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TrenchWars Hockey Tournament Rules

Rules section

1. TWHT Conduct Rules

When a TrenchWars Hockey Tournament is going on you must obey and respect the attending game referee, TWHT Operators, TWHT and TW rules.

If the referee is abusing their powers or taking excessive measures against players, players may report this to the TWHT Operators. They will look into it and take further actions if sufficient prove is obtained.

Any member of staff who abuses their power should be reported to the TWHT Operators. They will report this to the smod’s and they will handle it.

Deliberate attempts to disrupt game play may result in that player being silenced or kicked from the arena by the Referee or TWHT Operators. Furthermore, that player will be reported to the TWHT Operators who will take further action.

Spamming, unwanted private messages and other harassments to the players playing, TWHT Operators or Referee will be punished. It has to get proven by a screenshot and the offender has to get reported to staff via ?cheater.

If sufficient evidence is provided according to rule 1.05, any abuse of the League Conduct Rules during a match will result in a:
A Trench Wars ban from the zone if the offender is on a TWHT squad in order to cover at least 1 Round of TWHT. Note: This rule also applies to a player who spams under an alias and is found to be on a TWHT squad.
*warning if the player is not on a TWHT squad and then a ban from the zone if the player continues to abuse the rules. If, after serving the ban, the player continues to abuse the TWHT rules, they will be banned from the zone in order to cover at least 1 Round of TWHT. Repeat game conduct offenders may be banned from TWHT for as long as the TWHT Operators feel is sufficient.
If insufficient or no evidence is provided for requesting a player to be silenced according to rule 1.05, the accused player will not serve a Trench Wars ban and will not be silenced for the rest of the Hockey Tournament if requested by the false reporter. In addition, the false reporter will serve a 2 Round TWHT suspension from league play.

2. TWHT Qualification rules

All TWHT squads have to signup at A squad need a minimum of 6 eligible players and a maximum 15 eligible players.

The squad will be automatic qualified for TWHT.

3. TWHT Structure

In the regular season each squad will play every squad once during the season.

The best two squads will get a bye in the Play-offs. The #3 will face the #6 and #4 will face #5. After that the #1 will the lowest squad and #2 will play the higher squad. So if the #6 wins versus #3 the #1 will face #6. If #3 wins #1 will face the winner of #4 versus #5.

If two squads finished after the regular season with the same record. The squad who has beaten the other squad in the regular season will get the higher play off spot.
If three squads finished after the regular season with the same record and squad A beat B, B beat C and C beat A. The squad with the most goals made will get the spot, if thats also tied the squad with the least goals against will get the spot.

Each squad is allowed to have one captain and five assistants. The captain is responsible for his squad. He will schedule the time and make sure his players will show. The referee will listen to the captain, if he doesn’t show for the game he will listen to one of the assistants. If a squad has no assistant showing either they will forfeit the game.

To be able to play for your TWHT squad you have to be on the roster, you can’t be playing on your alias. A squad has to play with atleast four players. If they play with less they will forfeit and that will result in a 0-10 loss.

Players wont be able to change or join a TWHT squad after the last match of the First week happened. Roster additions aint allowed anymore by then. If a player decides to leave his TWHT squad and joins a new TWHT squad before the last match of the week happened he has to wait one week before he can play.

4. Multiple Squad Membership

Someone being on two rosters with two different names will be seen as double squading and it will result in a TWHT ban, you wont be able to play TWHT that season. You can neither be rostered with two names on the same roster.

Someone playing on your name will result in a TWHT ban for both players. The squad who played with the offender will forfeit. Sharing names isn’t allowed.

If a captain is double-squading he will be banned from capping a new squad in further TWHT season’s and his current squad will drop out of the current TWHT season.

5. Cheating, Lag and Bans

If someone is lagging that much that it influences the game and he refuses to get subbed, he will get warned by the Referee. If the squad has no subs, the squad will play with a player less. If he keeps playing it will result in a forfeit for his team and he gets a suspension for one round of TWHT.

If someone is cheating he will be permanently suspended from TWHT. His squad will forfeit the game.

