimming pool
10 million
1 million
freshness +4
Sauna
300,000
30,000
no effect on its own
All four together make every player stronger on the ice. No other stadium option does that.
Travel (one season): every team travels by bus from the start of the season. The train (1.5 million) brings motivation +1 every day, the plane (4.5 million) +2. You can switch from the bus to the train or the plane, and from the train to the plane, but not back. The team bus (2 million) brings an extra +1.
Advertising (one season), income per game in the league, playoffs and WorldCup: jersey 250,000 (commission 2.5 million), boards 200,000 (2 million), video screen 100,000 (1 million, only with a video wall).
Video walls A to D: 1.5 million each. Each one brings 25,000 Bucks per game, and once per season an advertiser books the walls for a special event at 250,000 per wall.
TV rights (one season, one contract), income per game in the league, playoffs and WorldCup:
Broadcaster
License
Income per game
Public
5 million
400,000
Private
8 million
600,000
Pay TV
15 million
1 million
With Premium you can give your stadium its own name in the settings.
Chapter 13 · 4 min. read
Office and Finances
Games are won on the ice. Titles are won in the office.
The office shows the season's income and expenses as bars per item, and every line can be expanded down to the single booking. On top of that: account balance, the way to the transfer market, sponsors, the season's events as a timeline, the bankbook and the message center.
Account: your Bucks. At the end of the season your account balance carries over into the new season, even a negative one. There are no loans or overdrafts. In the red almost all purchases are blocked, while salaries and upkeep keep running.
Gifts: on New Year's and at Easter you get 1 million each in your account, on IceFighter's birthday on June 10 2 million, on Halloween 500,000 and on the anniversary of your club's founding 1 million.
Bankbook bucks come from your club effort, the starter pack, full Premium (10 million a month), Christmas (12 million), the star bonus and 2.5% interest at the end of the season.
Send: you can send bankbook bucks to other teams. They land in that team's bankbook. Each team can send and receive at most 20 million per season.
If you look after your team every day, you get rewarded. Four tasks bring 150,000 bankbook bucks each, once a day:
Task
How it counts
Log in
with the first page view of the day
Formation
save or confirm it for the next game
Training
set or confirm the training plan
Watch game
watch your own game live or read the game report
If you complete all four tasks on seven days in a row, you get a weekly bonus of 1.5 million. The day changes at midnight. Open tasks are listed under To do on the start page.
In the office under Bankbook shop you buy with bankbook bucks. You can't buy a win there: next to every item it says how you can also get it without money.
Item
Price
What you get
Premium 24 hours
1 million
Premium light, to the minute
Premium 7 days
4 million
Premium light for a week
WC wildcard
5 million
a guaranteed spot in next season's WorldCup, once per season
Holiday cover
1 million per 3 days
more days once the 3 free days are used up
You'll also find renaming players and the items from the auction house there.
Once per season you sign a contract in the office under Sponsors, in three steps: main sponsor, secondary sponsors, type of contract.
Sponsor level 1 to 5: it grows with your titles of the last seasons. A WorldCup win counts the most and the longest, then the championship, a lost final and the WorldCup semifinal. The last season counts in full, older ones less.
Main sponsors: the higher your level, the more sponsors are open to you and the better they pay. Fixed pays everything when you sign, Performance pays part when you sign and the rest per win, Risk pays only per win. For the championship and a WorldCup win the main sponsor pays a title bonus.
Secondary sponsors pay per fan after every league game. If you meet their condition (such as a win, a full house or top ice), they pay 25% more.
Win bonuses: 250,000 per win, plus per competition: league 300,000, WorldCup from 300,000 and more with every round, 1-to-1 100,000. Clan games bring no money.
Random events: until game day 23 something can happen every morning, sometimes money, sometimes costs.
Expenses: salaries and upkeep every evening, the clan fee on the 1st of the month.
You have merchandise produced; after a delivery time of 2 to 5 days the game sells it every night at 23:15. The fans buy a fixed amount per day, at purchase price × fan euphoria.
Ten items from stickers to sticks, each in three qualities: no-name, normal and exclusive. Each quality has its own buyers; with all three you sell the most.
Fan euphoria: depending on stadium size it starts between 1.10 and 1.50, rises after days with more wins and falls after days with more losses (league, playoffs, WorldCup).
