Rules:
• All teams are purchased as rookie teams with a 1100k budget (you can buy only items normally allowed for rookie teams: 11+ rookie players, rerolls at the normal price, apothecary, cheerleaders, coaches, fan factor). All starting money must be spent.
• Inducements, wizards, star players, playing cards, and freebooters are expressly forbidden.
• Halfling teams may purchase a permanent Master Chef for 100,000 gold. The chef will be available for all six games.
• There is no post-game sequence. Injuries are automatically healed before the next game.
• The teams are divided into three classification:
Class 1: All teams except those in Classes 2 and 3.
Class 2: Chaos, Chaos Pact, Elf, High Elf, Human, Khemri, Nurgle, Slann, Necromantic Team
Class 3: Goblin, Halfling, Ogre, Underworld, Vampire
• Before the first game, the coach may assign three skills to their players from the skill categories normally allowed for that player. Teams from Classes 2 and 3 distribute four skills.
• Before the fourth game, the coach may assign three more skills to their players. One of those skills may be a "double" skill. Teams from Class 3 get four skills to distribute.
• No player may receive more than one extra skill throughout the tournament.
• The four minute turn rule will not be used, but the organizer reserves the right to shorten games which are running over the 2.25 hour time limit.
• There is no illegal procedure rule for forgetting to move the turn marker.
The first match is assigned at random, the next five rounds according to the Swiss system.
Win = 4 points.
Tie = 2 points.
Close loss = 1 point. (A close loss is a loss by one touchdown).
Loss by >= 2 TD = 0 points.
Forfeit = -2 points.
The first tiebreaker is TD differential, then CAS differential, then sum of CAS+TD.
All models should be painted, although this is not required. It must be clear which figures represent which positions.
A uniformly painted and based team is awarded 2 bonus points in the table.