A ban wont be lifted for a player to play TWHT. If you want to get it lifted you have to talk with the BanG Op, if he sees a good reason to lift it you are free. Otherwise you have to sit out your ban.

6. Replaying of Interrupted Matches and Postponements

In the event of an unpredictable server crash, router failure, sever lag or any other unexpected server problem, the game will be cancelled and will replayed at a later time.

If the problem is solved within an hour the Referee will contact the captains if they still have six players who can play. If they do the game will go on. If not the game will be played at a later time.

If the problem isn’t solved within an hour the game will be cancelled and the Referee will tell both captains the game will be played at a later time, which will be decided by the TWHT Operators.

Mostly the games will be replayed at the replay week, which will happen after the regular season matches has been played.

7. Appeals Process and Guidelines

If a team feels that such factors as lag, cheating, an overwhelming amount of miss calls by the referee, or other instances have affected the game result, the captain can send an e-mail to
The captain has to send as much as information as possible to help the TWHT Operators make a decision. If there is no information sent with the appeal, it will not be considered.

All appeals have to be sent to within 12 hours after the game has finished to be considered. (delete this: If it’s sent after the 12 hours the appeal wont be accepted.)

The result of the appeal will be answered as soon as possible by one of the TWHT Operators and the result will be posted on the TWHT forum.

If the appeal is about one of the TWHT Operators, he will not be allowed to handle it. The rest of the TWHT staff will take care of it.

All decisions made by the TWHT Head Op are final. There is no appealing in a final judgement.

8. Scheduling Rules and Procedures

There will be 15 time slots to choose from each week. There can be only one game at each time slot. The time slots are 3, 4, 5, 7 and 8 pm EST on Thursday, Friday and Saturday.

Only the captain of the squad is allowed to negotiate for available time slots. If anyone else negotiates it wont get accepted.

All squads will be given a chance to negotiate and mutually agree upon an acceptable time for their games. Scheduling for games will begin on Sundays at 7am EST (12.00 GMT) and conclude on Wednesday at 6pm EST (23.00 GMT).

If neither squad enters a time into negotiation on the website or if a time can not be agreed upon by both squads, the League Operator will assign it.

If one squad captain fails to enter a proposed time in negotiation, the other captain's proposed time will be automatically accepted.

If both squads agree to a time after the deadline, they may petition the League Operator to alter the assigned time. There is no guarantee that this time slot will be granted.

9. Pre-Game Rules

All games will be played in .?go Hockey. If the game isn’t played in the arena the game wont count.

Both teams have 5 minutes to add their line. If they don’t have enough players lined up they will forfeit (0-10). Both teams can ready by sending a private message to the Referee. If both teams are ready the Referee will start the game.

The Referee will contact the captain if someone isn’t allowed to play.

10. Game Play Rules

Regulation time will consist of two ten minute periods. Teams switch sides after the end of the 1st period.

If after the two regulation periods, the score is equal, one 12 minute period will be played as sudden death overtime. If one of the teams scores, the game will count as a win for the team that scored, and a loss for the team that was scored against. Overtimes are played 5v5 (total player count including goalies.) at the end of overtime if neither team has scored, the game will end in a shootout.

The clock will keep running after every goal. If players are disturbing the Referee dropping the puck by killing him or not going to the team side. The team will get punished.
The Referee will add some time, depending on the game play, because of the dropping, counting the goal etc.

A face-off will be conducted at the beginning of each period and after each stoppage of play. One player from both teams will enter the safety tile in the face-off circle. The rest of each team will line up on their respective sides of the face-off circle. The Referee will then retrieve the puck and drop it at center by going to spectator mode while holding the puck.
Only the two people who are in the face-off circle can win the puck. If someone else wins the puck he will be penalized by sitting in the penalty box for one minute.

To make substitution the captain has to send a private message to the host with the substitution, don’t forget the ship number for the player who gets subbed in.

Every squad has one timout each period. A can only be taken when the game as stopped. The referee wont drop the puck untill the minute is over.

After a period is finished both teams can make their substitutions. They have two minutes to change ships, going to the toilet etc.

