The IceCore Value Board tracks how efficiently each franchise is paying for fantasy production. It compares every player's salary with the salary benchmark of the ranking group in which that player finishes the season.

The system is designed to make the salary economy behave like a real hockey market: cheap players who outperform their price naturally become more expensive, while expensive stars receive a slower, predictable increase. The league itself creates the benchmarks β€” the Commissioner does not set individual salary thresholds.

βš™οΈ How the Value System Works

βž• Base Increase The starting Base Increase is +4 Coins. It floats only between +3 and +5 according to the league's economy.
πŸ’Ž Value Increase Players below their group benchmark receive an additional increase based on how far below the benchmark their salary sits.
βš–οΈ Group Benchmark Each ranking group has its own market benchmark: the average salary of players 2–9, excluding the highest and lowest salary.
🌑️ Floating Economy The Base Increase automatically reacts to the average of all 16 group benchmarks. No fixed inflation target is imposed by the Commissioner.

Fictional Example Β· Skaters Β· Ranks 1–10

Benchmark39 Coins
#PlayerTeamSalaryBenchmarkStatusIncrease
1Player ATeam A13039βš–οΈ Above Market+4
2Player BTeam B9239βš–οΈ Above Market+4
3Player CTeam C6039βš–οΈ Above Market+4
4Player DTeam D4539βš–οΈ Above Market+4
5Player ETeam E4239βš–οΈ Above Market+4
6Player FTeam F3739πŸ’Ž Below Market+5
7Player GTeam G2539πŸ’Ž Below Market+9
8Player HTeam H839πŸ’Ž Below Market+14
9Player ITeam I339πŸ’Ž Below Market+15
10Player JTeam J139πŸ’Ž Below Market+17

Example calculation: the highest salary (130) and lowest salary (1) are removed. The remaining eight salaries are 92, 60, 45, 42, 37, 25, 8 and 3. Their average is 39 Coins, which becomes the group benchmark. Players at or above 39 receive only the current Base Increase. Players below 39 also receive the Value Increase. Player F, for example, is only 2 below the benchmark: 4 + (2 Γ· 3) = +4.67 β†’ +5 after rounding the final increase to a whole Coin. This shows that being just slightly below the benchmark does not create a dramatic increase. Player G is 14 below: 4 + (14 Γ· 3) = +8.67 β†’ +9. Player H is 31 below: 4 + (31 Γ· 3) = +14.33 β†’ +14. Player J is 38 below: 4 + (38 Γ· 3) = +16.67 β†’ +17. The exact same formula applies to every player.

Why remove #1 and #10? Extremes can distort the market signal. A very expensive player (for example, a superstar returning from a long injury) can artificially push the benchmark up, while a very cheap breakout player can pull it down β€” and can simultaneously reduce his own Value Increase. Removing both extremes makes the benchmark represent the normal market around the player, rather than two outliers.

Skaters Β· Ranks 11–20

Benchmarkβ€” Coins
RankPlayerTeamSalaryBenchmarkStatusIncrease
11β€”β€”β€”β€”β€”β€”
12β€”β€”β€”β€”β€”β€”
13β€”β€”β€”β€”β€”β€”
14β€”β€”β€”β€”β€”β€”
15β€”β€”β€”β€”β€”β€”
16β€”β€”β€”β€”β€”β€”
17β€”β€”β€”β€”β€”β€”
18β€”β€”β€”β€”β€”β€”
19β€”β€”β€”β€”β€”β€”
20β€”β€”β€”β€”β€”β€”

Skaters Β· Ranks 21–30

Benchmarkβ€” Coins
RankPlayerTeamSalaryBenchmarkStatusIncrease
21β€”β€”β€”β€”β€”β€”
22β€”β€”β€”β€”β€”β€”
23β€”β€”β€”β€”β€”β€”
24β€”β€”β€”β€”β€”β€”
25β€”β€”β€”β€”β€”β€”
26β€”β€”β€”β€”β€”β€”
27β€”β€”β€”β€”β€”β€”
28β€”β€”β€”β€”β€”β€”
29β€”β€”β€”β€”β€”β€”
30β€”β€”β€”β€”β€”β€”

Skaters Β· Ranks 31–40

Benchmarkβ€” Coins
RankPlayerTeamSalaryBenchmarkStatusIncrease
31β€”β€”β€”β€”β€”β€”
32β€”β€”β€”β€”β€”β€”
33β€”β€”β€”β€”β€”β€”
34β€”β€”β€”β€”β€”β€”
35β€”β€”β€”β€”β€”β€”
36β€”β€”β€”β€”β€”β€”
37β€”β€”β€”β€”β€”β€”
38β€”β€”β€”β€”β€”β€”
39β€”β€”β€”β€”β€”β€”
40β€”β€”β€”β€”β€”β€”

