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+---
+translationKey: microwg
+---
+
+# MicroWarGear Ruleset
+
+MicroWargears are constructed in version 1.20.
+
+## Dimensions
+
+Max. 7 blocks deep
+Max. 7 blocks wide
+Max. 7 block high
+
+A MicroWarGear may extend at most 7 blocks into every direction.
+Shield related technology may be activated from any place within the MicroWarGear.
+
+## Materials
+
+Blocks used in MicroWarGear construction must not exceed a blast resistance of 9.
+Inventory blocks must not contain items other than flowers, honey bottles and horse armor.
+Chests, shulker boxes and barrels may contain TNT.
+Dispensers may only individually contain either one stack of fire charges or one stack of basic arrows.
+No more than 8 dispensers may be installed.
+
+The following materials may not be used for construction: all saplings, minecraft:ice, nether portals, lava, waterlogged leaves and roots, TNT (pre-installed), any non-block entities.
+Water may only be used within cannons and only to prevent damaging your gear.
+
+## Cannons
+
+Every MicroWarGear must have at least one functioning cannon.
+A cannon is a continuous redstone contraption which is able to damage the opponent using primed TNT.
+A TNT-cannon is the only place within a MicroWarGear where water may be placed and only if it does not leave the cannon or form water-shields.
+Furthermore a cannon may not intentionally damage itself.
+A cannon may at most shoot 8 projectiles at once.
+Additionally, a single main-cannon can be installed, which may shoot up to 12 projectiles.
+
+## Command Bridge
+
+A MicroWarGear must contain a command bridge, either in the form of a clearly distinguishable room, open air command bridge or crawlspace command bridge.
+The command bridge must be separated from the rest of the MicroWarGear by doors, fence gates, trapdoors or pistons.
+
+A command bridge must adhere to the following conditions:
+- At least 25 m² (1 block = 1 meter)
+- A window through which the opponent is visible directly (not required for open air command bridges)
+- Controls for at least 2 headlights that are visible from the opponent's position
+- These controls must save their state until manually activated again
+- The command bridge must be the only place where dispensers may be activated, which aim at the opponent
+
+## Design
+
+MicroWarGears must have a visual design.
+The outermost layer of a MicroWarGear must have a blast resistance of at most 6.
+It is expected that there is a continuous design structure across the entire front of the MicroWarGear.
+At least 2 different kinds of blocks must be used in a design (not counting redstone components).
+A "continuous design structure" means, that no substantial surface areas have too little or no depth to them.
+Depth variation may also be achieved using walls or stairs.
+
+## Bug-Using
+
+The duplication of any blocks or entities is forbidden.
+Excessive use of blocks that are replaced by the tech hider is also forbidden.
+
+## Definitions
+
+### Projectile
+
+A projectile is any primed TNT entity, which leaves the extension limits of a MicroWarGear (7 blocks) towards the opponent.
+
+### Propellant
+
+A propellant is any primed TNT entity, which by exploding accellerates projectiles towards the opponent.
+The propellant of any one cannon must only affect projectiles of that same cannon.