Lagouts: All players are subject to the arena lag limits. A player who falls above the lag limits will be removed from the game, and may not reenter until they fall below the lag limits again. However, if a player is constantly lagging out, they may be locked into spectator mode by the ref until their connection is more stable.
Mass Lagouts: If at least three players are specced due to lag, or if the server is experiencing an overwhelming surge of latency, this situation constitutes a mass lag-out and the game will be stopped immediately. Any goals or violations that occurred before the mass-lag out will remain intact. Goals or violations that happened after the mass-lagout will not count. Team captains and referees can then discuss to continue, postpone the game, or move to another server. The referee will make the final decision.
If a goalie lags out before the drop, the referee should be notified via private message. A team may also stand where the referee is dropping to get his attention. If the goalie lags out after the drop and a goal is scored it will count, unless it’s a mass-lagout.

Own Goals: Any and all own goals will count as a goal for the opposing team (assuming that the goal was not caused by lag, or by the goalie being killed inside the crease.

A team will forfeit when:
A team with 4 players falls behind a team with 6 players by two goals.
A team falls behind by ten goals in a game.

Goals that are caused by lag (puck phase, spikes by involved players, delay release, illegal tanks) as determined by the goal judging frequency will not count. Shots that lag, passes to the shooter that lag, or any scoring opportunity caused by lag may have the goal negated.
A crease goal will be called, and the goal negated, if any part of the shooter's ship is past the red inner-crease line. The inner-crease line is the red 1-pixel thick line between the crease tiles and the goal.
Any defensive player who catches a shot or pass from the opposing team (or who has the puck lag through them) inside their own team's crease will be assessed a defensive crease penalty (DC) with the following exceptions:
1. No defensive crease will be assessed if there is no goalie ship in the crease, and the person who caught the puck was the only one from the defending team in the crease. to be clear, this exception does not apply when more than one defender is in the crease. also unlike previous seasons, the only people who can catch an enemy shot/pass in the crease are the goalie (any time) and a defender assuming he is the only defender in the crease and there is no goalie.
2. No defensive crease will be assessed if the puck bounced off a wall and headed opposite the direction of the side the team was on. for example, a puck bouncing off the wall and flying to the right into the left side crease would not count for defensive crease, but a puck bouncing off the wall and flying to the left would be eligible for a defensive crease on the left goal.
3. No defensive crease will be assessed if the puck hit the goal post and ricocheted away from the net afterwards. (pucks hitting the post and bouncing into the net are still eligible for defensive crease.)
4. No defensive crease will be assessed if the puck was shot while the offensive player was in the crease.
5. No defensive crease will be assessed if lag caused the defensive crease, either by the pass lagging, or any other situation which would result in a goal on the same shot being called lag instead. Note that the position that the player is in counts, not the position of the ball when it is picked up. For this rule, catching a live ball that is in the crease is legal, catching a live ball while inside the crease is not.
A defensive crease will be deemed a blatant defensive crease (BDC) if it stops a sure goal. A sure goal is one where the referee determines with absolute certainty that the puck was heading into the net as opposed to hitting the post and bouncing away or flying wide of the net altogther, and the goalie had absolutely no chance of stopping the puck based on position and momentum.

* If the defensive player is in the crease and catching the puck would cause a DC, but instead causes the puck to phase on its way to the net, the penalty for defensive creasing will still be assessed.
* A lag goal through a Defensive Crease (DC) which would have surely otherwise resulted in a goal will be called: No Goal. Blatant Defensive Crease on the BDCing player.
* A lag goal through a Defensive Crease (DC) which would have been a defensive crease (not a sure goal if the DC didn't happen) will be called: No Goal: Defensive crease on the DCing player.