Stock: room for at most 10 days of sales per item and quality. Every fan shop stand brings more sales.
Ten days after you sign up, your club goes public. How to trade shares, collect dividends and play for a trophy in the Stock Market Cup is explained in the stock market chapter.
The bell rings, the prices twitch. If you can read clubs, you can read prices.
Read
The stock market is a game within the game. Every club is a public company, and you can put your money into other clubs' shares, bet on price gains and dividends and trade for a trophy of its own in the Stock Market Cup. You don't have to be a hockey expert for this, but it helps: sport is the strongest engine of the prices.
The trading rules are listed here with all their numbers, because everyone needs to know them. What drives a club's price, this chapter reveals only as far as every trader should know. The rest you'll find out yourself.
Ten days after you sign up, your club goes public with 200,000 shares at a starting price of 10.00 Bucks:
100,000 shares stay in your club's portfolio. You work with them under My club.
100,000 shares are offered on the market by your club. Whatever others buy brings money to your club.
From your IPO on you can trade yourself. Prices are public: everyone sees every club's price on the price board and in the share profile. Your account balance stays your secret; the price doesn't give it away.
Trading doesn't happen by the second but in four trading rounds a day. Your order waits until the next round and is executed there, at the price of the round, the same for everyone.
Time
Trading round
08:00
morning round
14:00
midday round
19:00
evening round
23:30
closing round with the day's close, after the daily balance
Game break: while a club is on the ice, from 10 minutes before the face-off until the end of the live game, its share waits until the next round. That way nobody buys at the old price when the result is already known.
After every round you get a message in your office if one of your orders was executed.
You can buy and sell the shares of all other clubs. In the share profile you choose Buy or Sell, the number and, if you like, a limit.
Number: 1,000 to 50,000 shares per order, in steps of 1,000. When selling you can also sell odd remainders.
Limit: when buying, the highest price you'll pay; when selling, the lowest you'll take. It may be at most 15% away from the current price. Without a limit the price of the round applies.
Validity: 1 to 7 days. Until it's executed you can withdraw any order under Orders. An order can also be executed only in part; the rest stays open.
Fee: 1% of the value per executed order, at least 2,000 Bucks.
Limits: at most 30 open orders and at most 25% of another club's shares in one hand, open buy orders included.
Money: for a purchase your account balance must cover the price including the fee. The money is only deducted on execution.
Offered shares move from your portfolio into the sell order. They still belong to you until they're sold and count toward dividends and portfolio value.
The broker makes sure that trading is always possible. First buyers and sellers among the managers are matched, all at the price of the round. Whatever is left over, the broker takes: he buys shares 2% below the price, at most 20,000 per club and round, and sells what he has bought 2% above the price. So you can always get rid of your shares, just not always right away and at your preferred price. Teams of the same manager never trade with each other.
Behind every price there's a club, and the market tries to work out what it's really worth. Three forces pull on the price:
The sport: how the club plays, where it stands and how high up it plays. Titles, playoffs and the WorldCup make the traders sit up.
The squad: how strong the team is, how young, how healthy. Talents are the promises of tomorrow.
The business: what the club owns and what it earns, full stands and well-selling merchandise. Debts scare people off, but wealth alone doesn't make a price.
The price doesn't follow this value in one jump, but round by round. On top of that, the orders of the round drive it: more buyers push it up, more sellers push it down, and a touch of chance always plays along. Only the guardrails are fixed: in one round a price moves by at most 15%, it has two decimal places and never falls below 1.00.
the price board with all clubs, filterable by division and league, sortable by price, change and volume, plus the IceFighter Index (IFX), the division indices, tops and flops and the market news
Portfolio
your shares with purchase price, value, profit and loss after fees, and the split by division
Orders
open orders to withdraw and all executed trades
Watchlist
follow shares without owning them, with price alerts above and below a mark
My club
your club as a public company: price, shareholders, order book, dividend, capital increase, buyback and share sale; before the IPO, the countdown to the first round
Stock Market Cup
sign-up, your cup portfolio and the table
Rankings
the season's best traders and your stock market milestones
The share profile of every club shows the chart over 7, 30 or 90 days, the share's key figures, league rank, form and the next opponents, the five largest shareholders and the club's news. You get to it from the price board, your portfolio and the club page.
