The goal of this cube is to be able to construct a bona fide commander deck after the draft; i.e.: a 100-card singleton deck helmed by a commander (or commanders) following color identity deck construction rules.
The cube has no house rules when drafting, deck construction, or when playing. You are playing multiplayer commander. The cube is ideally drafted with either 4 players for a 4-player game or 8 players for 2 simultaneous 4-player games.
The cube is drafted like Commander Masters:
There are 5 rounds in the draft. Each 20-card booster pack is seeded with:
[This is the default option when drafting this cube on CubeCobra.]
After the draft, players can choose any number of basic lands (including Wastes) to complete their deck, just as with any other limited environment.
Any heroes and conspiracies drafted do not count towards your deck, just as when drafting Conspiracy or playing against challenge decks. So you could have 100 cards in your deck plus any number of heroes and/or conspiracies (that follow the deck's color identity) to start on the battlefield and in the command zone, respectively.
Any companions in your sideboard must be identified as your companion at the beginning of the game, should your deck qualify for using it as your companion (and it complies with your deck's color identity). Per the companion rules, only one companion can be chosen even if your deck qualifies for multiple.
Any draft-matters cards function just as they would in any draft environment (chaos, conspiracy, etc.) and any effects that mention adding additional Magic booster packs to the draft do so from unused packs from the cube.
Any effect referring to outside of the game is referring to your sideboard, which will be any and all cards you drafted that are not in your starting deck. This means that "wish effects" work in commander games played with this cube since it is a limited environment and not constructed. Any effects that mention getting Magic booster packs will get any unused packs from the cube.