Any non-goalie player is considered open to being killed at any time by anyone, within limit.
Any player shooting a goalie in his crease will draw a general public warning. Further shooting by any player will result in a penalty. Blatantly shooting the goalie in the crease (when there were no other ships to even shoot at, for example) may draw a penalty at any time if the check impacted the play. Killing a goalie in the crease will always draw a penalty. Any goals scored as a result of a penalized check/kill of the goalie in the crease will not count.
A player killed more than twice in five seconds has been respawnkilled. The players who made the third and any subsequent kills will be assessed penalties, unless the offending kills occurred as a result of trying to take the puck away from the puck carrier, as a result of trying to kill a player right as or right before they catch the puck, or as part of any effort by the a player who in the play to disrupt the other team's pass, movement to catch a pass, or shot.
Other situations may qualify as being "in the play" and will not be penalized. Situations that are "out of the play" will be penalized. Note that only the third and subsequent kills are evaluated for assessing this penalty, the first two kills may occur in the play and still draw a violation a few seconds later on the third kill. Using a ballkill on a player does not grant you automatic immunity from a respawnkill penalty; if a player is being ballkilled intentionally and repeatedly (at least 3 times in 5 seconds), a respawnkilling penalty may be called.
If any player on the team that is not the player taking the face-off lines up on the wrong side, is inside the face-off circle (past the face-off circle tiles), or across the center ice line, a penalty will be assessed. Offsides will not be assessed if a player is barely offsides and their team loses the faceoff. A face-off is won by the team that first gets possession of the puck after it leaves the face-off circle.
If when the referee drops the puck, the player taking the faceoff for a team is not on his team's safe-zone, or the player is in motion, a faceoff violation will be assessed for jumping. If the player is encroaching off of the faceoff pad, near where the referee is trying to drop, the referee may require another teammate take the faceoff instead. The referee, however, should first look to see if the player was trying to have a player substitute in, if reasonable no penalty will be called in this situation. No penalty for jumping will be assessed if the player's team loses the faceoff. A face-off is won by the team that first gets possession of the puck after it leaves the face-off circle.

Any intentional delay of game, as deemed by the referee, will be penalized. Refer to the penalty chart.
Should any team act in a manner that is deemed inappropriate and childish, the team in question will be accessed a Delay of Game 1st violation penalty and the player selected will be at the discretion of the Referee. If the team fails to adhere to the Head Referee’s warning, the game will be ended immediately and the team in question will be reported to the LC for further disciplinary actions.
Any player who uses inappropriate language or has an inappropriate attitude, as deemed by the referee, will be given a public warning. If the player continues or repeats an offense, the referee will silence the player.
(excluding breaks), a player should not touch the puck, unless to pass it to the referee who just passed it to him. Failure to comply mayresult in a Delay of Game penalty.
Each player may only use one goalie ship and one non-goalie ship per game. The first ship of each type used by the player will be the one he must use for that game. If he uses another ship for any duration of time, a penalty will be assessed.
Any form of exploitation of bugs in the current version of Continuum or the server is a violation. Refer to the penalty chart.
As long as the goalie is not interfering in the play, they may cross their team's blue line. Otherwise play will be stopped and a penalty will be assessed.

Interference includes but is not limited to:
* Catching the puck
* Shooting at a member of the opposing team (even non-kills are considered interference)
* Causing players, especially the ball carrier, to have to move in order to be open to make or receive a pass.
* Causes an opposition ball carrier or opposing player to take evasive action
* Shields a teammate from an opponent's attempt to check
Refer to the penalty chart. Note that the first violation for this rule should have the penalty assessed against another teammate at the captain's discretion.

