I'll order it alphabetically and put it altogether when I get home.
Future notes for me
Randomize snake draft order
Establish duration 8 vs 12 hours between picks. Can PM people
Here are the Rules. Its long, but its not complicated.
THE POSITIONS3 different positions
Commissioner: Killbot. He gets the job of randomizing the draft order, posting the match ups when we get to that point, enforcing the rules and basically pulling all of the strings that make this thing work. Also has the right to vote (although I will prefer if the 3 judges vote and go majority on that)
Judges (3): TeeEssKay, Browntown, BoogieWoogieMan. They will judge each individual matchup and team battle (if necessary)
GMs (8): it's your responsibility to draft a team from the draft list, come up with a team name and assign numbers to your characters once the matches start.
STEP 1: THE DRAFTOnce all the positions are filled, Killbot will randomize the draft order and post the list from which the GMs will draft their teams. There will be 12 rounds of drafting, so each team will consist of 12 characters. The last 2 picks CANNOT be used in individual lineups. They can only participate in team battles (one of them as team captain/resources/strategy and the other in the battlefield). The draft order is a snake draft.
Example:
Round 1
1. Team A
2. Team B
3. Team C
4. Team D
Round 2
1. Team D
2. Team C
3. Team B
4. Team A
Repeat above with other rounds.
CONCERNING THE LIST:YOU MUST SELECT ONLY FROM THE OFFICIAL LIST PROVIDED. This is to prevent people from drafting over the top OP^OP power for their picks.
Keep in mind, that judges will assess based on chemistry, so it might not be a good idea to pick Superman and Lex Luthor together for instance.
For the most part, the list is very straight forward. It is a list of different names of characters, any of which you may pick at any time when it is your turn. However, there are a few things to keep an eye out for.
"/" picks. These consist of two characters which have been grouped together as one. When you see, for example, Robin (Tim Drake)/Super Boy, you are drafting both Super Boy and Robin at the same time. Any time you see two characters next to each other on the list with a / between them, those characters will act as one pick throughout the draft. This means that they will only consume one prep, and will not require a forfeit to use as is the case with trumping. Characters like Deadpool/Taskmaster come together as a single unit. Separately, they cannot compete against the heavy hitters in this draft. Even together, they won't stand a chance, but a creative GM could construct a smart argument on their behalf and try to sway the judges' decisions.
Team Picks: There are also six teams at the bottom of the list: New X-Men, Teen Titans, Immortal Weapons, Great Ten, Shadow Initiative, Thunderbolts and Sinister Six. Characters listed under these teams are generally
4 for 1 pick. If there is less than 4, then you get all of them as 1 pick. They differ from the "/" picks on the main list because you can choose any 4 characters under the banner of their team name at the price of 1 pick using any combination of the characters listed. These are first come first serve, and once a member of the team is picked, the same character cannot be picked again (of course), but an opposing GM can select any other member of the team. YOU CANNOT MIX AND MATCH WITH DIFFERENT GROUPS. The picks must be coinciding with one group. If you have really want the characters drafted in that group, then you'd have to risk something like a 2 for 1 pick (or whatever is left) instead of a 4 for 1, but that is up to you
Notations. Some characters have specific limitations or incarnations that they will be held to during the draft. Pay attention to this when drafting, as it does change the performance of certain characters. If you have any questions about a notation, feel free to ask, as some of them have been recently added.
STEP 2: THE MATCH UPSKillbot will post the first round of match ups and the battlefield location.
Each GM's team will face off against another GM's team. Once the match ups are posted, he will ask each GM to PM him a number tied to each pick (PER ROUND). Basically, assign each pick on your team a number from 1 to 8. Your #1 will face your opponent's #1 and so on. Judges will determine the individual victor. 5 wins for the individual battles will result in a win. Make sure you explain how and why your matchup is going to win against your opponent to potentially sway the judges. Before the next round starts, you will need to give Killbot a new set of numbers and your new (or old) lineups.
You will decide which of your 2/10 picks will be left off/benched in your individual battle matchups. Not to worry, though. All 10 of your picks will participate in team battles when a tie between 2 squads with 4 wins apiece. They will be used in the scenario of an all out team battle. You are free to change your lineup when you face a different GM. The team battle will then act as a tiebreaker and the winner of that battle will win the match. Team battles involve the judges having to decide which team would win in an all out brawl between every character on both squads.
