Tape to Tape

Tape to Tape · Hockey glossary

Search hockey rules and campaign terms.

Tape to Tape
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Ability

A skater can have a single active power-up called an ability. Performed via the ability button. Has an outline indicating when it's ready for use.

Accuracy

Determines how close your shot lands to your aim. ACC - Accuracy

Act

One chapter of a run, with its own map and a boss at the end. Beat the third act's boss to win the run.

Assist

Make a pass to a skater that scores a goal. The last two skaters on your team to touch the puck before the goal scorer are awarded an assist.

Attribute

A skater's core skills that influence how they play: Shot Power, Accuracy, Checking, and Speed, averaged into Overall. Relics, talents, and training all modify them.

Bat

A shot where you knock a flying puck out of the air. The shot button swings at nearby airborne pucks.

Bench

Where skaters not on the ice wait their turn. Some relics grant bonuses to benched skaters.

Bench Bonus

A permanent attribute boost for a skater who sat on the bench for the entire match.

Benchwarmer

A lesser skilled skater that can be added to most squads at the beginning of a run. They have unique playstyles and a quest that can upgrade them. Can be hot or cold after a run, either increasing or decreasing their base attributes respectively.

Blademaster

A map character who teaches a skater a new ability or upgrades power-ups.

Block Shot

Stopping the puck with a skater's body. Used by holding the block shot button.

Blocker

The flat pad on the goalie's stick hand, used to knock shots aside.

Blue Line

The line marking the entrance to a team's zone. With Offside enabled, attackers can't cross it ahead of the puck.

Bodycheck

Slam into a skater to inflict either a knockout or stagger. Performed with the bodycheck button. Can be used on refs. AKA: Hit

Boss

A match with a powerful team at the end of each act. Beating it earns a Boss Relic and opens the way to the next act.

Boss Relic

A stronger class of relic, earned by beating the team at the end of an act.

Brawl

A team-wide fight: skaters pair off and brawl until one side has nobody left standing. The losing team sends a skater to the penalty box.

Breakaway

A skater in alone on the goalie, with no defender able to catch up.

Campaign

The main roguelite mode. Each attempt is a Run: pick a squad and try to clear all three acts.

Center

The skater positioned in the middle of the ice, between the two wingers. Takes faceoffs. C - Center

Challenge

A match where the first goal wins. Losing a challenge match does not end your run.

Chaos

A node offering a power-up that comes with a built-in drawback.

Checking

Influences bodycheck strength and resistance to hits. CHK - Checking

Coach

A map character who offers a pick of relics, often at the start of a new act.

Cooldown

The recharge time until an ability can be used again.

Critical Shot

A powerful shot that can knock out skaters. AKA: Crit

Dance

An effect that forces skaters to dance in place: no shooting, passing, or defending until it ends.

Defense

Play without the puck: blocking shots, checking puck carriers, and clearing your own zone.

Defenseman

A skater assigned to defend your end of the ice. LD - Left Defenseman RD - Right Defenseman

Deflect

Changes the direction of a shot already in progress. Automatically occurs when a teammate is between the puck and the net during a shot.

Difficulty

How hard the run is, chosen before you start. The Training tier is a sandbox where nothing is tracked or unlocked.

Disarm

Knocking the stick out of a skater's hands. They play stickless until they pick one up or play resets.

Drop Puck

Leave the puck on the ice, losing possession. Can be used as a drop pass to a trailing teammate. Hold the drop puck button to flip it into the air instead.

Elite

The standard match in a run. Offers a random Talent or Relic as a reward. Losing ends your run.

Enraged

Enraged skaters are faster and every bodycheck leads to a knockout. Enraged goalies are quicker and react faster.

Enraged (Goalie)

The goaltender is quicker and reacts faster

Event

A map node where a character offers you a choice. Nodes are either matches or events.

Extra Stick

A spare stick carried on a skater's back. Disarms use up spares first; a skater only plays stickless once the spares are gone.

