IRC-channel: #cfc
Former CFCs:
<a href="http://www.fumbbl.com/FUMBBL.php?page=group&op=view&group=7748">CFC 1</a>
<a href="http://www.fumbbl.com/FUMBBL.php?page=group&op=view&group=7786">CFC 2</a>
<a href="http://www.fumbbl.com/FUMBBL.php?page=group&op=view&group=7852">CFC 3</a>
<a href="http://www.fumbbl.com/FUMBBL.php?page=group&op=view&group=7925">CFC 4</a>
<a href="http://www.fumbbl.com/FUMBBL.php?page=group&op=edit&group=7981">CFC 5</a>
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Knowing the rules is not required in this leage. They will be explained if they are relevant. However knowing them can give a coach an advantage.
§1 The Applicants
There are 14 Applicants. From of those applicants two groups of seven people are chosen randomly.
§2 The Rounds
1)Each round one group loses and one wins. There are 10 + 1 rounds in which you might have to compete.
2) A round consists usually of 2 phases. The first phase is a challenge listed in the challenge section and takes one week. The second phase is an elimination voting that takes places on the day after the challenge ends and only includes members of the group that lost the day before.
3) If a challenge is decided before all games are played, it ends by the end of the next day. If a voting is decided before all votes are given the voting ends imidiatly. For case two it is assumed that coaches will not change their vote.
§3 The Elimination
1) The group that loses the challenge of a round has to vote one of the coaches among them out of the tournament.
2) In the rare case of a tied challenge an elimination match will be required. In that case one coach of each group is randomly drawn and has to play against a coach from the other group. Losing an elimination match will result in the elimination of the losing coach from the tournament.
3) If however the tie is a result of two coaches not playing their round game, instead of a random draw both of them will be set up for elimination. If this applies to several coaches of either group, one of them is drawn randomly.
4) An elimination game is considerd like a game in the following round.
5) Coaches in an elimination match are excluded from the next challenge if they haven't played their elemination match at the relevant time.
§4 Extinction
1) The tournament continues until only 4 coaches or only one group is left and ends with the final 4 challenge.
2) If more than 4 people are left at this point the following happens:
a)If there are 5 people, one of them is voted off. If there is a tie, the two coaches who tie have to play in an elimination game.
b)If there are six coaches left, each coach of the winning team gets two votes. The two coaches with the most votes qualify for the final. The other 4 coaches have to compete in elimination matches.
c)If there are seven coaches left one of them is voted off. Then proceed to b).
§5 Decisions
1) All decisions are made by plurality rule.
a) If a vote produces a tie, the opponent group makes the decision instead.
b) If the opponent group cannot make a decision either one coach is chosen randomly.
2) Decisions will usually be made via pm to the administrator (Wreckage). Who voted for whom will not be announced, people do however have the right to invite whoever they want to their PMs. They also have the right to change their vote privately or openly as long as the voting period hasn't ended.
3) The voting usually takes place the day after the round has ended.
4)If a majority to all votes is found prior to the end of the voting period, the voting ends apruptly and the tournament proceeds to the next step.
5) If possible when there are several votes to be made, after or during a round, they are made at the same time.
6) If a coach knows that he won't be able to attend to the voting he can make the vote in advance.
7) Decisions can be discussed via all ways of communication namely the IRC, the messaging system and the forum.
8) How or based on what decisions are made doesn't matter.
9) Voting for yourself is legal. Not voting is legal.
§6 Teams
1) Every coach should bring a fresh TV1000 team into the tournament.
2) Teams can be exchanged against fresh rookie teams of the same race as long as the coach isn't locked into a game.
§7 Not Attending
1) Not attending is considered like a lost game for the at least negligent coaches group. Negligence ia normally assumed. To be not negligent a coach needs to write his opponent within 48 hours after round start and present the message to the tournament administrator before deadline of the unplayed game. Alternativly any information that indicates the other coaches main responsibility for the game not happening can be reason to assume no fault.
2) If a coach leaves the tournament without being voted off, the next round is skipped.
3)Not playing can result in an elimination game according to §3 3) if a winner can't be determined.
