Additional UK Tournament Resources for L'Arte de la Guerre
Latest playing aids, clarifications, amendments and FAQs etc can be downloaded from the L'Art de le Guerre website
A 9-round 100 player English-language tournament results calculation sheet is available to download here and should be used for calculation and recording of results in tournaments wherever possible. This allows the results to be added to the global rankings.
An 8-round team tournament sheet for 3-player teams is also available
We also have a simple score submission sheet for use when collecting results at events using the official ADLG spreadsheets
Doubles Rules
ADLG Doubles can be played at 300, 350 or 400 points. Whilst ALDG already has rules for larger games, some additional suggestions are made here to help accommodate a pure "doubles" game.
Suggested additional non-standard rules for Doubles are below:
A 9-round 100 player English-language tournament results calculation sheet is available to download here and should be used for calculation and recording of results in tournaments wherever possible. This allows the results to be added to the global rankings.
An 8-round team tournament sheet for 3-player teams is also available
We also have a simple score submission sheet for use when collecting results at events using the official ADLG spreadsheets
Doubles Rules
ADLG Doubles can be played at 300, 350 or 400 points. Whilst ALDG already has rules for larger games, some additional suggestions are made here to help accommodate a pure "doubles" game.
Suggested additional non-standard rules for Doubles are below:
- Each player should be commanding 2 commands (out of 4)
- If flank marching or ambushing 1 command (per player) it is permitted to start with 2+1 commands (per player) and then "transfer" one command to maintain the 2+2 requirement when the flank march arrives / ambush is revealed in order to disguise the flank of arrival.
- On the same principle, even if only one flank march /ambush is being attempted, either player may roll for the flank march/ambushing command.
- It's generally best if teams roll pips for, and move 2 commands (ie 1 command per player) simultaneously in order to not unduly delay play and have 3 of the 4 players watching the 4th do their moves. Resolving combats at the same time also saves time where possible (although at some points it may be necessary for players to decide the order of individual combats where commands are adjacent, or where last-gasp "throw the generals in" decisions may need tobe made!)
- During initial deployment it is also possible for both players to deploy 1 command each at the same time, although this can be messy, so deploying one at a time is generaly fine as well.