Anatomy of a player card

The numbered markers explain each element; every card in the net-goals decks (player_cards_ng82.html and the team decks) reads the same way.

Nathan MacKinnon
C · #29 · COL
Average career stats over an 82-game season 1
36
G
62
A
99
P
+20
+/−
37
PIM
20:40
TOI/GP
3:35
PP TOI/GP
0:16
SH TOI/GP
2'14'15'16'17'18'19'20'21'22'23'24'25'26CAREERWEIGHTEDAVERAGEOverall+6.482 GP+2.164 GP+5.172 GP-2.782 GP+11.074 GP+7.782 GP+12.969 GP+13.048 GP+14.865 GP+12.971 GP+17.182 GP+5.879 GP+14.980 GP+9.1950 GPEV offenseEV defense+0.7-1.214:37+0.7-1.314:09+0.2-1.314:43+0.7-1.014:44+1.9-2.015:22+3.7-2.517:14+4.0-1.616:14+3.7+2.115:54+5.0-2.616:45+4.9-2.717:27+7.3-0.717:28+10.0-1.317:35+7.5-2.116:49+3.9-1.516:06Power play+0.42:33-0.22:47-0.73:24+0.13:21-0.73:59-0.44:33+0.14:31+4.34:29+2.24:08+2.54:31+1.55:02+1.44:42+1.74:56+0.84:04Penalty kill+0.00:10+0.10:07+0.20:45+0.11:51+0.00:32-0.50:18+0.10:27+0.30:22-0.20:31+0.10:21+0.10:23-0.40:32+0.70:35+0.10:32Finishing+1.1-2.0+1.5-6.7+11.8-0.5+4.7-2.9+3.6+3.7+5.3-7.4+4.5+1.3Penalties+6.1+5.1+5.6+4.0+2.0+9.4+6.9+5.7+7.7+6.0+4.6+3.5+2.2+5.2Faceoffs-0.6-0.3-0.4+0.2-2.1-1.5-1.4-0.3-1.0-1.5-1.0-0.0+0.3-0.7
$12.60M
CAP HIT 2026-27
12.1%
SHARE OF TEAM CAP
+0.73
NET GOALS/82 PER $M 3
The numbered elements
1
Basic stats
Average career stats over an 82-game season: G, A, P, +/− and PIM are per-82 rates (so players with different career lengths compare directly); the TOI entries are averages per game (total, power play, short-handed).
2
Net goals grid
One column per season ('11 = 2010-11) with the team(s) played for under each header; the CAREER column is the games-played-weighted mean. Every box is the player's net goals added per 82 games vs a league-average player, in calibrated model units — blue adds goals, red costs them, on fixed scales (−41 → +41 for the Overall row, a tighter −12.3 → +12.3 for the component rows, so seasons and players compare directly); gray text under a row is TOI per game in that situation (GP for the Overall row) — situation here means skater advantage: 6v5 with the goalie pulled counts as PP time and defending it counts as PK time, so these splits run a little higher than the official PP/SH TOI in the header row (the totals agree); a plain gray box = fewer than 10 GP that season. The Overall row and the CAREER column are set in bold with outlined boxes:
Overall — the sum of the seven component rows below; the CAREER box is the numerator of the contract-efficiency tile.
EV offense — on-ice expected-goal creation at even strength vs league-average context (score, time, zone starts), scaled to its calibrated marginal value — five skaters share the same flow, so the marginal is ~4.4× smaller than face value.
EV defense — the same flow suppressed: on-ice expected goals against vs context, same marginal scaling.
Power play / Penalty kill — priced chance flow above (PP) or suppressed below (PK) league-average context in situation, same marginal scaling.
Finishing — goals above expected (xG) on the shooter's own shots on goal — individual credit, at face value.
Penalties — penalties drawn − taken, at 0.146 goals per net penalty (the league's mechanical PP-conversion value), weighted as in the season simulator.
Faceoffs — net faceoff wins × 0.010 goals (fixed-effects calibration). Shown for context: faceoff value flows through possession, so it partly overlaps the on-ice rows and is not part of the headline rating.
3
Team value
Contract efficiency: career net goals added per 82 games, per $M of cap hit — the grid's CAREER Overall box divided by the cap hit, so the tile and the grid always agree (goalies: GSAx/82 per $M).
Glossary of statistical terms
xG (expected goals) — the probability that a given shot becomes a goal, based on its location, type, and game situation. Game situation is the manpower state when the shot is taken (even strength, power play, short-handed, or empty net). The same shot from the same spot converts far more often with a man advantage than it does 5 on 5; rebound shots (within 3 seconds of a prior shot) and rush shots are also priced separately. A rush is inferred from the play-by-play sequence: the attempt comes within 4 seconds of a faceoff, hit, giveaway, or takeaway that happened in the shooting team’s neutral or defensive zone — the puck was at the far end of the ice moments earlier, so the defense never got set. Rushes that start by winning a turnover (a takeaway, or an opponent’s giveaway) are priced apart from those following a hit or faceoff, since a true counter-rush converts very differently from a fling after a dump-in or neutral-zone draw. Summed over shots, xG says how many goals a shooter “should” have scored — or a goalie/team should have allowed (xGA).
WPA (win probability added) — a weight on each chance for how much it moves the odds of winning the game: a chance in a tied third period counts more than one in a blowout. “Priced” chance flow means xG weighted this way.
rel (relative to context) — measured against what a league-average player would produce in the same circumstances: score state, home/road, zone starts, and situation.
Elo — a rating updated game by game: it rises when the player outperforms expectation and falls when he doesn’t, so it rewards sustained performance over a hot stretch.
rel-xG-WPA Elo — the engine behind the on-ice rows (EV offense/defense, PP, PK): win-probability-priced expected-goal flow, measured relative to league-average context. A per-season Elo run on it drives the model’s validation and the 0-100 ratings edition of the cards.
Per 60 — a rate per 60 minutes of ice time in that situation, so heavy- and light-usage players compare fairly.
Deployment-adjusted — corrected for how the player is used (zone starts, score, time on ice) so sheltered minutes don’t inflate a score.
Ridge attribution / teammate-adjusted — a ridge regression over on-ice lineups that separates the player’s own contribution from that of the linemates he shares the ice with.
Exposure-weighted — an average weighted by playing time (games or minutes), so a 20-game season counts less than a full one.
GSAx (goals saved above expected) — xGA − GA: positive means the goalie stopped more than the quality of shots he faced predicted. xSv% is the save percentage those shots implied.
Reb/100 — rebounds yielded per 100 shots faced; lower is better.