Ex (Although people like Cyclops and Wolverine have now became a group, the example below is an old one and doesn't change how you operate your 8 individual characters that will participate in the matchup)):
Suppose you had the completely hypothetical team: X-Man, Phoenix, Professor X, Cable, Cannonball, Wolverine, Cyclops, Havok, Bishop, and Jean Grey. You could assign numbers in any order like so:
1. Cannonball
2. Cyclops
3. X-Man
4. Phoenix
5. Bishop
6. Professor X
7. Wolverine
8. Havok
It is best to keep things random so as to keep your opponent guessing.
GMs can switch which characters they want to sit out, though. In the example above, that hypothetical GM decided to sit out Jean Grey and Cable, but after that match is over and he is facing off against a different GM, he could decide put those 2 characters into the match and sit out, say, X-Man and Bishop. It's up to the GM to decide which characters would serve him best in the individual battles for that round.
OPTIONAL STRATEGIES:There are two OPTIONAL strategies you can use WHEN sending in your numbers:
OPTION 1: Trumps/Pairing (no limit, but 4 trumps/pairs = 4 losses)
A trump/pair is when you place two characters together for a greater chance of winning their match up. Sounds simple, right? But there is a downside. Trumping your characters together for a greater chance of success, but will result in an auto-loss because you only can use each character ONCE in a battle.
Here's what happens when you trump:
Using the same team from above, you can send in your numbers using trumps like so:
1. Cyclops trumped with Havok
2. X-Man
3. Professor X
4. Phoenix
5. Bishop
6. Cannonball
7. Jean Grey
8. Havok trumped with Cyclops
Now, in the event that whoever call number 8, both Havok and Cyclops will face off against whomever the opponent placed at number 8. Obviously, they would have a greater chance at defeating whoever comes up as their opponent. Most likely you end up with the win the battle between #8s.
Here is the risk. #1 will have to do battle with #1, but you already paired/used #1 with #8 to fight #8. Therefore, since you already used a character, you cannot use them again. This is what we mean as an auto-loss. It is as though your team did not show up for the fight, and so the other team wins due to forfeit.
There is a strategic pro to trumping/pairing: If by chance, your opponent GM has a really powerful character say at #1 where you would lose anyways without trumping/pairing, then you essentially made them square their strong character on a pointless match.
Can you use multiple trumps or even put more than two characters together in one trump? Yes, you may. You can trump your team however you see fit. Just always be aware that you will receive an auto-loss for each team member that's trumped, so don't get too carried away. However, you may not have more than 4 forfeits, as that would result in your automatic loss in the overall match.
OPTION 2: Preparation Time (max of 2 on your picks)
The second of our optional strategies is known as prep time. Basically what this means is that you can assign up to 2 of your characters prep time when sending in your numbers. So, again, your numbers could look like this:
1. X-Man
2. Wolverine (prepared)
3. Bishop
4. Cannonball
5. Professor X
6. Phoenix
7. Havok
8. Cable (prepared)
Prepared combatants will be taken to a replica of their home base, or the equivalent of it, and given the FOLLOWING things to aid them in their battle. They have 24 hours to plan before battle.
1) Datapad/supercomputer will be present which holds all relevant information about an opponent, including a psychological profile, information about their species/homeworld, their affiliations, their powers and how they operate(for instance, an explanation on the Kryptonian physiology, such as how the cells absorb yellow sunlight), and their arsenal (if they have one). The computer will boot up with a brief opening monologue so the prepped character will see the strength and weakness of their opponent(s). It's a monologue, so it's not visual, but it can reveal a character's particular moveset, if it is used commonly by that character. But keep in mind, like if a Marvel character is prepped and facing off against Superman, he/she will find out that Superman's weakness is kryptonite. The problem for the prepped character is how will they find kryptonite in the Marvel universe? It's not possible. Then the computer will automatically open to the character's psychological profile as well as giving any relevant information the user requires.
2) A sample of their opponent's DNA. If the opponent is a mutant/alien, this would allow someone with enough knowledge in the area of genetics to analyze, and possibly work out how to neutralize an opponent's ability.
3) Access to any significant prop used by an opponent, such as a Green Lantern's power ring. They would not be able to use the sample, but would be allowed to analyze it, to determine things like power source, type of energy, etc. Because some people rely on items rather than their own inherent abilities, this keeps it from being unfair to those that could have their powers neutralized by analyzing a DNA sample.
4) A small amount of any substance that hinders or helps the opponent. Such as Kryptonite, or Radion. Not enough to actually harm the opponent, but enough to analyze.
