Over the Line - Continental Champions Cup
Over the Line - Continental Champions Cup
A fictional take on European club rugby, built for the Over the Line tabletop system. 24 clubs across six made-up rugby nations, drawn into four pools of six. Top four from each pool advance to a knockout round of 16, seeded across the whole field.
This is a self-contained tournament. No real-world season to replay. No standings to argue with. Just a complete fictional first season with everything you need to run it from kickoff to trophy lift.
What's inside:
- ATK / DEF / KICK ratings for all 24 clubs (4 tiers, 5 fictional rugby nations represented)
- Tournament format, qualification and tiebreakers
- Complete pool stage draw (Pools A through D)
- Pool previews and storylines for each group
- Knockout bracket layout (Round of 16 through Final)
- Match Day Conditions Table - 1d20 for weather, crowd, pitch state
- Travel Fatigue Rule - cross-continental fixtures hit visiting sides
- Random Team Selector - 1d100 to pick teams for events
- Pool Stage Drama Table - 1d10 between-rounds events
- Knockout Pressure Flavour Table - 1d10 read-aloud commentary
- Optional rule: More Penalties (Wider Up scoring band)
- Campaign Rules: Champion's Price, Squad Evolution, End of Dynasty Table, Stat Cap, League Refresh, Roll of Honour
- Blank pool standings sheets and knockout bracket sheet
- Ruled house rules page
The campaign system is built so dynasties end naturally. Winning the title forces a 1d6 loss roll. Heavyweight teams cannot grow through evolution. Sustained success triggers an End of Dynasty regression. After 20 fictional seasons, no team should appear on the roll of honour more than 3 or 4 times.
A pool stage match takes 20 minutes. A complete fictional season fits inside a long weekend.
This pack requires the Over the Line core rules.