Basically, the Advanced rules were used, with no optional rules, unless both players agreed.
There are three session reports at the WBC website:
All the games were 10 turn scenarios.
The “rule of 7”, was used to minimise luck:
The sum of your marches die roll and your recruiting die roll in a month is always seven. As all scenarios start with a 1 for marches for both sides, things get bloody quickly.
In 1999 and 2000, they tried to follow the campaign game over the rounds – in other words, 1861 for the first round, 1862 in the second round, 1863 in the semis and 1864 in the final.
In 2001 they abandoned this in favour of the 1861 scenario throughout as it had proved the most balanced.
By 2001, there were concerns that the short scenario favoured the Confederates, as they can play suicidally on the last turn:
A possible addition to next year’s tournament would be a variable ending chit for the scenario, preventing the Confederate player from end-gaming the situation and picking up easy cities with no chance of retaliation, as the Confederate always has the last player turn. In this possible tournament addition, the Confederate player rolls to end the game on turn 9 (33% chance) then again on turn 10 (67% chance) and finally on turn 11 (100% chance).
I’ll give this ruleset a try, once we are up to trying the Advanced Rules.
I crossposted this to the Geek.