Skaters Β· Ranks 41–50

Benchmarkβ€” Coins
RankPlayerTeamSalaryBenchmarkStatusIncrease
41β€”β€”β€”β€”β€”β€”
42β€”β€”β€”β€”β€”β€”
43β€”β€”β€”β€”β€”β€”
44β€”β€”β€”β€”β€”β€”
45β€”β€”β€”β€”β€”β€”
46β€”β€”β€”β€”β€”β€”
47β€”β€”β€”β€”β€”β€”
48β€”β€”β€”β€”β€”β€”
49β€”β€”β€”β€”β€”β€”
50β€”β€”β€”β€”β€”β€”

Skaters Β· Ranks 51–60

Benchmarkβ€” Coins
RankPlayerTeamSalaryBenchmarkStatusIncrease
51β€”β€”β€”β€”β€”β€”
52β€”β€”β€”β€”β€”β€”
53β€”β€”β€”β€”β€”β€”
54β€”β€”β€”β€”β€”β€”
55β€”β€”β€”β€”β€”β€”
56β€”β€”β€”β€”β€”β€”
57β€”β€”β€”β€”β€”β€”
58β€”β€”β€”β€”β€”β€”
59β€”β€”β€”β€”β€”β€”
60β€”β€”β€”β€”β€”β€”

Skaters Β· Ranks 61–70

Benchmarkβ€” Coins
RankPlayerTeamSalaryBenchmarkStatusIncrease
61β€”β€”β€”β€”β€”β€”
62β€”β€”β€”β€”β€”β€”
63β€”β€”β€”β€”β€”β€”
64β€”β€”β€”β€”β€”β€”
65β€”β€”β€”β€”β€”β€”
66β€”β€”β€”β€”β€”β€”
67β€”β€”β€”β€”β€”β€”
68β€”β€”β€”β€”β€”β€”
69β€”β€”β€”β€”β€”β€”
70β€”β€”β€”β€”β€”β€”

Skaters Β· Ranks 71–80

Benchmarkβ€” Coins
RankPlayerTeamSalaryBenchmarkStatusIncrease
71β€”β€”β€”β€”β€”β€”
72β€”β€”β€”β€”β€”β€”
73β€”β€”β€”β€”β€”β€”
74β€”β€”β€”β€”β€”β€”
75β€”β€”β€”β€”β€”β€”
76β€”β€”β€”β€”β€”β€”
77β€”β€”β€”β€”β€”β€”
78β€”β€”β€”β€”β€”β€”
79β€”β€”β€”β€”β€”β€”
80β€”β€”β€”β€”β€”β€”

Skaters Β· Ranks 81–90

Benchmarkβ€” Coins
RankPlayerTeamSalaryBenchmarkStatusIncrease
81β€”β€”β€”β€”β€”β€”
82β€”β€”β€”β€”β€”β€”
83β€”β€”β€”β€”β€”β€”
84β€”β€”β€”β€”β€”β€”
85β€”β€”β€”β€”β€”β€”
86β€”β€”β€”β€”β€”β€”
87β€”β€”β€”β€”β€”β€”
88β€”β€”β€”β€”β€”β€”
89β€”β€”β€”β€”β€”β€”
90β€”β€”β€”β€”β€”β€”

Skaters Β· Ranks 91–100

Benchmarkβ€” Coins
RankPlayerTeamSalaryBenchmarkStatusIncrease
91β€”β€”β€”β€”β€”β€”
92β€”β€”β€”β€”β€”β€”
93β€”β€”β€”β€”β€”β€”
94β€”β€”β€”β€”β€”β€”
95β€”β€”β€”β€”β€”β€”
96β€”β€”β€”β€”β€”β€”
97β€”β€”β€”β€”β€”β€”
98β€”β€”β€”β€”β€”β€”
99β€”β€”β€”β€”β€”β€”
100β€”β€”β€”β€”β€”β€”

Skaters Β· Ranks 101–110

Benchmarkβ€” Coins
RankPlayerTeamSalaryBenchmarkStatusIncrease
101β€”β€”β€”β€”β€”β€”
102β€”β€”β€”β€”β€”β€”
103β€”β€”β€”β€”β€”β€”
104β€”β€”β€”β€”β€”β€”
105β€”β€”β€”β€”β€”β€”
106β€”β€”β€”β€”β€”β€”
107β€”β€”β€”β€”β€”β€”
108β€”β€”β€”β€”β€”β€”
109β€”β€”β€”β€”β€”β€”
110β€”β€”β€”β€”β€”β€”