The IFX sums up all listed clubs in one number. It started at 1,000 and shows whether the whole market is rising or falling. Every division has its own index.
The price alert sends you a message in your office as soon as a share on your watchlist rises above or falls below a mark. The watchlist holds 10 shares with 3 price alerts.
Under Stock market → My club you run your club as a public company. Shares of your own club are traded only by the club itself, never by the manager in free trading.
Capital increase: once per season, 1,000 to 50,000 new shares. The broker takes them over in the next round 5% below the price, and the money goes to your club. No club has more than 300,000 shares. But more shares also means the profit is shared among more shoulders.
Buyback: your club buys its own shares back from the market, 1,000 to 50,000, at most once every 7 days.
Share sale: your club offers its own shares from its portfolio, also 1,000 to 50,000, at most once every 7 days.
Buybacks and share sales are only executed in the round after next and are valid for 3 days. That makes a quick trade on the result of the next game impossible.
Major shareholder: whoever owns at least 10% of another club gets a badge in the share profile and on his club page. He has no say in the other club, though.
At the end of the season every club that made a profit pays 10% of its season profit to its shareholders, spread over all its shares. What counts is the profit from game operations: income from games, sponsors, transfers and merchandise minus salaries, stadium, transfers and the other costs. Stock market deals, the bankbook and the carry-over from the previous season don't count.
Record date: the dividend goes to whoever holds shares after the closing round of game day 25, including shares in open sell orders.
Payout: with the season change, straight into the account, as a booking in the office.
Own shares: the part that falls on the shares in the club's own portfolio stays with the club. The more of its own shares your club has sold, the more it pays to outside shareholders.
The competition for everyone who would rather trade than set formations. It starts fresh every season and is free.
Sign-up: under Stock market → Stock Market Cup, until game day 25.
Starting capital:10 million Cup Bucks in a separate cup portfolio. Cup Bucks only count in the cup and never go into your account. Real Bucks, bankbook bucks and Premium play no role; everyone starts equal.
Trading: at the real prices in the real trading rounds, with a 1% fee as in real trading and without the broker's spread. Cup orders don't move the real prices, and your own club's share is blocked in the cup.
Scoring: after every round the value of your cup portfolio counts, shares at their price plus free Cup Bucks. Whoever is ahead at the end of the season wins.
Prizes: the top three get the Stock Market Cup trophy in gold, silver or bronze for the trophy cabinet. The winner also gets +10 points among the all-time greats of the world ranking.
10 millionCup Bucks to start
25thgame day: last day to sign up
Top 3get the Stock Market Cup trophy
+10all-time points for the winner
In the gameManagerStock marketStock Market CupOpen
Under Rankings you'll find the season's best traders:
Ranking
What counts
Best return of the season
profit from prices, sales and dividends relative to the money invested, from 1 million Bucks in play
Largest portfolio value
shares of other clubs at their price, including offered ones
Best single hit
the highest profit from a single sale
Dividend king
the most dividends at the last season end
Most popular shares
the clubs with the most shareholders
You also collect stock market milestones: the first executed order, shares of 10 different clubs, a sale with more than 1 million profit, a position that has doubled, the first dividend, becoming a major shareholder and a podium place in the Stock Market Cup. Your club page lists your highest portfolio value and your best place in the Stock Market Cup among the business records.
Even if you mostly trade on the stock market, you're still your club's manager. Formation, sponsor, motivation, ice and replacements for injured and suspended players are your job, and a good season result supports your price in the end too. If you're away for a few days, your assistant coach holds the fort with vacation cover under Settings. The stock market keeps running anyway: every trading round executes open orders.
The stock market lives on every manager trading for himself. Arrangements to push a price or to shift money between clubs, and trading through several accounts, are forbidden. The market supervision keeps an eye on this and steps in: it withdraws orders, suspends trading in a share, bars a manager from trading, also in the Stock Market Cup and for his club's orders, or excludes him from the season's Stock Market Cup. Whoever is affected gets a message with the reason in the office.
