It's not up to me, the way I see it you can agree to fight under T1E rules and Innue can deal with any disputes, and if Divinity still wishes to resign then it's your victory. Provided Rilla accepts that this is a ranked fight, which is a big if, in my opinion. I would advise just asking Innue to make a decision on how to proceed in regards to the rules, I -think- I might understand what you're arguing for in regards to the preps effecting your runes. I believe you're saying you want to put down up to two runes and have one prep mature in the first, and the second in the second. This comes back to what I said about getting Divinity to agree to you being able to have multiple different prepped runes at once, so long as the one prep per turn rule is adhered to, which I believe you should probably be able to do because runes are a bit weird, but T1E has no contingency for rune users so it would require a rework. To clarify, in that scenario though your first rune would be ready for use by the second turn, but your second rune would not. Also, something which had occurred to me that would impact the prep system is that the 'interrupt' phase is based off how long it takes to carry out your preparation, so your time spell would still have an impact on that but shortening it. For example, if it usually took two seconds to cast a spell, it might take one instead. My character Metz has that in play as all his spells take a certain length of time to cast, but the cast time can be shortened with certain mana types. Therefore, with your time spell active the length of time Divinity has to interrupt is shortened, so you still gain an advantage. That's just my take on it, it's still a big request though. Having multiple prepped abilities on the field you can activate at once is a powerful advantage, but perhaps it is offset by the visibility of the runes and their specific natures.