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Additional UK Tournament Resources for L'Arte de la Guerre 

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​Latest playing aids, clarifications, amendments and FAQs etc can be downloaded from the L'Art de le Guerre website 

A multi-round English-language tournament results calculation sheet is available to download here to be used for calculation and recording of results in tournaments wherever possible. This lates version generates printable round-by-round draws, and also generates a "basic" draw for rounds 2-5 based on Swiss Pairings, which the TO will then need to adjust to amend any repeat or intra-club pairings. Once saved as a Macro-free file it can be submitted to the global rankings system. 

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

"Dice Down" Game End procedure

Many events in the UK use the "dice down" system to call time on non-completed games at the end of each round. This system allows a very speedy turnaround between games, and means that the end phases of a small number of inconclusive matches will not unduly delay the draw for the next round, or the end of the event.

The "dice down" process is as follows: 


  • When "Dice down" is called, both players stop playing immediately.  No further combats, shooting or moves are made.
  • Any hits incurred or inflicted (by any cause) before "dice down" was called are actioned and recorded normally.
  • Unfortified camps that have been contacted by an enemy moving into contact are counted as lost.
  • Resolve any resulting Routs (and their effects on other units) for any units who have now lost all of their cohesion points, as set out in the bullet points under "Routed Units" on page 68. 
  • The only dice to be rolled after "Dice Down" has been called are:
    • where one player has already rolled a combat/shooting dice, but their opponent was yet to roll their dice when "Dice Down" was called,
    • for "Elephant Rampage" routs,
    • for any "Risk to Generals" situations.
  • For clarity, resolving Routs can still result in a "cascade of Routs", as per bullet point 4 on p68.
  • No Pursuit moves are made.
  • Calculate the final outcome of the game (V/N/D) and fill in the scoresheet   

Doubles Rules
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ADLG Doubles can be played at 300, 350 or 400 points. Whilst ADLG 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:
  1. Each player should be commanding 2 commands (out of 4)
  2. 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.
  3. On the same principle, even if only one flank march /ambush is being attempted, either player may roll for the flank march/ambushing command.
  4. 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!)
  5. 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. 

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Original graphic design by Nobby
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