1. The TalkBloodBowl Cup will use only the official rules from the Blood Bowl Handbook and the Blood Bowl LRB (http://www.specialist-games.com/bloodbo ... bbok_a.htm). Experimental or House rules may not be used.
2. All new rules and errata in the 2003 Rules Review will be used.
3. Teams are to be chosen to a value of no more than 1,000,000 gold crowns.
4. Only official teams, as defined in the latest Rules Review, are allowed. Experimental or house teams may not be used.
5. Star players are not allowed.
6. Wizards are not allowed.
7. Freebooters are not allowed.
FORMAT
1. The TalkBloodBowl Cup is a straight forward knock-out cup. If you win your match, you progress to the next round. If you lose, you’re out!
2. Unless we have exactly 16, 32 or 64 entrants, there will be a qualifying round. Preference is on a first-come, first-served basis. Any spare teams must play off to see who makes it into the first round "proper". E.g. 20 teams enter. First 12 entrants go straight through. Next 8 entrants play-off for the remaining 4 spots. That would leave 16 for the first round proper.
3. Matches will be played by PBeMBB.
PLAYING THE MATCH
1. I will email the draw to everyone taking part in the competition.
2. Both coaches should then send a zipped copy of their roster to their opponent. It will be your responsibility to check your opponent’s roster. If it’s illegal, but you don’t notice until part way through the match – tough!!
3. The coach whose name appears first in the draw has “home advantage”. He should start the match file, load the two teams and then save, zip, and send it to his opponent without completing the pre-match sequence.
4. The other coach should then complete the pre-match sequence.
5. Play the match!
6. If a match is a draw at the end of normal time, then overtime will be played.
7. If the match is still a draw at the end of overtime, both coaches should roll a D6. Highest roll wins, re-rolling ties.
8. There will be no post-match sequence.
9. Coaches will have one calendar month to complete each match.
REPORTING THE MATCH
1. When a match is over, both coaches should email me a copy of the final match file. The body of this email should include the score and result.
2. The winning teams will revert to its original composition for its next match. All deaths and injuries are cured. No extra players may be added to the team. Undead teams may not keep any Zombies acquired by use of the Raise the Dead spell.
3. The winning coach may choose to give a new skill to one of his players. This will be carried over into the team’s next games. All the normal restrictions for choosing a skill apply.
4. A coach may not give a skill to a player who finished the game in the Dead & Injured box. Nor may he give a skill to a player who has already received an extra skill in a previous round.
5. The winning coach should include his choice of skill in his email when he reports the match file.
DELAY OF GAME
1. If you are going to be offline for more than 48 hours, please let your opponent know in advance.
2. If your opponent doesn’t reply to your email within 48 hours, send him a gentle reminder.
3. If he still hasn’t replied within another 48 hours, contact me.
4. If a coach is uncontactable for a full 7 days, the match will be forfeit.
ERRATA
1. Halfling Master Chef’s may not purchase extra attempts to steal re-rolls.
2. Teams do not get a skill for winning through the qualifying round. Register earlier next time!

3. Matches should be played using the latest 2.4j beta version of the PBeM_tool.