+
+## Hidden Blocks (Replaced with Endstone)
+
+- WATER
+- NOTE_BLOCK
+- POWERED_RAIL
+- DETECTOR_RAIL
+- PISTON
+- PISTON_HEAD
+- STICKY_PISTON
+- TNT
+- CHEST
+- TRAPPED_CHEST
+- REDSTONE_WIRE
+- STONE_PRESSURE_PLATE
+- IRON_DOOR
+- OAK_PRESSURE_PLATE
+- SPRUCE_PRESSURE_PLATE
+- BIRCH_PRESSURE_PLATE
+- JUNGLE_PRESSURE_PLATE
+- ACACIA_PRESSURE_PLATE
+- DARK_OAK_PRESSURE_PLATE
+- REDSTONE_TORCH
+- REDSTONE_WALL_TORCH
+- REPEATER
+- BREWING_STAND
+- TRIPWIRE_HOOK
+- TRIPWIRE
+- HEAVY_WEIGHTED_PRESSURE_PLATE
+- LIGHT_WEIGHTED_PRESSURE_PLATE
+- COMPARATOR
+- REDSTONE_BLOCK
+- HOPPER
+- ACTIVATOR_RAIL
+- DROPPER
+- SLIME_BLOCK
+- OBSERVER
+- HONEY_BLOCK
+- LEVER
+- SCULK_SENSOR
+- POLISHED_BLACKSTONE_PRESSURE_PLATE
+- MANGROVE_PRESSURE_PLATE
+- CRIMSON_PRESSURE_PLATE
+- WARPED_PRESSURE_PLATE
+
+## The Contents of the Following Blocks Are Also Hidden
+
+- SIGN
+- DISPENSER
+- CHEST
+- TRAPPED_CHEST
+- FURNACE
+- BREWING_STAND
+- HOPPER
+- DROPPER
+- SHULKER_BOX
+- JUKEBOX
+- COMPARATOR
+
+
+
+Whether or not a MicroWarGear is rules compliant is up to the examiners.
diff --git a/src/content/rules/en/miniwargear.md b/src/content/rules/en/miniwargear.md
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+---
+translationKey: mwg
+mode: MiniWarGear
+---
+
+# MiniWarGear-Ruleset
+
+MiniWarGears are constructed in version 1.20.
+
+## Dimensions
+
+- Max. 20 blocks deep (+ 1 block for design on each side) (22)
+- Max. 35 blocks wide (+ 1 block for design on each side) (37)
+- Max. 26 blocks high
+
+A MiniWarGear may extend at most 7 blocks into every direction.
+All shield related technology may only be activated from within the command bridge.
+
+## Materials
+
+Blocks used for the construction of a MiniWarGear must not exceed a blast resistance of 9.
+A maximum of 120 TNT may be pre-installed.
+Inventory blocks must not contain items other than flowers, honey bottles or horse armor.
+Dispensers may only individually contain either one stack of fire charges or one stack of basic arrows.
+No more than 16 dispensers may be installed.
+
+The following materials may not be used for construction: all saplings, minecraft:ice, nether portals, lava, waterlogged leaves and roots, TNT (pre-installed), any non-block entities.
+Water may only be used within cannons and only to prevent damaging your gear.
+
+## Cannons
+
+A cannon is a continuous redstone contraption which is able to damage the opponent using primed TNT.
+A TNT-cannon is the only place within a MiniWarGear where water may be placed and only if it does not leave the cannon or form water-shields.
+Furthermore a cannon may not intentionally damage itself.
+A cannon may at most shoot 8 projectiles at once.
+Additionally, a single main-cannon can be installed, which may shoot up to 12 projectiles.
+The main-cannon must be a manual cannon.
+
+A MiniWarGear may be equipped with up to 9 cannons.
+It is forbidden to try to pass off multiple cannons as a single one.
+It is also forbidden to try to pass off a single cannon as multiple.
+Whether or not this is the case is up to the examiners and fight-judges.
+
+Manual cannons are TNT-cannons, which require manual loading.
+They may not be pre-loaded at the time of construction.
+Furthermore manual cannons may fire up to three individual times after being loaded once.
+All projectils of a manual cannon which is able to fire multiple times like this must be launched from the exact same launch-point.
+That launch-point is defined by the first shot of a salve the cannon performs.
+
+Automatic cannons are TNT-cannons which can fire at least 5 individual times, without being manually loaded.
+They must be pre-loaded at the time of construction.
+To qualify for being allowed to be pre-loaded the cannon must fire at least 5 times.
+All projectils of an automatic cannon must be launched from the exact same launch-point.
+The first 5 shots of an automatic cannon must have the exact same number of projectiles.
+After the 6th shot the amount of projectiles may decrease, and must not increase.