4)If the two coaches in an elemination game don't play their game before deadline and both fail to make a statement before deadline why they couldn't play it and a judgement who is responsible can't be made, both coaches are eleminated and the next round is skipped.
$8 Timeframe
1) Coaches get one week to play a game. But the deadline ends imidiatly when a round is over. And the next deadline imidiatly starts when a round begins.
2)Rounds usually require to play one or no game but can take some coaches to have to play two games occasionally, depending on the kind of challenge in the round.
3)The tournament lasts 11 rounds.
§11 Controll CHIPS
1) Unless stated otherwise, a coach who doesn't get a regular game in a round, recieves a Controll Chip.
2) Two Coaches with a Controll Chip can compete against each other in an irregular 'Controll Game' as long as they aren't sceduled into a game.
3) A Controll Game needs to be announced publicly.
4) A coach who wins a controll game gets to vassal the other coach. Vassalage means that he can once alter the other coaches voting decision and change it to his liking. However, when this happens, the vassaled coach does not need to reveal how he voted himself.
5) If a coach recieves 4 or more touchdowns in a controll game, he becomes a slave of the other coach. That means he doesn't recieve any more Controll Chips and the other coach gets to alter all his voting decisions for the rest of the tournament. This also is true if both coaches recieve 4 or more touchdowns.
6)If somebody is vassaled multiple times or being enslaved after being already vassaled the master who is first in a round to make use of his voting rights gets to controll the Vasall in this round.
$12 Uneven numbers
If a challenge needs even numbers and if there is no other mechanic for seeding given, the group with more members participants will be randomly chosen.
§13 Concessions
All concessions are illegal. If you conceed you will be imidiatly banned from the tournament and from all future installations.
§14 Not Voting
If a person doesn't vote three times when he is required to and the league has been put on hold because of it at these times: The tournament isn't put on hold anymore until his vote is made.
§15 Unsanctioned games
Playing games that aren't part of the CFC result in the teams disqualification snd the coach has to start over with a new team.
§16 Points awarded
Unless stated otherwise:
1)For a win is awarded 1 point to the group and the coach.
2)For a tie is awarded 0 points.
3)For a loss or not attending is awarded -1 point to the group and the coach.
4)Tie breaks are in this order 1. unplayed matches 2. touchdowns/points scored, 3. Elemination Game
§17 Replacement
During round 1 as long as a coach hasn't played yet, he can be replaced.
§18 Random draws
1) If not specified otherwise, draws are made randomly.
2) A random draw for a challenge has some special rules to avoid double matchups: One out of all coaches in the challenge is selected randomly. Then a second roll is made for his opponent. His opponent has to be from the other group and one he has not played before or is one who was played against the least. Out of all remaining coaches again someone is chosen randomly and matched and the procedure continues until everyone is sceduled.
§19 Uncompetative play
You have to play to win or try to win.
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Round 1 - 14 People
The-Two-Phase-Stable-Challenge
This is pretty much an introduction challenge to give you the opportunity to get to know your team mates and your opponents. Finding opponents quickly is usually rewarding in this challenge.
Day 1-5: The coaches have to get an opponent coach of the other group to agree to a game to play within 7 days. Once they agreed to play at a particular time, the game is set and they can't play anybody else. If they don't show up at the agreed time the game is lost. Instead of sceduling a game the coaches can play a game right away if they wish. Anrrangements and results are to be posted and made public knowledge. Every coach can play only once.
Day 6-7: The coaches who failed to find an opponent are seeded randomly to one another. Their task is getting incredibly hard now as they have only 13 hours to arrange a time for play. If they fail, the game is lost. The group that manages to get the most points wins.
If number of points is equal that group loses that had more coaches responsible for games not happening.
If that number is equal touchdown difference decides.
If that number is equal both groups have to select one coach to compete in the knockout stage against each other.