If the share profile says Trading suspended, that share's price rests, and the market only accepts new orders for it once trading resumes. If the whole stock market rests, the market ticker says so. Your open orders remain as long as they're valid and go through in the first trading round afterwards.
Founding a clan costs 15 million. The clan treasury starts with 10 million, the founder is admin, and three clan leagues are created.
Applying requires 2 million in your account. Admission costs 2 million, which go into the clan treasury.
Places: a clan has 24 member places, expandable to 48 in the clan house.
Roles: founder, admin and member. Admins accept applications, assign members to the clan leagues and set the name, tag, description and fee. The founder can hand their role over to another member.
Leaving is possible as long as your clan league hasn't played yet this season.
Money flows into the clan treasury, but never back into a team's account. Clan games bring no money. The clan fee is 0 to 10% of each member's account balance, at most 2 million a month, collected on the 1st. Anyone in the red pays nothing. The treasury pays for the clan house, more places, tournaments and the stake in clan vs clan.
Glory brings no money, but honor and the clan house. It only counts if enough active teams take part: a team is active if it's at least 14 days old, has logged in during the last 7 days and set its own formation for the game.
For what
Glory
win in a clan game
3
win after a shootout
2
loss
1
1st, 2nd, 3rd place in a clan league (6 or more active teams)
25, 15, 10
tournament win, tournament final
20, 10
win in clan vs clan
30
The clan ranking shows this month, last month and the all-time ranking. The top three clans of a month wear a gold, silver or bronze badge in the following month.
Every clan league belongs to a clan, and its admin fills it with members. Games are played at 21:15. A league has 6, 8, 10 or 12 teams and plays a single round, home and away, or a single round with playoffs. The league decides how many lines are allowed (1 to 5).
Clan games cost no freshness, form or shape; only injuries still happen. They bring no income, no suspensions and count neither for upgrades nor for the world ranking.
Clan tournament: from the 1st to the 11th the admins set up a knockout tournament for their own clan (5 million from the treasury, once a month). Up to 16 teams play from the 12th to the 15th, every evening at 21:15. The winner takes the tournament trophy for the clan.
Clan vs clan: until the 13th a clan challenges another one and stakes up to a quarter of the smaller treasury. On the 16th at 21:15 six teams from each side play each other, strongest against strongest. Whoever wins more games takes the pot (minus a 10% fee), 30 glory and the duel trophy.
Chapter 16 · 1 min. read
1-to-1 Fights
You against me. Tonight, 22:15. Only honor counts.
Read
A 1-to-1 is a friendly game. You pick a free day between today and the 27th; face-off is at 22:15. There is only one fight per team and day.
Costs: 250,000 Bucks for each side. A fight nobody accepts expires at game time without a refund.
Opponent: challenge a team directly, with a password if you like, or post an open challenge that anyone can accept.
In the game: a win bonus of 100,000 Bucks, half the ticket income, no suspensions, and your players lose neither freshness nor form nor shape. Injuries still happen.
The draw takes place at the season change after game day 28, for the WorldCup of the next season. All teams may take part except those that are deleted at the end of the season.
The size adapts every season: about 40% of all teams that may take part, as a power of two (512 with 1,200 teams, 1,024 with 1,900 teams), at most 16,384. At least half of the places are earned on the ice; if there were more guaranteed places, the WorldCup doubles in size.
You have a guaranteed spot, no matter where you finish the season, with:
full Premium that is still running at the time of the draw,
the WC wildcard from the bankbook shop, bought in the season that is just ending,
a place in Leagues 1 to 4 (this season's league, before promotion and relegation).
The places earned on the ice:
Three quarters go through the qualification ranking of the regular season (game days 1 to 11): first all first-placed teams of all leagues, then all second-placed teams, and so on. With the same league rank, points decide, then goal difference. The playoffs don't count.
The last quarter goes to the best score hunters of the world ranking who wouldn't otherwise be in. With equal points, the qualification ranking decides.
Under WorldCup → Qualification you can always see whether your team is in as things stand now, where the line is, how many places or points you're missing and which routes there are. Until the draw, everything can still shift.
Seeding: for everyone according to the qualification ranking, including teams with a guaranteed spot. The top half meets the bottom half: the first against the first of the bottom half, and so on.
