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Hockey GM guide: how to build a contender

RetroGM Hockey GM is a free online hockey general manager game: a 32-team league, an 82-game season with live play-by-play, four lines, special teams, a hard salary cap and a 16-team playoff. You can play a whole season in an evening. This guide covers what wins in the game and the rules that trip up new GMs.

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Your first season: read the desk

The GM desk is your home screen. Now lists what needs you (contracts, injuries, the trade deadline, the draft), the season challenge gives you three goals from your owner, and the play button sims to the next game. Anything you leave alone, the assistant handles, so you can start by just playing and take over one job at a time.

Ratings run from 0 to 100. OVR is how good a player is now at his position: around 55 is a depth player, 65 a regular and 70 or more a star. POT is what he may reach at his peak; young players grow and veterans decline.

Lines and special teams

You dress four forward lines (a center and two wingers), three defense pairs and two goalies, plus two power-play and two penalty-kill units. The coach sets all of it by himself; what you set by hand stays. The first line plays the most (about 20 minutes a night), the fourth about 9.

The game plan: styles that meet

Choose a style (protect the net, balanced or push the attack) and how physical to play. The styles beat each other: pushing the attack beats a balanced team, but runs into the trap of a team that protects the net, which takes the pucks away and counterattacks. Two attacking teams make an open game. A physical game wins the battles against a soft opponent but gives up power plays against a skilled one.

Tip: Turn on "the assistant picks the plan" and read the scouting report of the next opponent: it says how they play and what works against them.

Practice also counts: a focus (attack, defense, special teams or conditioning) gives +2 on that part of the game and -1 on the rest, and hard practice gives +1 to everyone with 30% more injuries.

The hard cap and contracts

The salary cap is hard: nobody can go over it, not even to re-sign their own stars. Plan two seasons ahead, because good young players get expensive fast.

Trades, the deadline and free agency

In Trades, put players and picks from both sides on the table; the bar shows whether the other GM would accept, and Proposals asks the league for offers. The trade deadline is the first Friday of March, and after it nothing moves until the season is over. Free agency opens on July 1: players want money and years, and answer within days. Your facilities and training center weigh in their choice.

The draft and the farm

The worst teams enter the draft lottery: two draws, and no team can jump more than 10 places. The seven-round draft is on the last Friday of June. Your chief scout reveals prospects' true ratings (a better scout gives 2 to 5 scouting trips), and most draftees start on the farm, where they keep developing until you call them up.

Money that changes the team

Your staff has ratings from 25 to 95: a development coach (young players grow faster), a conditioning coach (fewer and shorter injuries) and a chief scout. Hire better ones from the staff market under Finances. The training center, built in three levels, adds growth every season and attracts free agents. Winning fills the arena, and the arena pays for all of it.

Keeping your job

Your owner judges each season on wins, the playoff run, profit and the season goals. Eight teams per conference reach the playoffs: the top three of each division and two wild cards. A rebuild is fine if the goals say so; a run of bad seasons gets you fired.

More to try

Play it now

RetroGM Hockey GM is free in your browser, on a phone or a computer, with no account and no download. Your save stays on your device and the game works offline.

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