When a rule violation has occurred, the referee will stop the play Any significant events that happen after a rule violation and before play is stopped (such as a goal, or another rule violation) will still be counted. If a clean goal is scored after a rule violation but before the penalty is assessed, both the penalty and goal will count. Referees should process events in the order they happen: if a Respawnkill occurs, then a Defensive Crease, then a goal, the referee should issue penalties first for Respawnkill, then for Defensive Crease, then call the goal. Effectively, minor penalties will not be served if a goal is scored against the offending team right after, but the penalties should still be assessed so that they go on record.
The play will be stopped to evaluate a violation or assess a penalty only when one of the following conditions has been met:
* The puck is not in the offending team's defensive zone (the puck is not behind the blue line on their side of the rink)
* The offensive momentum has been stopped: puck is not being held by or passed to an offensive player, and no offensive player has an immediate chance to steal/check the defender or pick up the puck (i.e. a ballkill by the offensive team may occur without stopping momentum. any turnover to the defensive team will not immediately cause momentum to have stopped, only if there is no imminent chance for the offense to take the puck back.)
* More than one violation has occurred.
When a penalty shot is assessed, all players except the goalie and shooters must remain at center ice or in the spectator mode until the penalty shot has been completed. A penalty shot is initiated when the goalie is ready, and when one of the shooters touches the puck. The goalie must be in the crease when the penalty shot begins. If the goalie is not inside the crease when the penalty shot begins, unless a clean goal is scored on that try, the penalty shot will be redone.
If two MiPS are assessed for different penalties, then two MiPS will be taken, not one MaPS.
Only players that were on the ice at the time of the rule violation may participate in the penalty shot, including shooters and goalies. The goalie for the offending team in the game when (or immediately before) the violation happens must be goalie on the penalty shot.
If a goalie expected to take a penalty shot leaves the game for any reason and either is unable to or refuses to reenter the game, the team may be additionally assessed with a Delay of Game penalty.
If the team had no goalie during or immediately before the violation, any player who was in the game at the time of the violation may shipchange to their goalie ship for the penalty shot.
Penalty shots will be redone in these situations:
* The goal was called lag because the shot lagged through a shooter, or one of the shooters was the cause of the lag. (Lag Goal/Redo) This only applies once, if on a redo after this exception is invoked, a shooter causes lag, the penalty shot is over and no goal is scored (Lag Goal/End Penalty Shot)
* Any penalty shot participants (goalie or shooters) leave the rink due to lagging out before the penalty shot has begun. (Stop Play/Redo)
* A mass lagout occurs during the penalty shot. (Stop Play/Redo)
Penalty shots will not be redone in these situations: * The goal was called lag because the shot or a pass lagged through the goalie. (Lag Goal/Save)
Exception: If the goalie begins lagging extremely such that it disrupts the play and causes a lag goal, a redo will be permitted. (Lag Goal/Redo)
* The goal was called crease. (Crease Goal/End Penalty Shot)
* Any penalty shot participants (goalie or shooters) leave the rink after the penalty shot has begun. (Continue Play)
* A ship legitly survives a shot from the goalie, not a lag/tank (Dud/Continue Play)
Penalty shots automatically result in no-goal by the shooters in these situations:
* On a MaPS, one of the shooters shoots the goalie when the goalie is in the crease. (No penalty for attacking a goalie in the crease will be assessed, however violations for delay of game, unsportsmanlike conduct, and other misconduct may still be assessed.) (Stop Play/No Goals Count/Save)
* 15 seconds elapse from the start of the penalty shot. Goals that go in after time is called will not count. (Stop Play/No Goals Count/Save)
* The puck hits the back wall. (Stop Play/No Goals Count/Save)
* The goalie catches the puck (Stop Play/Save)
Exception: If the goalie begins lagging extremely such that it disrupts the play and causes a save, a redo will be permitted. (Redo)
One shooter gets an attempt to score on the goalie. Once the puck leaves his ship, he cannot regain the puck and try again. The puck will be set on the blue line before the penalty shot begins.
Two shooters working together at once get an attempt to score on the goalie. The puck is set on the blue line before the penalty shot begins. Shooters may pass to each another. The puck may not bounce off the back wall (walls in the corner or the top/bottom sides are okay), and the goal must enter the net before 15 seconds elapse.
The offending player is moved into their team's penalty box, and their team must play with one less player than normal for two minutes of gameplay. If a clean goal is scored against the offending team, one minor penalty (with the least amount of time remaining, if there is more than one, and the first one assessed if the penalties were assessed at the same time) will be automatically ended. Note that when less than two minutes remain on the clock in the third period (or fourth period when not in playoffs,) MiPS will be assessed instead of MiP.
The offending player is moved into their team's penalty box, and the team must play with one less player than normal for five minutes of gameplay. No major penalties will be removed when a goal is scored against the team. Note that when less than five minutes remain on the clock in the second period, or at any point during overtime, MaPS will be assessed instead of MaP.
The offending player is removed from the game and may not reenter at any time. A teammate that was in the game at the time of the violation, of the offending team captain/acting-captain's choice is moved into their team's penalty box, and the team must play with one less player than normal for five minutes of gameplay. No game-misconduct penalties will be removed when a goal is scored against the team. Note that when less than five minutes remain on the clock in the third period (or fourth period when not in playoffs,) a MaPS will be assessed instead of boxing a player (but the offending player will still be removed from the game.)
Captains may optionally substitute a penalty against a player who was in goalie ship at the time of the violation, with another player who was in the game at the time of the violation, for the following penalties only:
* Respawnkilling MiP
* Respawnkilling MaP
* Goalie Susbtitution Delay MiP
* Goalie Susbtitution Delay MaP
* Goalie Across Blue Line MiP
These exceptions are provided to allow for competitive play even through accidental violations. Other penalties against the goalie may be substituted at the referee's discretion. The goalie is still expected to adhere to sportsmanlike and orderly conduct, and should not expect to avoid sitting in the box if he or she is not. In the event a goalie is boxed, the goalie must sit in a non-goalie ship or spectate.
Some penalties may apply to a team in general as opposed to an individual player, but a player must still be boxed for these penalties. The captain of the penalized team may choose the player to box on the following penalties:
* Goalie Substitution Delay MiP
* Goalie Substitution Delay MaP
Additionally another player may sit in the box while a penalized player is substituted out--the penalized player must remain in spectator mode or the box, the substitute may sit in the box until the penalized player enters the game. The referee will decide who to box on the following penalties if a specific choice is not clear from the violation:
* Delay of Game MiP
* Delay of Game MaP
* Unsportsmanlike Team Conduct MiP
Should a player have two or more box penalties assessed against him at the same time, another player that was on the ice at the time of the violation must be boxed instead for one of the penalties (unless the exception in the next paragraph is invoked). The captain of the offending team will choose the substitute. The offending player should be boxed for the most amount of time in the case of one MaP and one MiP. In the situation of two MiP being assessed to one person at the same time, the captain may opt to have only the offending player boxed, but for four minutes instead of two, to serve both penalties consecutively. Any clean goal scored by the opposing team will reduce this penalty by 2 minutes. This exception is only available to combine two MiP against one player, and only if the violations occur during the same play, a player earning one penalty and then later earning another penalty when he is still penalized is not eligible to have penalty time added on.

