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Modifiers

Hockay inherits a very simple rulebook from ice hockey and then stacks three layers of chaos on top. Those layers are called modifiers.

When a shot becomes a goal, when a save is impossible, when a player skates left instead of right, the explanation is almost always a modifier. The simulation produces outcomes; the community builds the explanations.

  1. Player modifiers—gained, lost, or swapped in The Sixth. They stay with a player until something changes them.
  2. Match modifiers—announced before each game by LPCHUIP advisory. One per game, occasionally zero (but “zero” is itself a modifier called Clean Ice).
  3. Arena modifiers—semi-permanent traits tied to each team’s home building. Known, documented, part of team identity.

Modifiers stack, and they interact. When a Luminous player visits The Frozen Dock during a Whiteout, nobody—including Le Council—can confidently predict what will happen. That is the point.

Some interactions are documented. Most are not. The community maps them collectively. What the community cannot yet map remains Glacified.

Le Council has not published the order in which modifiers resolve. Community theories exist. Le Council declines to confirm any of them.

  • The Sixth—where player modifiers come from.
  • Teams—each team’s arena modifier is listed on its page.
  • Match advisories—the communication protocol for match modifiers.