Knockout system: one game per round, every second game day at 20:15, until the 28th. With 512 teams that's game days 12, 14, 16, 18, 20, 22, 24, 26 and 28. On the 28th there's the final and the game for third place.
Replacements: if a drawn team is deleted at the season change, the next team in the ranking moves up.
Win bonus: 300,000 Bucks plus 200,000 for every game day after the 4th. With 512 teams that's 1.9 million in the first round and 5.1 million in the final, plus the 250,000 for every win.
The world ranking has three lists of the best, one for each type of manager: the athlete, the businessman and the loyal one. Each shows the top 100 with the best three on the podium, your rank with the gap to the next rank and the movement since yesterday. If your team isn't in the top 100, you see your neighborhood with two teams ahead of you and two behind. On the page itself, How to get to the top explains every list with all the numbers.
The score hunters collect points from every game in the regular season, playoffs and WorldCup. Clan games, 1-to-1 fights and friendly games don't count. The list is recalculated after every match calculation.
In the game
Points
Win
+3
Win in a shootout
+2
Loss
−2
Loss in a shootout
−1
Shutout win
+6 extra
Win by 8 goals or more
+3 extra
6 to 9 goals scored
+2 extra, the opponent −1
10 goals scored or more
+5 extra, the opponent −3
Game in the Playoffs Top
+1 for both teams
In the WorldCup every round won brings extra points: up to the round of 16 +5, in the round of 16 +10, in the quarterfinal +12, in the semifinal +15 and in the final +20.
The upper divisions count more. All plus points of a game are multiplied by the league weight of your division:
Division
League weight
1
× 2.0
2
× 1.6
3
× 1.3
4
× 1.1
5 and below
× 1.0
Minus points always count once, and no team falls below zero. With equal points, the team with more wins is ahead, then the higher league. After game day 28 the final standings stay in place until the new season has its first result. These final standings bring the top 3 the world ranking trophy in gold, silver or bronze for the trophy cabinet, assign the last quarter of the WorldCup places earned on the ice and decide your points among the all-time greats.
The richest teams show what your club is worth today. No formula, no bonus:
your account balance,
the shares in your portfolio and in open sell orders at their sale value (price × number, minus 3% for the fee and the broker's spread),
the merchandise in your stock at purchase price,
your squad at the sale value of all players.
Bankbook bucks don't count, because they can be bought. The list is recalculated every morning at 9:00.
The all-time greats are the game's hall of fame. Every season counts, and the points stay forever. At the end of the season every team that played in that season gets points for its final rank among the score hunters: 100 divided by the square root of the rank, at least 5.
Final rank among the score hunters
All-time points
Rank 1
+100
Rank 3
+58
Rank 4
+50
Rank 10
+32
Rank 25
+20
Rank 100
+10
Rank 400 and below
+5
On top of that come points for every title of the season: championship plate (Playoffs Top in League 1) +50, WorldCup win +50, WorldCup final lost +25, Playoffs Top in another league +20, promotion +10, clan league won +10, Stock Market Cup won +10. With equal points, the team that has played more seasons is ahead.
Hall of Fame: above the list are three records: the best season of all time, the most titles and the longest loyalty, meaning the most seasons in a row.
Laurel wreath: the top 10 wear it in the list and on their club page.
Milestones: at 250, 500, 1,000 and 2,500 all-time points your club celebrates a big moment, and your club page gets a milestone in its timeline.
With Premium you see your rank over the last 90 days as a curve in every list. All lists and rules are free for everyone.
Every club has its own page with its season, its records, its history and its legends. You find yours under Manager → My club; another club's page opens with a click on its team or manager name.
Overview: the current season, the form of the last five games, the next game, the display cabinet with the trophies and the all-time record.
Records: biggest win, most goals, the biggest comeback, the longest streaks, attendance record and much more. A record from the current season glows gold.
History: the path through the divisions, season by season, with the timeline of milestones.
Laurel wreath: if a club is among the top 10 of the all-time greats of the world ranking, its crest in the header wears the laurel wreath with its rank.
Legends: top scorers, most games, goalie saves and penalty box kings, counted only for this club.
Head-to-head (for other clubs): your record against each other.
Locker room (only for you): the record hunt, milestones with progress and your finance records, including your highest portfolio value and your best place in the Stock Market Cup. Only you can see them.