Table of Punishable Actions and the Associated Punishment Type (All suspensions are automatic suspensions)
Violation 1st Violation 2nd Violation Subsequent Violations
Attacking Goalie in the Crease MiP MaP MaP + Suspension
Blatant Defensive Crease MaP MaP MaP + Suspension
Bug Exploitation MiP MaP MaP + Suspension
Defensive Crease MiP MiP MaP
Delay of Game MiP MaP MaP + Suspension
Delay of Game in Overtime* MaP MaP + Suspension MaP + Suspension
Faceoff Violation MiP MiP MaP + Suspension
Goalie Across Blue Line MiP MaP MaP + Suspension
Goalie Susbtitution Delay MiP MiP MiP
Illegal Ship MiP MaP MaP + Suspension
Respawnkilling MiP MaP MaP + Suspension
Unsportsmanlike Conduct MiP GaM GaM + Suspension
Unsportsmanlike Conduct (Team) MiP (see above) (see above)
* Delay of Game in Overtime penalties also count the number of violations committed for regular Delay of Game.
All penalties are assessed as a team. i.e., if one commits a penalty for the first time, but it is his team's third penalty of that type, he will be assessed the third-time penalty.
In addition, should any minor violation be committed within the last two minutes of the third period, a minor penalty shot will be assessed instead. For a major violation, a major penalty shot will be assessed during the last five minutes of the third period. On a Delayed Penalty, the time the penalty is assessed is what decides whether a penalty shot or a box penalty is used, instead of the time of the violation.
During preseason and regular season overtime, penalties are assessed as normal (not penalty shots) until the last 2 and last 5 minute thresholds are reached, at which point penalties are treated like it were the third period. During the postseason, no penalty shots are used during overtime.
For example: a goalie crosses his blue line and interferes in the play while across three times. On the first time, the offending team will be assessed a minor penalty. On the second time, the team will be assessed a major penalty. On the third time, the offending team will be assessed a major penalty and the offending goalie will get an automatic one-game suspension to be served on their next game.

All the results will be posted on
The Referee will reward a player with MVP.