The CTF Tournament rules
The object of the game is simple, to have as much fun as you can.  It is not possible for us to use a measurement of happiness to decide the winners, so we will have to use the DEATH scoring method instead.

The Rules
1. Each team will consist of two players
2. The combined Guild Level for a team may not exceed 500
3. The draw will list two team names. The first team name is the 'home' team and the second, the 'away' team
4. The 'home' team will challenge the 'away' team and both will agree on a date and time for the match.
5. The winning team will be the team with the most points at the end of the match (see scoring below for how points are awarded)
6. If the match is not organised the 'away' wins by default.
7. If the match is organised and one team fails to show, the match is forfeited to the team who does attend.  (you will need a log to prove you were there)
8. The captain of the winning team is to inform Cyclo of the match result and score.
9.
NO Melee weapons or healing allowed.
10. All matches in a round must be complete before the round end date or rule 5 applies.
11. The Senior Wizards decision on all matters to do with the tournament is final
12.  No correspondence will be entered into.

Tournament Format
The tournament consists of teams of two, playing matches in a knockout format.  Each match will last 15 minutes and the winners of each match will be the team scoring the most points.  On completion of each round the teams will be shuffled (but not the players in the team) so no team can see who they may have to face in future rounds until the draw for the next round is announced.

We are Wizards and as such the only combat to be used is magic or unarmed.  No melee weapons or healing of any kind may be used.  This will mean that EFF and armour will be virtually useless and time can be saved as we will not need to re-float shields.

Points scoring
6 points for a team kill, 5 points for a solo-kill, and -2 points each time a team member dies.  We are not interested in hoisting the flag so any points awarded for doing so are to be subtracted from the final score (10 points per hoisting)

To reach the Beezing Monastery (the CTF Arena).
There are several Blorps to the Beezing Monastery in the wardrobe in the clubhouse. 
Leave Ankh-Morpork by the Onion gate or the Shambling gate and head towards Klatch. When you reach the crossroads at Upper Tulip, take the fork leading southeast. Alternatively you can take the Istanzia River route carriage from the Onion Gate to Upper Tulip.
You can also call for a taxi or, ask Cyclo or Weiqi to open a portal

How to play (thanks to Eviscerator and Elanor)
Go to the Monastery.  Enter monastery.  Go NW to where the Gong and Boulder are.
Important Notes:
Wizard EFF's that are floating when you enter the team rooms will be lost forever! Make sure you knock it down and carry it.
Note from Elanor: your floater will remain with you when you enter the arena, you just can't take it out again. CCC will also shatter when the game ends.  There is also a safety room nearby for any pets you wish to keep safe during your game. (Sorry Weiqi) Note from Elanor: The pet storage room, i.e. the bellfry, contains ample food to keep fruitbats happy (they help themselves) Pets cannot be attacked while in the safe room.

Creating your teams
The Team Captains should use the commands "create <team name>" and "add <team mate>" to make the teams, looking at the boulder will show the current teams for the next game.

Starting the game
Once both the teams have been created, one captain must "strike gong for game of 15", the following message will appear, “Inform: Make your way to the arena, the gods wish to be entertained. The contest will begin in 5 minutes.” and the preparation time will begin. Go East and enter your team preparation room. At this point your normal inventory is taken away (you will get it back later).
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