Faceoff

Two skaters battle for the puck to start play. Win the draw to open with possession. Press the pass button just as the referee drops the puck on the ice to win the faceoff.

Fan Number 1

An obssessed map character. Gives a gift to their favorite skater.

Fart

A stinky gas cloud that can propel your skater or push nearby opponents, sticks, and loose pucks away.

Forward

A skater in an attacking position: center or winger.

Fragile

A condition that makes a skater easier to injure.

Free Agent

A skater who can join your team. One is offered to most squads at the start of a run. You can also gain free agents mid-run through General Manager nodes.

Frogged

Can't use talents or ability.

Glove

The goalie's catching hand.

General Manager

A map character who signs a Free Agent to your roster.

Goal

A point scored by putting the puck in the opponent's net. The team with more goals wins.

Goal Scorer

The skater credited with a goal, shown on the banner after each score. The team's leading scorer wears the Golden Helmet.

Goalie

The character who guards the net. G - Goalie AKA: Goaltender

Golden Helmet

Awarded to the team's top goal scorer. On a tie, the helmet is given to the skater who scored first.

Hat Trick

Three goals by the same skater in one game.

Ice

The playing surface. Skaters on the ice are in play; the rest of the team waits on the bench.

Immunity

Can't be bodychecked or staggered.

Injury

Lowers an attribute until it heals. Small chance of occuring when knocked out.

Interception

Receiving an opponent's pass.

Intermission

The break between periods. Check the stats or edit your lineup before play resumes.

Knockout

Flat on the ice for a few seconds. Can't move or act until back on their skates. AKA: KO, Successful Bodycheck

Line

A five-skater unit that takes the ice together. Some teams have two lines and can swap them mid-match.

Lineup

A menu where you set who sits on the bench, and which position each skater plays. Editable between matches and between periods.

Loose Puck

A puck no one controls. The first skater to reach it takes possession.

Map

The area during a run between matches. You choose which path to take.

Mercy Rule

Ends a lopsided game early: if a team leads by a large enough margin, the match is called immediately. The required lead is shown on the scoreboard.

Modifier

Any bonus or penalty moving a skater's attributes off their base values. Comes from abilities, talents, bench bonus, relics, or injuries. The lineup's Modifiers tab lists every source.

Net

The cage at each end of the rink. Score by putting the puck in the opponent's net.

Node

One stop on an act's map: a match, or an event/character encounter. The icon shows which.

Nurse

A map character with two offers: Nurse can heal your team or prevent injuries. Butcher performs a procedure with a cost, such as gaining a talent for an injury, moving talents or attributes between skaters, or sacrificing a skater to boost the rest.

Offside

An optional rule: no attacker may enter the offensive zone before the puck. The settings choose the punishment: whistle, lost puck, or knockout. Enforced by some squads and power-ups

One-Timer

Shooting a pass the moment it arrives, without settling the puck. The goalie has less time to set up. Not considered a slapshot.

Overtime

Extra play when the score is tied after the final period. Sudden death: the next goal wins.

Overall

Overall rating based on all 4 main attributes

Pass

Send the puck to a teammate. The last two passers before a goal are credited with assists.

Penalty

Losing a brawl sends one of your skaters to the penalty box, and your team plays shorthanded for a minute. If the other team scores, the penalty ends early.

Period

One timed segment of a match. When the final period ends, the team in the lead wins; a tie goes to overtime.

Permanently

As a power-up description, "permanently" means for the rest of the current run: the effect carries from match to match until the run ends.

Points

A skater's goals and assists added together.

Pokecheck

A stick jab that knocks the puck away from an opponent. Used automatically when a stick touches the puck.

Possession

Which team and skater currently has the puck. Possession is important for certain power-ups.

Post

The frame around the mouth of the net. Shots that hit the post without going in the net stay in play.

Power-up

The family name for powers collected during a run: Talents, Abilities and Relics are considered power-ups. Earned as rewards, kept for the run, and upgradeable.