Round 2 - 13 People
Beat-The-Person-Challenge
In this challenge the league admistrator chooses a prominent coach on fumbbl to compete against the two groups. The coach can choose a rookie team with a race he likes. To beat him, the group members of the different groups have to find that prominent coach in the IRC and challenge him. For a tie is awarded 1 point to the group. For a win is awarded 2 points to a group. The first group to gather 3 points against the prominent person, wins the challenge (and noone else will get to play). No Controll Chips are awarded.
Every coach is only allowed to play a maximum of 1 game in this challenge.
If everyone has already played OR the 7 days deadline runs out, the turnament is over and the group with the most points wins. If both groups have an equal amount of points, both groups have to vote a coach into an elemination match against a coach of the other group.
Round 3 - 12 Coaches
Touchdown-Stable-Challenge
Both groups are seeded from the most to the fewest touchdowns. The coach with the most touchdowns per game gets to play the other coach with fewest and vice versa. If results are tied absolute numbers decide. Then touchdown differene decides. Then is randomly drawn for spots. In this stable like format the group wins that simply scores the most touchdowns. Winning the game doesn'T matter. In case of not appearing to a match, it is counted 2:0 for the nonresponsible coach in case of negligence and 8:0 in case of intent (Concession rules when conceeding in turn 1). Two coaches are voted into an elimination game and can not take part in the next rounds challenge.
Round 4 - 11 Coaches
7-Player-Stable-Challenge
In this challenge coaches are randomly seeded to each other. Only 7 players may be used on the pitch. The other (up to 4) players must be placed in the middle of the end zone at all times and must not perform actions. They are treated equal to players in reserve.
On their field position those players must not be blocked and they must not be handed the ball. If they by accident recieve the ball they are allowed to throw it or to hand it off but not to move. As long as they hold the ball it is also allowed to block them. If either coach performs one or more illegal actions in a turn it is counted as an additional touchdown against him. Controlling those conditions is responsibility of the respectivly involved coaches.
Round 5 - 10 Coaches
Democracy-Challenge
Instead of playing games, both groups vote together one coach off. The voting happens as if both groups would be one group and your vote can go to anyone from either group.
Round 6 - 9 Coaches __
Rugby-Stable-Challenge
Coaches are randomly seeded to each other. Games are won by the most squares rushed instead of TDs. For rushes are counted the sqaures rushed forward minus the squares rushed backwards. The group that wins the most games that way wins the challenge. In case of a tie, the exact number of squares rushed decides.
Round 7 - 8 Coaches
3 -Player-Challenge
All conditions of the 7 player challenge aplly except for these changes:
Both sides can only use 3 players instead of 7.
The rest is put in the middle of the endzone like in the 7 player challenge.
There is one twist: Starting with the second turn of a drive each coach is per turn allowed to move ONE player out of the endzone and use them until the drive ends. At the beginning of the next drive he may only use 3 players again.
Controlling those conditiions is responsibilty of the involved coaches. Failing to comply in one or more conditions during a turn is counted like an additional touchdown against.
Round 8 - 7 Coaches
Anarchy-Challenge
As long as this challenge is running, coaches can switch their groups permanently but not more than once. Any two people from of the two different groups eager enough to play can do so.
The first game to be played by any two people that doesn't end in a tie decides the winning group of this challenge. Every coach is only allowed to play one game in this challenge. No Controll Chips are awarded.
Round 9 - 6 Coaches
Don't-Throw-The Ball-At-Me-Challenge!
Each coach has to choose a player of the opponent team and announce it publicly. This player may not move, block, blitz, catch, intercept or pick up the ball at any time during the game or he commits an Error. In other words he may not perform any actions other than a pass or hand off (fouling, hypno gaze etc. is an error too- passive skills are fine). The goal of the game is to make the opponent make Errors by throwing the ball at the chosen player of the other team.
If a chosen player is happening to catch the ball, he has to hand it off or pass it as first action of his next turn but he must not move while doing so. If he fails to comply, he commits another Error. Errors are counted per turn. If you make more than one Error in a turn it is only counted as one Error.
The chosen players must be placed on some square in the middle at the line of scrimmage at the beginning of each drive or commit an Error. If he stays in the reserves box that equates 3 errors.
