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The Data Centre Cup

Tournament Rules

Last updated: 6 July 2026

1. Format

16 company teams are drawn into groups, followed by knockout rounds. Every team plays a minimum of five games. Match length is confirmed with the fixture release, and the final tournament format may be adjusted if venue capacity changes. Group games earn three points for a win and one for a draw. Group rankings are decided by points, then goal difference, then goals scored, then head-to-head result, then a one-v-one Finisher-style decider. Drawn knockout matches go straight to penalties: three each, then sudden death.

2. Match rules

Five players per side, rolling substitutions from a squad of up to seven. Matches follow standard five-a-side house rules at Goals Wimbledon: kick-ins instead of throw-ins, no slide tackles, and only the goalkeeper may enter the goal area. Free-kicks are direct unless the referee signals otherwise; defenders retreat two metres. The referee’s decision is final on all matters of play.

3. Discipline

A sin-bin applies: a shown blue card means two minutes off the pitch and the team plays a player short. A red card means the player takes no further part in that match and is reviewed by the organiser before playing again in the tournament. Serious misconduct is covered by the event terms and can mean removal from the event.

4. Squads and kit

All players must be 18 or over, named in the squad before kick-off of the team’s first game, and eligible under the corporate-connection rule in the terms. Teams play in the company-logo shirts provided. Players bring their own shorts, socks and footwear — trainers or moulded astro boots only, no metal studs. Shin pads are strongly recommended.

5. Scheduling

Teams must be checked in by 12:45 and ready five minutes before each fixture. A team not on the pitch three minutes after the scheduled kick-off forfeits the match 2–0. The organiser may adjust the schedule on the day to keep the tournament running to time.

6. The Finisher Challenge

Each team nominates one player. The player starts from the halfway line, dribbles towards the goalkeeper and has one chance to score: no rebounds, no second touches once the shot is taken, and a maximum of eight seconds from the starting signal. Score and you progress; miss or run out of time and you are out. Rounds continue until one finisher remains. The winner lifts The Finisher Trophy and receives a £100 cash prize.

7. Trophies and charity

The tournament winners receive the winners’ trophy and choose a registered UK charity to receive the £500 donation. Runners-up receive medals. Donations are made by the organiser within 30 days of the event.

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