The latest ruleset will be used. This is the Living Rulebook 5.0.
Teams can be bought for 1,100,000 gp.
The coaches will be paired using the Swiss format, i.e. based on their ranking
after a certain round. You'll never play the same coach twice.
Teams will reset after each match. This means all players are healed
miraculously (even the dead).
After each match 2 of your players gain a skill. Which players is decided randomly
by using the numbercounters from the game or rolling a die (this must be different
players, re-roll "doubles"). The skills chosen
must be from the available skill categories. This can result in multiple skills on one
After round 3 you can give one of your randomly selected players a skill as if you
rolled a double on the skill roll. Determining the 2 players is done before selecting
which to give the "double".
Inducements are not allowed.
Halfling teams are allowed to buy a master chef for 100,000 gps.
Loss by 1 TD
Loss by 2 or more TD
2 points when the team is completely painted (this means several colours
are used on all miniatures)
As a tiebreaker the netto touchdowns + netto casualties (made - taken) will be used
first. If that's not enough we will use the netto touchdowns followed by netto casualties.
If even that brings us to a tie we will
start looking at the touchdowns made, touchdowns taken, casualties made and casualties
taken in the order mentioned.
We will not use the 4 minute time rule. Instead you'll have about 2 hours to
complete the match. We'll inform you if you need to speed up. I don't expect this to
happen, but we reserve the right to cut a game short if you really go beyond limits.
We don't force you to use the turn marker illigal procedure call. If both
coaches want it in effect, so it is. Otherwise you just remind your opponent if he
forgets his turn marker.
Smoking is not allowed inside. Between games you can always step outside. When
the game progesses quickly enough you can of course take a half time smoke.