It is allowed to block the chosen player and both teams can of course change his position due to means of secondary blocks. If the chosen player is on the ground he has to get up as first action of the next turn possible but he must not move any further or he commits an Error.
Controlling those conditions is responsibility of the two involved coaches alone. The admin gets only involved if there is a disagreement on a situation.
The team that commits the least amount of errors wins. If both teams commit an equal amount of errors the game is decided by touchdowns.
Round 10 - 5 Coaches
Surprise Challenge
One of the 36 challenges listed below is randomly chosen by a d36.
Round 11 - 4 Coaches
The final 4 Knockout
Groups are abandoned and the final 4 remaining coaches get randomly seeded into a knockout challenge. The coach who wins becomes the champion of the tournament. And claims the price and bragging rights.
Challenges that might be seen in the future that I put here as a reminder for myself:
1-1 Weakest-Link-Challenge
Both groups select a coach from the opponent group to compete against each other.
1-2 Fan-Favorite-Challange
Just any coach on fumbbl can vote for one team from each group to compete. The only coaches not allowed to participate are those currently playing in the CFC. Participation requirements are however for the fan coach to have played at least 500 games on fumbbl and to have joined before April 2011 (multiaccount- protection-clause).
1-3 Combattant-Challenge
The coach of each group with the most cas caused competes against the other.
1-4 Butterfly-Challenge
The coach of each group with the most cas recieved competes against the other.
1-5 Last-Group-Standing-Challenge
The coaches can challenge all coaches of the opponent group as they wish. Only a coach who wins his game can continue playing in the Last-Group-Standing-Challenge. (In case of a tie both coaches are out.) If at tbe end of the challenge there is only one team of each group left, the final match will be held under knockout style rules.
Each coach gets the right to enforce one match up by declaring "I coach Y enforce playing against Coach X first." The first to enforce a matchup against someone gets to play first.
Each coach gets however also the right to refuse ONE enforcement of one coach by declaring "I refuse the enforcement of coach Y!" If an enforced matchup gets refused the enforcing coach gets the right back to enforce a matchup on somebody else.
This challenge can under the most unideal conditions take up to 6 weeks. So playing matches early is much appreciated.
The group that is the last to have coaches standing wins the challenge.
Cancelled (Moved to main) - Touchdown-Stable-Challenge
Both groups are seeded from the most to the fewest touchdowns. The coach with the most touchdowns gets to play the other coach with fewest and vice versa. In this stable like format the group wins that simply scores the most touchdowns. Winning the game doesn'T matter.
Cancelled (Moved to main) - Anarchy-Challenge
Anyone can play anyone. Even two coaches of the same group. To do that one of the two coaches has to declare "I join the opponents group." Once he declared that and played the game he becomes part of the other group.
The first game to be played by any two people that doesn't end in a tie decides the winning group of this challenge. Extra Games are only given out after the Anarchy Challenge has been finished. The two coaches competing in the elemination match from the previous round are excluded until their match has been played.
1-6 Communist-Challenge
Money is bad. In this challenge the side wins that sacrifizes more money/players/stuff worth in TV. If this challenge ends in a tie both sides have to choose one coach to compete in the next elimination.
2-1 Kain-and-Able-Challenge
Both groups choose two coaches from the opponents groups that have to play each other. The losers of both games have to play each other in an elimination match and a voting doesn't happen.
2-2 Double-Edged-Sword-Challenge
Both groups vote a representative. The representative coach with the higher TV chooses two opponent coaches himself. He has to play both in an order he prefers. If he loses one of the games his group loses the challenge.
2-3 Open-Round-Robin-Challenge
To this challenge the one game per week rule doesn't apply. The coaches of both groups have one week to play as many coaches of the other group as possible. The group with more points wins. Everyone can enforce one matchup. Several people cannot enforce a matchup against the same coach. Ie against a coach can only be enforced once. So if you want to enforce a matchup you have to do it against someone unchallenged.
2-4 Capitalist-Challenge
Among both sides each 5000 credits are distributed evenly. Coaches from both sides can play one coach of the other group if they wish. All coaches from both groups can make bets on those games at courses both sides feel comfortable about. The first group to get hold of 7000 credits wins the challenge. Otherwise the group wins who is in controll of the most credits after all coaches have played one game.