Puck

The rubber disc the whole game revolves around. Carry it, pass it, and shoot it into the net to score.

Puck Value

A Dominator Squad mechanic: pucks rotate through different point values: high, low, even negative. The queue shows the values coming up.

Quest

A benchwarmer's personal talent which progresses across runs. Completing it permanently upgrades that character.

Rebound

A puck the goalie stopped but couldn't hold, left loose in front of the net.

Referee

The on-ice official. Referees can be bodychecked. Remember, they have no emotions nor feel pain.

Relic

A power-up that belongs to the team instead of an individual skater.

Reroll

Trade an offered set of rewards for a fresh draw. Rerolls are limited; certain relics grant them.

Reward

A power-up gained after winning a match.

Rink

The ice surface and the boards enclosing it. The puck stays in play off the boards, only out of bounds if it goes into the stands.

Run

One attempt at the Campaign, from first faceoff to final boss. What you unlock along the way is yours to keep.

Saucer Pass

A pass lofted through the air, over sticks. Hold the pass button to perform one.

Save

The goalie stopping a shot. Some saves keep the puck; others leave a rebound.

Shootout

Alternating one-on-one attempts between a shooter and a goalie; the most goals after the rounds wins. Also playable as its own standalone mode.

Shot

Send the puck toward the net. Tap for a wrist shot or hold to charge a slapshot; Shot Power and Accuracy affect the result.

Shot Power

Controls the strength and speed of your shots. PWR - Shot Power

Shots On Net

Shots that reached the goalie or went in. Misses and blocked shots are counted separately.

Shutout

Holding the opposing team scoreless for an entire game. Credited to the goalie.

Size

Every skater has a size. Bigger skaters throw harder knockouts, absorb more punishment, and take up more space on the ice. Smaller skaters are able to accelerate, stop and turn quicker. XS - Extra Small S - Small M - Medium L - Large XL - Extra Large

Skater

A controllable character on the ice. Each has their own attributes and power-ups.

Slapshot

A charged shot: hold the shot button to wind up, release to fire.

Special Helmet

Any headgear beyond standard issue: talent helmets, the Golden Helmet. Certain power-ups grant bonuses for wearing one.

Speed

Affects how fast your skater moves on the ice. SPD - Speed

Squad

The team you take into a run. Each plays differently, check the description when choosing a squad for their signature gimmick or unlock condition.

Stagger

A hit that briefly stuns a skater without knocking them out. May cause them to drop the puck.

Starters

The skaters who are playing on the ice.

Status Effect

A temporary condition that changes how a skater plays, such as Enraged, Frogged, or Immunity. Reapplying one resets its timer; effects don't stack.

Stick

The equipment a skater shoots and passes with. A skater who loses theirs can't shoot or pass until they get another.

Talent

A passive power-up a skater carries for the rest of the run. Stack talents to shape each skater's role.

Team

One of the two sides in a match, consists of skaters and a goalie

Time on Attack

How long your team kept the puck in the offensive zone.

Tournament

A standalone bracket mode outside the Campaign. Seed the teams, set the series length, and play or simulate matches until a champion is decided. No map, no relics.

Training

A map visit that raises attributes: one skater's, one attribute across several skaters, or the whole team's.

Unlock

Permanent progress that persists between runs: squads, skaters, relics, and difficulties earned by playing.

Unlock Condition

The requirement attached to locked content. Meet it and the content unlocks. Can be seen in the Unlockables Menu and when choosing a squad.

Upgrade

A stronger version of a power-up. Relics, talents, and abilities can all be upgraded mid-run

Winger

A skater positioned on the left or right flank. LW - Left Winger RW - Right Winger

Wrist Shot

A quick shot performed by tapping the shot button. Less powerful than a slapshot.

Zone

One of the rink's three areas divided by the blue lines: your defensive zone, the neutral zone, and the offensive zone. Zones are used by some power-ups and by the Offside rule.