Skaters Β· Ranks 111–120

Benchmarkβ€” Coins
RankPlayerTeamSalaryBenchmarkStatusIncrease
111β€”β€”β€”β€”β€”β€”
112β€”β€”β€”β€”β€”β€”
113β€”β€”β€”β€”β€”β€”
114β€”β€”β€”β€”β€”β€”
115β€”β€”β€”β€”β€”β€”
116β€”β€”β€”β€”β€”β€”
117β€”β€”β€”β€”β€”β€”
118β€”β€”β€”β€”β€”β€”
119β€”β€”β€”β€”β€”β€”
120β€”β€”β€”β€”β€”β€”

Skaters Β· Ranks 121–130

Benchmarkβ€” Coins
RankPlayerTeamSalaryBenchmarkStatusIncrease
121β€”β€”β€”β€”β€”β€”
122β€”β€”β€”β€”β€”β€”
123β€”β€”β€”β€”β€”β€”
124β€”β€”β€”β€”β€”β€”
125β€”β€”β€”β€”β€”β€”
126β€”β€”β€”β€”β€”β€”
127β€”β€”β€”β€”β€”β€”
128β€”β€”β€”β€”β€”β€”
129β€”β€”β€”β€”β€”β€”
130β€”β€”β€”β€”β€”β€”

Skaters Β· Ranks 131–140

Benchmarkβ€” Coins
RankPlayerTeamSalaryBenchmarkStatusIncrease
131β€”β€”β€”β€”β€”β€”
132β€”β€”β€”β€”β€”β€”
133β€”β€”β€”β€”β€”β€”
134β€”β€”β€”β€”β€”β€”
135β€”β€”β€”β€”β€”β€”
136β€”β€”β€”β€”β€”β€”
137β€”β€”β€”β€”β€”β€”
138β€”β€”β€”β€”β€”β€”
139β€”β€”β€”β€”β€”β€”
140β€”β€”β€”β€”β€”β€”

Skaters Β· Ranks 141–150

Benchmarkβ€” Coins
RankPlayerTeamSalaryBenchmarkStatusIncrease
141β€”β€”β€”β€”β€”β€”
142β€”β€”β€”β€”β€”β€”
143β€”β€”β€”β€”β€”β€”
144β€”β€”β€”β€”β€”β€”
145β€”β€”β€”β€”β€”β€”
146β€”β€”β€”β€”β€”β€”
147β€”β€”β€”β€”β€”β€”
148β€”β€”β€”β€”β€”β€”
149β€”β€”β€”β€”β€”β€”
150β€”β€”β€”β€”β€”β€”

Goalies Β· Top 10

Benchmarkβ€” Coins
#GoalieTeamSalaryBenchmarkStatusIncrease
1β€”β€”β€”β€”β€”β€”
2β€”β€”β€”β€”β€”β€”
3β€”β€”β€”β€”β€”β€”
4β€”β€”β€”β€”β€”β€”
5β€”β€”β€”β€”β€”β€”
6β€”β€”β€”β€”β€”β€”
7β€”β€”β€”β€”β€”β€”
8β€”β€”β€”β€”β€”β€”
9β€”β€”β€”β€”β€”β€”
10β€”β€”β€”β€”β€”β€”

🌑️ Floating Base Increase

The starting Base Increase is +4 Coins. It is not permanently fixed. After each season, the league calculates the benchmark for all 16 ranking groups (15 skater groups + 1 goalie group) and then calculates their average.

πŸ“ˆ Economy rises If the rounded average benchmark is higher than the previous season, the Base Increase falls by 1.
πŸ“‰ Economy falls If the rounded average benchmark is lower than the previous season, the Base Increase rises by 1.
⏸️ No change If the rounded average benchmark is unchanged, the Base Increase remains unchanged.
πŸ”’ Hard limits The Base Increase can never be lower than +3 or higher than +5. There are no other exceptions.

Rounding: the average of the 16 group benchmarks is rounded to the nearest whole Coin; exactly .5 rounds upward. The rounded result is the value used for the year-to-year comparison. Example: 34.49 β†’ 34, 34.50 β†’ 35, 34.51 β†’ 35.

Example: Previous season rounded average = 38. Current season rounded average = 40. The league's economy has risen, so Base 4 β†’ Base 3. If the current average had fallen to 36, Base 4 β†’ Base 5. If it remained 38, Base stays 4.

The GMs create the boundaries themselves. The Commissioner does not decide that salaries "should" be around a particular number and does not manually move individual players. Auction prices, trades, breakouts, injuries, overpays and bargains collectively create the market β€” the Value Board simply measures it and the floating Base reacts to it. This creates an automatic inflation brake so that the dynasty economy does not become increasingly broken over many seasons.

πŸ“ Exact Value Formula

Every regular keeper receives the current Base Increase. If a player's salary is below his group benchmark, an additional one-third of the salary gap is added.