2-5 Enviromentalist-Challenge
Two coaches are chosen by each group. Instead of their usual teams they have to make fresh halfling teams and compete against each other with them.
2-6 Fascist-Challenge
The team of each group with the most combined strengh of all players get to compete against the team with the least combined strengh. If one group doesn't win both of it's matchups the winners face in a finalist knockout style match. If on one side is only one team left is plays in a knockout style match against the strongest of the other team.
3-1 Monarchy-Challenge
One coach from outside the tournament is randomly appointed in fumbbl-main as monarch. He then has to decide on two teams competing in the next challenge. If he doesn't respond another coach is appointed.
3-2 Straight-Random-Stable-Challenge
All coaches are paired randomly in a stable like competetion.
3-3 Philosopher-State-Challenge
All coaches have to write a blog with a bloodbowl wisdom related to the CFC. The group in wich the most coaches fail to have such a blog rated at least 3.1 after 24 hours loses. If both groups manage the same amount of good ratings the
coaches of each group with the highest rating after have to compete against the two coaches with the lowest rating. If two coaches from opponent groups win they have to compete in a knockout style finale.
3-4 Straight-TV-Stable-Challange
A stable style challenge seeded by TV from high to low.
3-5 Numbers-hallenge
All coaches message a hidden number between 1 and a Million. The coaches are paired from second highest to second lowest number. (Or lowest if not possible otherwise.) If twoor more coaches write the same number both of them lose their games if they would have to play.
3-6 Antagonist-Challenge
The elimination votes against all coaches in the game so far are counted together. The person with the most votes is the antagonist. If more then one coach has the same most amount of elimenination votes the decision is made randomly for one of them.
The antagonist has to pick two opponents from the opposing group and must not lose against either to win the challenge.
4-1 Group-Hug-Challenge
Each coach from both groups has to write in the forum in a single post that he hugs every other coach in the tournament. He has to call the other coaches by their coachnames. The coach of the group that manages to fullfill the criteria the latest, loses the challenge for his group. If neither group has completet the task after 24 hours, the group wins that made the most hugs. If the number of coaches on both sides is uneven, those with the highest TW on their teams don't participate.
4-2 Endurance-Challenge
The admin declares a random time frame of 5 hours length. Within this timeframe he will randomly show up in #fumbbl at one point making the statement "now". The coaches of both groups have now 3 minutes to react by saying "I endured it!". The two first coaches of either group to react have to compete in a game against each other to determine the winning group of the next round. If neither group reacts within the 3 minute time frame, the group wins automatically from wich group a coach first sends a PM to the admin stating "I endured it!". If a PM is send ahead of time the coach writing it is disqualified from the challenge.
4-3 First-One-Cries-Here-Challenge
The two coaches of each group who first write "here" in the forum get to compete in a match against each other. The losers group loses the challenge. If one group doesn't write "here" within 24 hours, a coach from the opponent group can write "you NameOfCoach" and choose a coach for the other group.
4-4 No-Reroll-Stable-Challenge
Both groups get seeded by their amount of Rerolls. The teams with the most rerolls compete against each other in a stable like format. Neither team is allowed to use rerolls. If rerolls are used anyways the side wins the game that uses less rerolls.
4-5No-Hands-Random-Challenge
A random coach is selected from both groups. Each coach then has to choose a player of the opponent team who may not catch, intercept or pick up the ball. If the player does anyways the coach loses the game. The winner of the match is the winner of the challenge.
4-6 Rock-Paper-Scissors-Lizard-Spock-Stable-Challenge
Each coach is randomly seeded to an opponent of the other group. Both compete in a game of Rock-Paper-Scissors-Lizard-Spock by mailing one of the words to the administrator. The one to make the most points after 3 rounds scores for his group.
5-1 3-man-challenge
Both groups vote a representative who has to compete against the other representative. Both representatives may only use 3 players at a time and have to put the rest in the middle of their endzone. They must not be moved and must not be touched by the active players. If a coach fails to do so he loses the game.
