My friends and I played hockey with a regular 52-card deck.
Here's how it goes. It's a 2-player game. Shuffle and deal six cards placed faced down (no looking!) in the three forward, two defensemen and goalie positions in front of you and then your opponent does likewise, with your three forward cards matched up against theirs, RW vs. LW, C vs. C. Then each player gets 17 more cards for their bench (and 6 for referrees). Then you play. The center with the higher card wins the draw (2 to Ace, with Spades, Diamonds, Hearts, Clubs deciding tiebreaker in that order). If you have a clubs then your player played dirty and each player takes one of the referee cards and if your card is lower your player goes to the box and the other team gets a powerplay, but if yours is higher you get away with the dirty play and your lower club actually wins the play - e.g. 2 of clubs could actually beat Ace of Spades this way). As coach, you can decide to bench a clubs card after the play is finished or continue to use the card for the next play - when the six starting cards are reshuffled. As the game goes on, the better players will see more ice time as you will bench your 2s and 3s and play your Ks and As. So, if you win the face-off you then can pass to your RW or LW (you could pass back to D but that will mean an extra step to score, which is risky early in games but not so much later, when you have passed from C to RW to LW and notice your best cards haven't been turned over yet, so passing back makes sense because your D and/G must be your best card, as you become familiar with the six cards in your rotation from the last play before the reshuffle. So, C passes to a winger and the winger takes on the opposing winger. If he wins that battle then he takes on the dman and if he wins that he takes a shot on goal. Remember if the shooter and the goalie are the same level (e.g., both 9's) then Spades beats Diamonds, Diamonds, beats Hearts, Hearts beats Clubs, but if it's Clubs then the shooter gets a second shot on the rebound (shuffle the bench cards and each player plays one on the side, shooter vs. goalie action on the play to determine whether it was a goal or a save). Remember, clubs doesn't win ties but usually does dirty play so you risk a penalty every time you leave it in the rotation, but if you have a high clubs like K or A it's worth the risk because they always get rebound chances (no penalty risk when actually player vs. goalie shot is taken up close)! If, after the C wins the draw, the C passes back to the D then there is a risk that the forechecking opposition (either yet unseen winger card or the seen center card - your opponent as coach can decide) can cause a turnover and get a quick shot on net. So, of course you are not going to pass back if your center is an Ace and the opposition center is the King of Clubs! Because that forechecker will likely win the battle against the dman (card face down but about to be turned over) and even if he loses the battle, as a Club he can fowl the dman and get past him if the referee doesn't see the dirty play (as per referee vs. referee card played from the reshuffled six referee cards). It sounds complicated but the game really is easy to get the hang of. There are more little rules like for penalty shots and special teams play but I'm getting tired of writing this. LOL. You get the idea. It's quite easy and fun to play. I haven't played it since high school (back in the eighties). But now that I reminisce, I'll probably teach someone how to play before long and enjoy it once again.