Increase = Base + max(0, (Benchmark βˆ’ Salary) Γ· 3)

The resulting increase is rounded to a whole Coin. A player at or above the benchmark therefore receives exactly the Base Increase, while a cheap player who significantly outperforms his salary can receive a much larger increase. There is no separate superstar bonus, no arbitrary salary threshold and no special exception.

πŸ’ Salary Floor Β· 250 Coins

IceCore also uses a 250-Coin salary floor. A franchise that falls below the floor after the keeper process receives time to correct its roster. The goal is to prevent deliberate or accidental extreme under-spending while giving the GM a fair opportunity to fix the situation.

If the GM fails to correct the violation within the allowed correction period, the franchise's available salary cap is reduced by the amount it is below the floor. Example: a team sitting at 242 after the deadline would have its 500-Coin cap reduced by 8, leaving 492 Coins. Repeated or unresolved violations may lead to roster-move restrictions until the floor is restored. The purpose is economic balance, not a cash fine.

πŸ“Š League Economy Dashboard

The Value Board is also a source of season-long league content. These statistics describe how GMs are using the 500-Coin economy and can be highlighted during the season or at the end of the year.

StatisticLeader / ValueWhat it measures
πŸ’Ž Best Economyβ€”GM with the most players finishing below their group benchmark.
πŸ“ˆ Biggest Salary Gainβ€”Player whose salary increases by the most Coins in the season.
🧊 Most Underpricedβ€”Player finishing furthest below his group benchmark.
πŸ’° Best Value per Coinβ€”Most productive player relative to salary, using the league's fantasy ranking and salary data.
πŸ”₯ Breakout of the Yearβ€”Player who combines a major fantasy-rank improvement with a major salary correction.
πŸ’Έ Most Overpaidβ€”Player furthest above his group benchmark.
🏦 Most Overpaid Franchiseβ€”Team with the largest number of players above their group benchmarks.
πŸ“Š Biggest Salary Portfolioβ€”Team whose keeper salaries gain the most total Coins during the season.
🎯 Value Conversion Rateβ€”Share of a team's qualifying keepers that finish below their group benchmark.
🌑️ League Market Averageβ€”Rounded average of all 16 group benchmarks β€” the number used for the Floating Base comparison.

These are league statistics, not additional rules. They can be used for season recaps, articles, graphics, awards or rivalry content. The actual salary escalation is determined only by the official Value Formula and Floating Base rules above.

πŸ—‚οΈ Annual Value Board Preparation

The Commissioner fills this section after the regular season. It preserves the same 16 categories every year and makes the economic history of IceCore easy to compare from season to season.

GroupRanksBenchmarkRounded
1Skaters 1–10β€”β€”
2Skaters 11–20β€”β€”
3Skaters 21–30β€”β€”
4Skaters 31–40β€”β€”
5Skaters 41–50β€”β€”
6Skaters 51–60β€”β€”
7Skaters 61–70β€”β€”
8Skaters 71–80β€”β€”
9Skaters 81–90β€”β€”
10Skaters 91–100β€”β€”
11Skaters 101–110β€”β€”
12Skaters 111–120β€”β€”
13Skaters 121–130β€”β€”
14Skaters 131–140β€”β€”
15Skaters 141–150β€”β€”
16Goalies Top 10β€”β€”
League Market Averageβ€”β€”
Previous Rounded Averageβ€”β€”
Next Season Baseβ€”+4

Benchmark preparation: in each group, remove the highest-paid player and the lowest-paid player, then average the remaining eight salaries. Do this for all 16 groups. The 16 resulting benchmarks are then averaged together. That overall average is rounded to the nearest whole Coin (with .5 rounding upward) and compared with the previous season's rounded average to determine whether the next Base is 3, 4 or 5.

πŸ“Œ Rules at a Glance

  • Every regular keeper receives the current Base Increase.
  • Base starts at +4 and floats only between +3 and +5.
  • Players below their group benchmark receive an additional one-third of the salary gap.
  • Each benchmark uses ranks 2–9 of a ten-player group; the highest and lowest salary are excluded.
  • There are 16 groups: 15 skater groups and one Top-10 goalie group.
  • The Floating Base is determined by the year-to-year change in the rounded average of all 16 benchmarks.
  • There are no emergency adjustments, star bonuses, fixed salary thresholds or Commissioner-set player values.
  • The final Value Board is confirmed after the completed regular season.

Full explanation: this Value Board is the detailed reference for the salary-escalation system; the main IceCore Rules can link here instead of repeating the full calculation and examples.

During the Season

The Value Board may publish informative interim snapshots showing current fantasy ranks, salaries, group benchmarks and projected increases. Interim numbers are informational only. The official escalation is calculated from the completed regular-season results.