We play according to the CRP unless something else is stated here.
A 4 coach team consists of four coaches, each coaching a team of a race no other coach in the team is coaching. A match is played between two 4 coach teams, and each match consists of four separate and simultaneous games.
Each game victory gives the team 2 match points. Each game draw gives the team 1 match point.
After all games in a match has been played the match points will be added up for both teams. If a team has more match points than their opponents they won the match and receive 2 tournament points. If both teams have 4 match points the match is a draw and both teams earn 1 tournament point.
At the end of the tournament the teams' results are decided by:
1. Most tournament points
2. Strength of schedule
3. Most match points.
4. TD difference.
5. CAS difference.
The first matchups between 4 coach teams (4ct) will be primarily determined based on geography so that two 4ct from the same town don't play each other if it is possible to avoid. For the rest of the tournament the 4ct will be paired using a Swiss system.
The individual matchups in a 4ct match will not be determined based on individual ranking. Instead the coaches of the teams choose which coach will play which opposing coach. If one of the two 4ct has a higher total tier they will determine all matchups. If the 4ct have the same total tier, a random draw will determine the team that will choose the first matchup. The other team determine all other matchups.
If a 4ct lacks a team member because of a late dropout and neither the 4ct nor the organizers can find a replacement member, the 4ct will play with only 3 individual members. The fourth game will count as an automatic 0-2 loss. If this applies to both 4ct, the game is considered a 0-0 draw. The same system is repeated if more than one coach is missing.
If there is an odd number of 4ct showing up for the tournament, a dummy 4ct will be added. The dummy 4ct will lose all matches with individual games counted as 0-1 TDs and 0-0 CAS.
In order to ensure a tournament in good sport and the best fun for everybody, there is a series of rules that can be agreed upon by both coaches in their mutual game. A rule you have agreed upon is fixed afterwards - unless both coaches agree to cancel it again. Aside from this there is also a single rule to ensure both coaches feel the dice are, if not even, at least the same.
1) You must allow your opponent to use your dice if they so wishes.
2) Illegal procedures can be called if both coaches agree to enforce the rule.
3) As a rule, it is not allowed to discuss your game with anyone except your opponent. But in this tournament you are also allowed to ask your fellow team-members wether it is acceptable that you play for a draw, or if they want you to try to win.
4) If the game comes under the time rules (see below), you can mutually agree that a player who runs out of time isn't forced to abandon all voluntary actions. In that case both players share the same time pool and the game will end when the time runs out, and the score at this time will count.
You may not interfere with other coaches' games, except to point out obvious rules mistakes. When in doubt, ask the tournament organizer.
Each game will be allocated 2 hours and 30 minutes. With about one hour left of the round, the organizers will be checking up on all games. If a game has not reached a suitable point those coaches will be encouraged to start using a clock to time their turns (they will have to agree whether they like to use a chess clock or timed turns). In order to support this, we encourage everyone to bring a suitable timer (an app for the smartphone, a real clock, etc).
If you are more than 30 minutes late your opponent is entitled to force you to concede. Winning a game this way gives a win by 1-0 TDs and 0-0 CAS. If you are more than 10 minutes late and the time rule is enforced you will only get 1/3 of the remaining time and your opponent will get 2/3 of the remaining time.
Painted miniatures are mandatory, meaning that each miniature should be based, fully painted and recognizable for its team position. In addition, the miniatures must resemble the team they are representing, in order to avoid confusion for your opponents.
We encourage you to use the following color coded bases:
If your opponent can't easily recognize the different player types on your team, you must let them mark them somehow (without damaging the miniatures, of course). This could be with bottle caps or colored rings etc.