Major shareholder: if a club holds at least 10% of another club's shares, it says so in the header of its club page, with a link to the share profile.
Others never see your account balance (except with the spy) and no personal data. On the club page, Premium only changes the look: gold frame, portrait photos and the team photo in the header.
Under Manager → Trophy cabinet every trophy your club has won stands in a display cabinet of its own.
The display cabinet: one glass shelf per competition (WorldCup, Playoffs Top, Playoffs Flop, clan league, world ranking, Stock Market Cup), the most valuable trophies at the front. At the very top is your showpiece, the most valuable trophy: first the WorldCup win, then the championship plate, then titles from higher divisions. New trophies from the last seven days glow.
A click on a trophy shows the rank, competition, league and division, season and your rank after the regular season, plus a double. For the more recent seasons it also shows the final series and your top scorer of that season.
Shelf of honor: your promotions and regular season wins.
Still free places: the trophies you're still missing and what you have to do for each one.
Titles in figures: such as your longest streak of seasons with a trophy, doubles (league and clan league in one season), your highest title, your first trophy and your rarest trophy.
The title years: every trophy as a dot in its year. A click on a year shows its titles in the list.
All-time medal table: all clubs with a trophy, sorted as at the Olympics, first by gold, then by silver, then by bronze.
All titles: the list to filter by competition or gold.
Trophies go into the cabinet at the season change: for the final of the Playoffs Top and Flop (gold for the winner, silver for the runner-up), for the top three in the WorldCup, the clan league, among the score hunters of the world ranking and in the Stock Market Cup. Whoever wins the Playoffs Top in League 1 gets the championship plate. You open another club's display cabinet through its club page.
With Premium you choose the style of your display cabinet (fine wood, ice crystal or arena at night) and put your favorite trophy at the top as the showpiece. That only changes the look. The premium widget Title race shows on the start page where you stand this season in the race for every trophy.
You'll find the spy as the Spy tab on every other club's page. It needs the spy assistant (12 million) and an opponent from your league or your schedule. Then it shows the manager, league, record, account balance, share price and the opponent's line usage values for your game.
Under Team → Statistics you find the player statistics per competition and, under "Club", the account balance, league rank and season record. With Premium you also get sortable columns, the events for upgrades as a ready-made number, upgrades and downgrades with a forecast, curves over the last 90 days and your club finances in detail. Premium only saves you the counting: all rules are in this book, all numbers in the game reports.
Premium teams get a season review at the end of the season: rank, record, titles, the place among the all-time greats of the world ranking, the moments of the season and the players of the season on a page of their own. You can send the link to whoever you like; the page can be viewed without logging in. During the season you create it on My club with Share the season review.
Chapter 19 · 1 min. read
Your Day at IceFighter
The Zamboni is doing its laps, the first coffee is steaming in the office. A new day begins.
Read
Time
What happens
every hour
Freshness recovers, usage values are recalculated
1:00, 9:00, 14:00
New players arrive on the transfer market
5:00
Random events (until game day 23)
8:00, 14:00, 19:00, 23:30
Trading rounds: orders are executed, prices move
9:00
World ranking (richest teams, rank history), gifts on special occasions
10:15, 15:15
Training camp sessions
11:30 on the 1st
Clan fee
12:15
Training
16:15 to 22:15
Games
23:15
Daily balance: salaries (not during the season break), upkeep, hotels, merchandise, motivation −3, injuries and suspensions one day shorter, the ice gets worse
Until game day 23, something can happen every morning at 5:00, each event at most once per season. Some bring money or fresh ice, others cost money, delay a delivery or knock out the cooling system. Sometimes it's a single player, sometimes the whole team, and now and then a new youth player turns up. No event lowers your team's strength, and one can even raise it.
Chapter 20 · 4 min. read
Settings and Vacation Cover
Your club, your rules. And when you're away, someone holds the fort.
The settings contain only your email address, manager name and your language. IceFighter doesn't ask for your name, address or phone number. The game opens in the language you choose after you log in, and the game's emails and messages come in it.
Whatever you change at the top of the settings and in the options only counts once you click Save. The button appears at the bottom of the window as soon as you change something, and Discard puts everything back. If you try to leave the page with open changes, the game asks first. A crest counts right away with one click, team logo and vacation cover have buttons of their own.