+Between individual shots of an automatic cannon must be at least 4 seconds of delay (40 redstone ticks, 80 game ticks).
+A MiniWarGear may be equipped with up to two automatic cannons.
+
+## Brücke
+
+A MiniWarGear must feature a command bridge in the form of a clearly distinguishable room.
+The command bridge must be separated from the rest of the MiniWarGear by doors, fence gates, trapdoors or pistons.
+
+A command bridge must adhere to the following conditions:
+
+- At least 25 m² (1 block = 1 meter)
+- A periodic, acoustic (note block / bell) and optical damage sensor
+- A window through which the opponent is visible directly
+- Controls for at least 4 headlights that are visible from the opposing position
+- Controls for automatic cannons (if any are installed)
+- Controls for shield technology (if there is any)
+- The command bridge is the only place where dispensers which aim at the opponent may be controlled
+
+## Design
+
+MiniWarGears must (besides at least one cannon) feature a visual design.
+The outermost layer of a MiniWarGear must only have a blast resistance of at most 6.
+It is expected that there is a continuous design structure across the entire front of a MiniWarGear.
+At least 2 different kinds of blocks must be used in a design (not counting redstone components).
+A "continuous design structure" means, that no substantial surface areas have little to no depth.
+Depth variation may also in part be achieved using walls or stairs, but this should not be overused.
+Whether or not this is the case is up to the examiner.
+
+## Bug-Using
+
+The creation of TNT in a MiniWarGear is forbidden.
+
+Excessive use of blocks which are hidden by the tech-hider is also forbidden.
+
+## Definitions
+
+### Projectile
+
+A Projectile is any primed TNT entity, which is accelerated by propellant.
+Furthermore a projectile is any primed TNT entity, which leaves the extension limits of a MiniWarGear (7 blocks) towards the opponent.
+
+### Propellant
+
+A propellant is any primed TNT entity, which by exploding accellerates projectiles towards the opposing half of the arena.
+The propellant of any one cannon must only affect projectiles of that same cannon.
+
+## Hidden Blocks (Replaced with Endstone)
+
+- WATER
+- NOTE_BLOCK
+- POWERED_RAIL
+- DETECTOR_RAIL
+- PISTON
+- PISTON_HEAD
+- STICKY_PISTON
+- TNT
+- CHEST
+- TRAPPED_CHEST
+- REDSTONE_WIRE
+- STONE_PRESSURE_PLATE
+- IRON_DOOR
+- OAK_PRESSURE_PLATE
+- SPRUCE_PRESSURE_PLATE
+- BIRCH_PRESSURE_PLATE
+- JUNGLE_PRESSURE_PLATE
+- ACACIA_PRESSURE_PLATE
+- DARK_OAK_PRESSURE_PLATE
+- REDSTONE_TORCH
+- REDSTONE_WALL_TORCH
+- REPEATER
+- BREWING_STAND
+- TRIPWIRE_HOOK
+- TRIPWIRE
+- HEAVY_WEIGHTED_PRESSURE_PLATE
+- LIGHT_WEIGHTED_PRESSURE_PLATE
+- COMPARATOR
+- REDSTONE_BLOCK
+- HOPPER
+- ACTIVATOR_RAIL
+- DROPPER
+- SLIME_BLOCK
+- OBSERVER
+- HONEY_BLOCK
+- LEVER
+- SCULK_SENSOR
+- POLISHED_BLACKSTONE_PRESSURE_PLATE
+- MANGROVE_PRESSURE_PLATE
+- CRIMSON_PRESSURE_PLATE
+- WARPED_PRESSURE_PLATE
+
+## The Contents of the Following Blocks Are Also Hidden:
+
+- SIGN
+- DISPENSER
+- CHEST
+- TRAPPED_CHEST
+- FURNACE
+- BREWING_STAND
+- HOPPER
+- DROPPER
+- SHULKER_BOX
+- JUKEBOX
+- COMPARATOR