5) A 3-D map of the layout will be given in advance for them to study and prepare for battle. They cannot alter the battlefield in any way before the battle.
___________________________________________________________
The Fight that will soon commence:All combatants will not be given access to the area before the fight, as it is artificial, and does not exist beforehand.
All combatants will not be told where they are starting. However, depending on the location, they will be starting facing each other at a reasonable distance(the distance will change depending on the size). Combatants who are not prepared will be brought to a small briefing room as the map "loads" and they have 5 minutes to survey/study the map. In comparison, prepared combatants will be brought to the same type of room, AFTER they have made their preparations. On the wall will be a screen with the picture and name of the opponent they are facing, and that is it (prepped individuals will have the information available to them prior). An announcement will let the combatants know that the fight is about to start, and then there will be a 3 second countdown, after which the combatants themselves will be loaded onto the screen. The fight will begin.
Team Battles:Pick a Captain
In the event of a team match, all of the combatants will be prepared. The differences between solo prep and team prep are as follows:
The entire team will be put into a room. The team room will be made up of each member's home base rolled into one, so that each member of the team's home base is represented, all of these bases will be centered around a room containing a large conference table. Teams will be introduced to each other via the same computer that is given in normal prep circumstances, which will include a small background of each team member, and then they will be briefed about their opponents in the same fashion. Captains MUST BE chosen by the GM's, and they will be the character given the prep package to disperse to the teammates as they see fit. Pretty much nothing changes there, except captains will be specified, and will be the SOLE possessors of the items contained in the prep package.
When it comes to prep time, obviously certain characters will benefit from it far more than others, in addition, some characters are more suited to leadership than others, so keep that in mind when deciding who your captain will be. For example, Lex Luthor would be able become far more effective when assigned prep time, but with someone like The Thing, any benefit he would gain from prep time would most likely be minimal.
Unlike trumping, there's no penalty for using prep time for your characters, so it's pretty much in your best interests to assign 2 of your characters prep time for every match. Even if you don't end up with any characters that would obviously benefit a great deal from it, you might as well give the prep time to someone. The difference might be minimal, but you never know when it could be the difference maker in a really close match.
Now, can you prep a trump? Yes, yes you can. However, prepping a trump will consume both of your prep times for that match because both picks are involved. So instead of being able to prepare 2 different individual fighters for that match, you would only have the 1 prepared trump(except in the case of team picks, which still act as a single combatant). Again, that's completely up to the GM.
BATTLEFIELD LOCATIONS:The commissioner will pick the battlefield locations once the numbers have been provided. The battlefield is the same for all GMs for same round. Once the round is over, another location is picked and the next round of the individual matchups are determined. There will be a different location provided for each individual matchup of your roster.
These battle locations will be universe specific like Gotham City or an AIM Lab. When assigning numbers, you want to try and pick characters that benefit from the location.
EXAMPLE: Say you draft Poison Ivy in the tenth round. Usually, she'd be there as backup for team battles. but lets say the battlefield is Mogo or another forest.This would give her an advantage because she would be in her element and you may want to use her in the lineup you send in. However, for Alan Scott, a location like this would hinder him somewhat as his weakness would already be in abundance.
How this tournament thing works:Once drafting is completed, GMs will be randomized yet again and be placed in one of two conferences consisting of 4 GMs per conference. For each GM battle or round, there will be 8 individual matchups between you and the opposing GM in your conference. Only one of your individual matchups will be posted at a time, so it's easier to track and you can focus on just arguing for that matchup. You need to win 5 to automatically advance. 4 will require a team battle.
This tournament is formatted to be a "Round Robin" style, where you must face each GM in your conference. This means after the first round of matchups, the second round of matchups will begin and then the third.
The top two teams in each conference advance to the winners tournament while the bottom two teams advance to the losers tournament
Winners Tournament: It will go like this: top #1 ranking of one conference faces #2 ranking of the other conference and vice versa. Judges judge the 8 individual matchups and the winners advance to the finals
Similar to the Losers tournament: #3 ranking of one conference faces #4 ranking of other conference and vice versa. LOSERS advance. Not the winners of the losers advance. Think of it as king of the losers

As usual, the judges judge the 8 individual matchups.
In the event of TIES:
The first tie-breaker is head-to-head match up results.
The second tie-breaker is record in individual matches by your characters. If there is still a tie after that, we will figure something out