Your team name consists of your hometown and mascot, each at most 25 characters.
Allowed are letters, German umlauts and ß, Czech letters such as č or ř, digits, spaces, hyphens and periods. The name starts and ends with a letter or a digit.
Every name only once: upper and lower case and accents don't count.
No real clubs, arenas or brands and nothing offensive. This also applies to the stadium name you give with Premium (at most 40 characters). Other players can report it.
Club crest: 120 ready-made crests, 30 for all teams (1 to 30) and 90 more with Premium. One click is enough, and your crest appears wherever your team shows up.
Team logo (Premium): PNG, JPG or GIF, square, 200 × 200 pixels, at most 300 kB. If Premium ends, your logo stays saved.
Under Settings → Vacation cover you enter when you'll be away: from now or from tomorrow, for 1 to 14 days in a row. Your assistant coach then drops by twice a day and only does what you would do yourself with the same clicks:
Formation: every open game of today and tomorrow gets Bank 1.
Training: your plan stays in place, even without an assistant coach from the assistants.
Motivation: players below 120 get one level at the normal price.
Ice: bad ice gets resurfaced.
Transfers, contracts, strategy and changes in the live game stay with you. Every team has 3 days per season free; more cost 1 million bankbook bucks per started 3 days. With Premium the cover has no limit. When you're back, the office shows what your assistant coach did.
If nothing is working out, you can start over under Settings → Account reset without deleting your team. You confirm with your login password and a check box, and it happens right away:
New: an account with 20 million seed capital (debts are gone), 15 new players, an arena with the default name, training, lineup, strategy, sponsor, merchandising, staff and assistants like a newly registered team. Trophies, club archive, club finances and world ranking points start at zero.
Stays: team name, crest and logo, your league with schedule, points and place of the current season, bankbook bucks, Premium and your mailbox. You don't get the starter pack a second time.
Stock exchange: like a deletion. Whoever holds shares of your club is paid out at the current price, open orders lapse, and so do your shares in other clubs. Then your club goes public anew.
Clan: you leave your clan. Your open clan games count as 2:0 wins for the opponent. If you are the founder, the longest-serving admin takes over, otherwise the longest-serving member.
Your first reset is free. The second costs as many bankbook bucks as the smallest bankbook pack, every further one twice that. All resets of your account count, however long ago they were. No reset is possible while games are being calculated, during the season settlement or while your team is signed up for deletion. Afterwards you get a message in your office and an email.
At the very bottom of the settings you sign your team up for deletion at the end of the season. You request a code by email (valid for 1 hour) and confirm with it. Until 14:00 on the 28th you can still change your mind; after that it's final. Until then your team plays out the season.
Chapter 21 · 2 min. read
Premium
See more, play in style, save time. But never buy a win.
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The principle: success can't be bought at IceFighter. Premium saves you time, shows you more and makes your team look better, but not stronger. Training, squad and money work the same with and without Premium.
Under Premium in the main menu you see everything Premium brings, with a "Free and Premium" comparison.
Offer
Price
Premium 1 month
€4.99
Premium 6 months
€24.99
Premium 12 months
€39.99
Bankbook packages
10 million for €4.99 up to 150 million for €49.99
What the Premium page says always applies. Premium is available as a subscription or a one-time purchase. You can cancel a subscription at any time with one click, in the settings or via "Cancel contracts here" at the bottom of every page. Your Premium then runs until the end of the paid period.
Five ticket booths first. Without them only a fraction of the ticket money arrives.
Buy an assistant coach as soon as the one from the starter package runs out. Without him your training plan is gone every day, and nobody changes lines during the game.
Sign a sponsor contract once per season.
Resurface the ice yourself at least every six days.
Read the training report. Day by day it reveals more of your club's secret.
Keep an eye on motivation. It drops every day, and a listless player only brings part of his strength onto the ice.
Do your club effort every day. It's enough for the trainers in the auction house or for Premium in the bankbook shop.
Hotels are the strongest source of income. A 5-star hotel pays for itself after about 54 days.
Training facilities pay off quickly, and all four together make your whole team stronger.
Several strong lines matter more than one super line.
