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There will be 32 hArmies competing in HaMWaR for control of the Magic Ham. Each round, each hArmy will be matched up against one other hArmy in a battle. The winning hArmy in each battle will proceed to the next round to fight another hArmy.
Each round, each HaMWaR hArmy starts out with a standard number of soldiers (100) for that round's battle. The only exception is if a particular hArmy has picked up some type of power-up prior to (or during) that round. Power-ups will appear randomly, inconsistently, and the way they will be found and acquired will vary greatly. There is no guarantee of any particular hArmy getting one, and there is not even any promise of them typically being available. Do not count on getting one. If one hArmy is entering into a battle with more than 100 soldiers due to a power-up, it will be announced to both hArmies in that battle prior to the battle beginning so that each hArmy is aware in advance. The status of each hArmy in each battle will be available on the battle page for that battle (more info on battle pages in the next paragraph).
Prior to each round a coin flip will be performed (at HaMWaR HQ) to determine which hArmy will get the first turn (in each individual battle). The winner of the coin flip will be posted on the site, on the page for that individual battle. Battle pages can be accessed by clicking on the name of either team in that battle on the bracket page. The winner of the coin flip will get the first turn. When it is a player's turn, they need to select one of five attack types from the attack chart (included on this page) and email their selection to both Pig InABeard (piginabeard@silverladder.com) and their opponent for that round (included in the same email). Once the email has been sent, and the type of attack has been selected, the choice can not be changed. Upon receiving the attack choice, a pair of dice will be rolled (at HaMWaR HQ) to determine if the attack lands successfully. The attack and its result will appear on the battle page for that battle. They will not be emailed to the two warring hArmies by Pig InABeard.
Once a player has completed their turn (and the results have been posted), it is up to the other hArmy to select a type of attack in the same manner. They may take their turn immediately after the results of their opponent's attack are posted. After results of an attack are posted, the hArmy whose turn it is will be expected to take no more than 24 hours after their opponent's turn to make their attack. There is no reason for it taking any longer. In fact, due to the way hArmies will go about selecting an attack, checking results, and taking turns, battles should flow rather rapidly. If a hArmy fails to complete their turn within 24 hours, they will be penalized, and their opponent will get three (3) turns in a row. After a second instance of being idle for more than 24 hours, a hArmy will be disqualified and their soldiers will be terminated by way of a massive porkbomb. It literally only takes 30 seconds to send an email saying "Level 2 attack." Don't fail your soldiers by being a lazy pig.
The current number of soldiers remaining for each hArmy will be listed on the battle page for the battle they are currently in. Once a hArmy kills all of the enemy hArmy soldiers, the battle is over. The end of the battle will be noted on the battle page, and the winning hArmy's name will move forward in the bracket. When a hArmy is defeated, their hArmy email address at silverladder.com will disappear. Why? Dead pigs don't email people!
As rounds progress, new elements may be introduced to the game, such as random chance cards revealed to each hArmy prior to each turn. These cards may do things like increase the success of attacks, lessen the success of attacks, freeze hArmies for their turn, offer special attacks, etc. IF and when these elements are introduced, they will be done so fairly and consistently, so each team involved gets the same opportunity to use them. This is not the same as power-ups, however. Power ups may come in many forms, and will not be handed out evenly. They must be discovered. The prime example of this is a power-up that was hidden in the "Gravy" section of the HaMWaR site. Piglet of Propaganda discovered it, followed the instructions, and earned an additional 5 (five) soldiers to be added on to her hArmy for her first round battle. Power-ups may be hidden, encrypted, etc. They may be somewhere other than on the site. There will be little rhyme or reason to them. Expect some randomness.
If there is something in these rules that fails to make sense to you, or you feel something has not been adequately explained, please email piginabeard@silverladder.com and let him know.