5-2 7-man-challenge
Like the 3-man-challenge but with 7 players.
5-3 Leverage-Coin-Challenge
The group willing to pay the most leverage coins wins the challenge. In case of a tie all leverage coins are removed from the game and both groups choose one coach to compete in the next elimination match.
5-4 Picked-Last-Challenge
Every coach picks a coach of the other group by stating in the forum "I pick X."
The last coach remaining not to be picked by someone can choose any coach of the other group he likes to compete in a match against. The teams with a team name that are last in alphabet may not participate in the challenge if the numbers of both groups are uneven. The group of the winner wins the challenge.
5-5 Out-of-Ideas-Challenge
The side with more coaches has to vote two of their own into an elemination match.
5-6 Bungee-Challenge
A coach of each group is voted. An OTScore counts as 4 touchdowns in this game.
6-1 SPP-Stable-Challenge (Moved to main)
In this stable challenge coaches choose each other like in the round 1 challenge. At the end of the stable challenge the SPP both groups made are counted together and the side wins that made the most SPP.
6-2 Fumbblfavorite
All teams are put in a poll on the forum and the fumbbl community has to vote for their favorite team in the challenge for 24 hours. The team has then to compete against the least favorite team of the other group.
6-3 Scavenger-Hunt-Challenge
The admins hides a bunch of hints all over the site and the group that is first to figure out the secret word wins the challenge.
6-4 Civilisation challenge
Like the 3 player Challenge but every turn each coach may move one of the players in the endzone out of it and start using them until the half is over. Then put them back.
6-5 Bribe-Challenge
Every coach sends the admin a picture of something he might like to see to award them the round. Only one picture per coach is allowed. The coach of the group who sends the picture the admin likes the best wins the round.
6-6 Demokrat-Challenge
Both groups vote together somebody off.
*
Round 6 - 9 Coaches
Competitive-Stable-Challenge
Coaches from both groups are seeded according to winning stats. Points are calculated based on the the score system described at the beginning of this rules part.
*
Pass-Challenge
In this challenge groups are seeded according to the amount of squares passed forward. The teams with the most squares passed get to play the teams with the fewest squares passed. The group that passes over the most combined squares forward wins the challenge.
*No-Hands-Random-Challenge
Coaches are seeded randomly to each other. Each coach then has to choose a player of the opponent team who may not catch, intercept or pick up the ball. If the player does anyways, the coach wins the game who violates the rule less often. The name of the players need to be announced before game start in the forum. If they aren't the game does still count as if they did. If coaches forget to select a player of the other team, the game is considerd like a regular game.
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<table style='border: 1; margin-left: auto; margin-right: auto;' border="0" cellpadding="5" cellspacing="0" align="center"><tr style='text-align: center; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; color: white; background: rgb(0, 0, 0)' valign="top"> <tr><td>Medals Won by Race:
<table style='border: 2px solid black; margin-left: auto; margin-right: auto;' border="0" cellpadding="5" cellspacing="0" align="left"><tr></tr><tr><td><img src="http://t2.gstatic.com/images?q=tbn:ANd9GcQO4EWCN2XFvsUacn7V0J_baJ3qRMtrBwVX3fmHvw5RHTktRlKrunO4T5w" alt="Country"/></td><td><img src="http://upload.wikimedia.org/wikipedia/commons/thumb/2/20/Gold_medal_world_centered-2.svg/50px-Gold_medal_world_centered-2.svg.png" alt="Gold"/></td><td><img src="http://upload.wikimedia.org/wikipedia/commons/thumb/1/14/Silver_medal_world_centered-2.svg/50px-Silver_medal_world_centered-2.svg.png" alt="Silver"/></td><td><img