For fans of the Women's National Basketball Association (WNBA), based on the 2026 Official Rules. Covers game length and overtime, scoring, the shot clock, fouls, timeouts, Resets and the Coach's Challenge.
A WNBA game has four periods of ten minutes each, with 15 minutes between halves and 3:00 between the first and second periods and between the third and fourth.
If the score is tied at the end of the fourth period, play resumes after a 3:00 break with five-minute overtime periods, without a change of baskets, until there is a winner.
The game is in "the last two minutes" when the clock shows 2:00 or less in a period. In the last minute of the first, second and third periods, and in the last two minutes of regulation and of overtime, the clock stops after a made field goal. The game clock shows tenths of a second in the last minute of each period.
A made field goal from on or inside the three-point line counts two points, and one from outside it counts three. A made free throw counts one point.
The three-point area has parallel lines 36 inches in from each sideline, running 93 1/3 inches from the baseline, joined by an arc 22 feet 1 3/4 inches from the middle of the basket. The shooter must have at least one foot on the floor outside the line before the attempt and may not be touching the floor on or inside the line. The shooter may touch the line or land inside it after the ball is released.
The shot clock starts at 24 seconds. A team must get a shot away before it expires: the ball must leave the shooter's hand before the clock reaches zero. If it does not, a shot clock violation is called and the other team gets the ball on the sideline nearest the spot, no nearer the baseline than the free throw line extended.
A team may not be in continuous possession of the ball in its backcourt for more than eight consecutive seconds. A new eight seconds is awarded if the defence kicks or punches the ball, is assessed a personal or technical foul, or is issued a delay-of-game warning, and when a team gains control of a ball.
Each team is limited to four team fouls per regulation period without extra penalty. Common fouls charged as team fouls beyond four are penalized by one free throw attempt plus a penalty free throw attempt. The first four common fouls only give the other team the ball on the sideline nearest the spot, no nearer the baseline than the free throw line extended.
A player is disqualified from the game on their sixth personal foul. A team must always keep five players on the court. If a player gets a sixth foul and every substitute has already been disqualified, that player stays in the game, is charged a personal and a team foul, and the team is assessed a technical foul. Every later personal foul, including offensive fouls, is treated the same way.
If only five eligible players remain and one is injured or ejected, the last player disqualified for six fouls must come back in, and that return is penalized by a technical foul.
There are two levels, and a flagrant foul must be confirmed by instant replay before it is ruled.
If the fouled player is injured and cannot shoot, the coach picks a replacement shooter (for a Flagrant 1, one of the other four players on court). The shot clock is reset to 24 seconds after any flagrant foul.
Each team gets one Reset in the last two minutes of the fourth period and one in the last two minutes of any overtime period. Unused Resets do not carry over.
A Reset is a stoppage that works like a team timeout, with these differences:
A head coach can trigger instant replay review with a Coach's Challenge. Each team gets one challenge per game, and a team whose first challenge is successful gets a second.
What can be challenged: only three things.
What cannot be challenged: fouls charged to the opponent, non-calls, technical or flagrant fouls, continuation as a stand-alone event, and violations such as travelling, carrying, double dribble or three seconds.
How to challenge: the team must call a legal timeout immediately after the call (before the ball is given to the thrower-in or free throw shooter, or tossed on a jump ball), and the head coach must at the same time twirl an index finger (the replay signal) and tell the officials which event is being challenged. A Reset cannot be used to start a challenge. A team that is called for delay of game before calling the timeout loses the chance to challenge.
A challenge needs clear and conclusive visual evidence that the original call was wrong. The officials either let the call stand or overturn it, normally within two minutes.
If the replay system is not working, the officials use the nearest courtside broadcast monitor. The challenge is not used in pre-season games or any game without working replay.