Score Cap
• Juara, Datuk, Datin Divisions
• 15 goals
• Santai Division
• Pool Matches: 11 goals.
• Crossover / Knockout: 13 goals.
• Final: 15 goals.
Half-Time Target
• Juara, Datuk, Datin Divisions
• 8 goals
• Santai Division
• Pool Matches: 6 goals.
• Crossover / Knockout: 7 goals.
• Final: 8 goals.
Half-Time Cap & Procedure
• Juara, Datuk, Datin Divisions
• Triggered at 8 goals. If neither team reaches 8 goal by 55 mins, halftime occurs after current point.
• Mirror Half
• At half-time, teams shall switch playing ends.
• Santai Division
• Group Stage / Pool Play
• If 30 minutes elapse before a team reaches the half-time target (6 goals), the current point shall be completed.
• Half-time shall then occur immediately.
• No +1 rule shall apply.
• Crossover / Knockout / Finals (35 or 45 minutes cap)
• If the half-time cap is reached before the target, the current point shall be completed.
• If no team has reached the half-time target, +1 goal shall be added to the leading team’s score.
• This adjusted score becomes the new half-time target.
• Play continues until a team reaches the new target.
• Mirror Half
• At half-time, teams shall switch playing ends.
Half Time Break
• Juara, Datuk, Datin Divisions
• 5 Mins
• Santai Division
• Pool Matches: No break.
• Crossover / Knockout Matches: No break.
• Final: 5 minutes (game clock does not stop)
Time Out
• Each team is entitled to two (2) time-outs per game.
• Each time-out shall last 75 seconds.
Time Cap
• Juara, Datuk, Datin Divisions
• 100 mins; play continues until current point finishes.
• Santai Division
• Pool Matches (Group Stage)
• A time cap shall occur at the scheduled end of game time (60 minutes), if neither team has reached the score cap.
• The current point shall be completed.
• At the conclusion of that point, the game shall end, regardless of whether the score cap has been reached.
• No +1 adjustment shall apply in Pool Matches.
• If the game is tied at the conclusion of the point, an additional point shall be played (“universe point”) until a winner is determined.
• Crossover / Knockout / Finals
• A time cap shall occur at the scheduled end of game time (70/90 minutes), if neither team has reached the score cap.
• The current point shall be completed.
• If, at the conclusion of that point, neither team has reached the score cap, one (1) goal shall be added to the leading team’s score.
• The adjusted score shall become the new game-winning target.
• Play shall continue until a team reaches this target.
• The number of time-outs available to each team shall remain unaffected by the time cap.
Tie Breakers
• Number of games won, counting only games between the tied teams.
• Fewest games forfeited.
• Goal difference, counting only games between the tied teams.
• Goal difference, counting games against all common opponents.
• Goals scored per game, counting only games between the tied teams.
• Goals scored per game, counting games against all common opponents.
• If still tied:
• Each team nominates one player to throw one disc from behind the goal line to the far brick mark.
• Throwing order shall be determined by a disc toss or other random method.
• Teams are ranked by distance from disc resting place to brick mark (closest to furthest).
Roster Submission
• All teams must complete and submit their roster by 20th April 2026 via Ultiscore.
• Team roster must include a minimum of 18 players.
• At least 50% of the team, including captains and spirit captains, must possess WFDF Advanced Certification (2025–2028).