src="http://upload.wikimedia.org/wikipedia/commons/thumb/5/5a/Bronze_medal_world_centered-2.svg/50px-Bronze_medal_world_centered-2.svg.png" alt="Bronce"/></td></tr><tr class="odd" align="center"><td>High Elf</td><td>1</td><td>1</td><td>0</td></tr><tr class="even" align="center"><td>Pro Elf</td><td>1</td><td>1</td><td>0</td></tr><tr class="even" align="center"><td>Necromantic</td><td>1</td><td>1</td><td>0</td></tr><tr class="even" align="center"><td>Wood Elf</td><td>1</td><td>0</td><td>0</td></tr><tr class="odd" align="center"><td>Undead</td><td>1</td><td>0</td><td>0</td></tr><tr class="odd" align="center"><td>Amazon</td><td>0</td><td>2</td><td>0</td></tr><tr class="odd" align="center"><td>Skaven</td><td>0</td><td>0</td><td>2</td></tr><tr class="odd" align="center"><td>Ork</td><td>0</td><td>0</td><td>1</td></tr><tr class="even" align="center"><td>Dark Elf</td><td>0</td><td>0</td><td>1</td></tr><tr class="even" align="center"><td>Chaos Dwarf</td><td>0</td><td>0</td><td>1</td></tr></table></td><td>Medals Won by Country:
<table style='border: 2px solid black; margin-left: auto; margin-right: auto;' border="0" cellpadding="5" cellspacing="0" align="left"><tr></tr><tr><td><img src="http://t2.gstatic.com/images?q=tbn:ANd9GcQO4EWCN2XFvsUacn7V0J_baJ3qRMtrBwVX3fmHvw5RHTktRlKrunO4T5w" alt="Country"/></td><td><img src="http://upload.wikimedia.org/wikipedia/commons/thumb/2/20/Gold_medal_world_centered-2.svg/50px-Gold_medal_world_centered-2.svg.png" alt="Gold"/></td><td><img src="http://upload.wikimedia.org/wikipedia/commons/thumb/1/14/Silver_medal_world_centered-2.svg/50px-Silver_medal_world_centered-2.svg.png" alt="Silver"/></td><td><img src="http://upload.wikimedia.org/wikipedia/commons/thumb/5/5a/Bronze_medal_world_centered-2.svg/50px-Bronze_medal_world_centered-2.svg.png" alt="Bronce"/></td></tr><tr class="odd" align="center"><td>Denmark</td><td>3</td><td>1</td><td>0</td></tr><tr class="even" align="center"><td>Sweden</td><td>1</td><td>0</td><td>1</td></tr><tr class="odd" align="center"><td>United Kingdom</td><td>1</td><td>0</td><td>0</td></tr><tr class="even" align="center"><td>USA</td><td>0</td><td>2</td><td>3</td></tr><tr class="odd" align="center"><td>Finland</td><td>0</td><td>1</td><td>0</td></tr><tr class="even" align="center"><td>Spain</td><td>0</td><td>1</td><td>0</td></tr><tr class="odd" align="center"><td>Italy</td><td>0</td><td>0</td><td>1</td></tr></table></td></tr></table>
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FAQ:
In the beat-the-person challenge, what happens if there is an uneven number of coaches?
Nothing. The larger group gets one more potential game to win.
In the touchdown challenge, if there are uneven numbers, are coaches on the larger group excluded randomly?
No, the lowest scoring coach or coaches are excluded from this challenge.
In the Democracy Challenge, what happens if the votes for two coaches are tied?
The rules of regular voting is applicable to them as far as it makes sense. Because there is no opposing but only one group the suggested step to let the other group vote is skipped and the next possible step is a random draw of one of the coaches in the challenge. The rules for a drawed challenge are not applicable to the Democracy Challenge because there are no groups that could lose but only individuals and the challenge isn't over when the voting is over.
In the 7 player challenge, am I allowed to use my kicker from the endzone?
Sure.
In the 3 player challenge is it allowed to stand up a player who was hit by a rock?
No, standing up is a move action, any active interaction with the inactive players is to be avoided unless you want to put them on the field.
In the Anarachy Challenge what happens if nobody plays a game?
The anarachy challenge has a week long deadline like any other challenge. If nobody plays, after a week the challenge will be concluded in a tie.
Am I allowed to play my controll game while I'm sceduled?
No, the client would not allow it. You have to play it before you are knowledgeable of your next opponent. If there is no other opportunity you can always play it on voting days.
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