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After the attacking hArmy has submitted its attack selection for its current turn (but prior to the dice roll), one of 64 chance cards will be selected. These chance cards do a variety of things, some of which help the attacking hArmy, some of which hurt the attacking hArmy. The dice will then be rolled to see if the selected attack is successful, unless the chance card selected is one that affects the attacking hArmy's turn (i.e. a "lost turn" card). The content of the chance card and its effect on the current attack will be listed on the battle page, and is a new addition to the battle page (which previously just listed each selected attack and its result).The content of all 64 chance cards will not be revealed until all 64 have been played once and the deck is due to be shuffled and used again. By then, the fighting hArmies will have seen the various results of the chance cards. After the entire deck has been used once, a list of the chance cards will be displayed here to satisfy the curious. Chance cards will continue to be used throughout round 2 prior to every single attack. The deck will continue to be shuffled as necessary (each time all 64 cards have been used again).
Please pay attention to the battle page.
The only other change for R2 involves failure to CC: Pig InABeard or your opponent when sending in your attack email. If you fail to CC: (NOT BCC!) either Pig InABeard or your opponent when sending in your attack email, you will be penalized. The first time, you will lose five solders. The second time, you will lose 10. The third time, you will lose 15. It will continue to go up in increments of five. This is a very basic thing. Please try to not let it happen.
Please do not send in an attack in advance of your turn. Pig InABeard does not need his inbox cluttered. He is a confused pig enough already.
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Lieutenant PorkRind (+15 soldiers for being one of the hArmy leaders to respond to the "Bacon Will One Day Rule The Earth" voicemail mission)Major PorkChop (+10 soldiers for being one of the winners of the trivia mission run by Ghost Of Pig InADress)
Bacon Spy (+5 soldiers for being the sole hArmy leader to respond to the "Ham Forever" voicemail mission)
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1. Damage x4
2. Damage x3
3. Damage x3
4. Damage x4
5. Damage x2
6. Damage x2
7. Damage x2
8. Damage x2
9. Damage x2
10. Damage x2
11. Damage x2
12. Damage x2
13. If attack fails, attacker loses 20 soldiers
14. If attack fails, attacker loses 15 soldiers
15. If attack fails, attacker loses 15 soldiers
16. If attack fails, attacker loses 10 soldiers
17. If attack fails, attacker loses 10 soldiers
18. If attack fails, attacker loses 10 soldiers
19. If attack fails, attacker loses 10 soldiers
20. If attack fails, attacker loses 5 soldiers
21. If attack fails, attacker loses 5 soldiers
22. If attack fails, attacker loses 5 soldiers
23. If attack fails, attacker loses 5 soldiers
24. If attack fails, attacker loses 5 soldiers
25. Attacker loses turn
26. Attacker loses turn
27. Attacker loses turn
28. Attacker loses turn
29. Attacker loses turn
30. Attacker loses turn
31. Attacker loses turn
32. Attacker loses turn
33. Attacker loses turn
34. Attacker loses turn
35. Attacker loses turn
36. Attacker loses turn
37. Attacker gets an extra turn
38. Attacker gets an extra turn
39. Attacker gets an extra turn
40. Attacker gets an extra turn
41. Attacker gets an extra turn
42. Attacker gets an extra turn
43. Attacker gets an extra turn
44. Attacker gets an extra turn
45. Attacker gets an extra turn
46. Attacker gets an extra turn
47. Attacker gets an extra turn
48. Attacker gets an extra turn
49. Explosion kills 5 soldiers from each side
50. Both sides get trench hoof and lose 5 soldiers
51. Ten new recruits join attacking hArmy
52. Ten new recruits join enemy hArmy
53. Explosion kills 5 soldiers from attacking hArmy
54. Bees attack enemy, killing 5 soldiers
55. Attacking hArmy gets bogged down in the mud and loses three turns in a row
56. Ghost of PigInADress haunts attacking hArmy's base. 5 soldiers abandon the hArmy
57. If attack succeeds, extra enemy are killed. Number of extra kills is determined by rolling pair of dice.
58. Bad slop makes attacking hArmy sick. 10 soldiers die.
59. Bad slop make enemy hArmy sick. 10 soldiers die.
60. Allies send 20 soldiers to help attacking hArmy
61. Enemy's allies send 20 soldiers to help them
62. Massive explosion kills 20 soldiers from each hArmy
63. Explosion at enemy base kills 5 enemy soldiers
64. Coin flip. If coin is tails and attack succeeds, attack damage is multiplied x5.