Players are at their best in their mid-twenties. From 29 on you can sell them at any time.
Plan upgrades: whoever reaches shape 100, freshness 100 and form 30 by the end of the month moves up. A good training, a training camp and the swimming pool help.
Do the math on small options: bus stop, caretaker, guard, BGS and video walls only pay off in certain cases or over several seasons.
The ice master doesn't pay off in money, but in convenience: your ice stays top without you lifting a finger.
World ranking: big wins and shutouts are worth double, because they can also open your way into the WorldCup.
Appendix · 4 min. read
Index
From all-time greats to WorldCup: the key terms at a glance.
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A
Account reset
a fresh start for your team in the Settings, as if newly registered, in the same league. The first one is free.
All-time greats
the world ranking's hall of fame. Every season brings points for the final rank among the score hunters and for titles; the top 10 wear the laurel wreath.
Assistant coach
assistant who keeps your training plan and changes the lines during the game.
Assistants
helpers for one season, bought under Manager → Assistants, such as the assistant coach, team doctor or spy.
Auction house
shop with fixed prices for trainers, the training adviser, the ice master, the strength 11 player and the super stadium.
B
Bank
storage slot for a formation or strategy. You have four, with Premium five.
Bankbook bucks
the second currency. You collect them with club effort and spend them in the auction house and the bankbook shop.
Broker
buys on the stock market what no manager buys, 2% below the price, and sells his holdings 2% above it.
Bucks
the currency in your account that you pay with in the game.
C
Capital increase
up to 50,000 new shares of your own club once per season, fresh money for the club.
Clan
community of up to 48 teams with its own leagues, tournaments and clan house.
Clan glory
a clan's points from clan games and titles. It brings no money, but the clan house.
Club effort
four daily tasks that earn you bankbook bucks.
D
Dividend
10% of a club's season profit, paid out to its shareholders at the end of the season.
E
Events
goals, penalty shot goals, great saves and face-offs won. They count for the upgrade.
F
Fan euphoria
how excited your fans are. It sets the price of your merchandise.
Form
value from 1 to 30. Grows with training.
Freshness
value from 1 to 100. Drops in games and recovers every hour.
I
Ice master
keeps your ice in the chosen condition every night.
IFX
the IceFighter index, one number for all clubs on the stock market, started at 1,000.
L
Limit
the highest price you pay when buying, or the lowest you accept when selling.
Line
five skaters who are on the ice together. A team has up to five lines, A to E.
M
Major shareholder
anyone who owns at least 10% of another club.
Motivation
your players' desire to play. Drops by 3 every day, rises through motivating, wins and travel.
O
Order
your instruction to buy or sell on the stock market, executed in the next trading round.
P
Playoffs
the knockout rounds from game day 12: Top for the title, Flop against relegation.
Portfolio
the shares you own, with cost, value and profit or loss.
Premium light
Premium from the bankbook shop or the trial week, without the monthly bonus, WorldCup spot and deletion protection.
Price band
a price moves by at most 15% per trading round, and a limit is at most 15% away from the price.
R
Regular season
the first round of your league, game days 1 to 11, everyone against everyone.
S
Score hunters
the world ranking's season list from league, playoffs and WorldCup.
Shape
value from 1 to 100. Grows with training.
Spy
assistant that shows you your opponents' lines, account balance and league.
Stock Market Cup
stock market competition every season with 10 million Cup Bucks for everyone; the top three get a trophy.
Strength
a player's foundation, from 3 to 12. Changes almost only at the end of the season.
T
Trading round
at 8:00, 14:00, 19:00 and 23:30 the orders are executed, all at the price of the round.
Training adviser
knows all of your club's training values and plans your training at the push of a button.
U
Upgrade
at the end of the season a player's strength rises by one level if he meets the criteria.
Usage value
how strong a player is on the ice right now. It combines strength, form, shape, freshness, motivation and age.
V
Vacation cover
your assistant coach holds the fort while you're away.
W
WC wildcard
guaranteed spot in next season's WorldCup, for bankbook bucks in the bankbook shop.
World ranking
three lists of the best of all teams: the score hunters, the richest teams and the all-time greats.
WorldCup
the big knockout competition of the best teams, face-off at 20:15, final on the 28th.