Account Management
All games:
Games to 13
Round Length: 100 min
Halftime Cap: 40 min
Soft Cap (+1): 70 min
Hard Cap: 80 min
1 Timeout per Half + 1 Floater
Halftime is at least 5 min, at most 10 min
Timeouts are allowed in soft/hard cap
Overtime rule and win by 2 no longer exist. First team to 13 wins unless changed by soft or hard caps
Soft Cap:
Finish the current point, then add one to the higher score and play to that but do not exceed the original game score. Waiting on the line is part of the current point. Timeouts are allowed in soft cap provided you have remaining timeouts from regulation.
Hard Cap:
Finish the current point. If tied, play one more point. If not tied, team with more points wins. Timeouts are allowed in hard cap provided you have remaining timeouts from regulation.
Halftime Cap:
Halftime cap works just like soft cap. At the halftime cap horn, play continues until the current scoring attempt is completed. If, after the current scoring attempt is completed, the halftime target has not yet been reached(7 in a game to 13) by one team, one is added to the higher score and the resulting number is the new halftime target. Make sure after taking halftime your teams properly switch endzones as from the start of the game.
Seeding after Mini-Brackets:
1st - Team that is 2-0
2nd/3rd - Two teams will be 1-1. 
Determining who finishes second and third is simple if they played each other in the first round; the winner of that game is 2nd and the loser 3rd.  
If they didn’t play in the first round, reference the "Tie breakers for round robins" in the Formats Manual. 
-First use point differential against their common opponent (the two teams either both lost to the mini-bracket winner and both beat the mini-bracket loser). Whichever team had the better point differential in that game finishes 2nd in the mini-bracket.  
-If the differential is the same, but the scores of the two games were different, the team that scored more total points in that game finishes 2nd in the mini-bracket.  
-If the scores were identical, a disc is flipped to determine placement. 
-Note that the tie breaker between the 2nd and 3rd teams will not be used to eliminate teams, only to seed them going into elimination play."
4th - Team that is 0-2
The three team tie-breaker problem:
When all three teams in a pool finish with 1-1 records, apply the standard tiebreakers, but you should add the following rule to the tournament: If the first two games of a three-way round robin end with the exact same score (but different winners), one additional point should be played after the second game. The pulling team and the sides should be the same as at the beginning of the second half. This point will only count in the case of the otherwise unbreakable three-way tie, where each game results in the exact same score. If each team has a point differential of zero after the last game and all three games resulted in the same score, the additional point played after round two determines the first and third place teams.
Remember, this provision only goes into effect if all three scores are identical; if merely all three point differentials are identical, that is not enough to trigger this provision. The problem with this, of course, is that where a team finishes, in part, is due to the round in which that team has a bye. But since teams know entering the final game what an identical score will cause, those two teams are in control of their fate, and the third team had a chance to impact the tie during the tiebreak point of the previous round.