2007-06-20 to 2007-09-20
| Old section (2007-06-20) | New section (2007-09-20) |
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| 1. GENERAL PHILOSOPHY [Definition] [Click to view this change only.] | |
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1. GENERAL PHILOSOPHY [Definition] Judges at tournaments are to be neutral arbiters and enforcers of policy and rules. Judges should not intervene in games unless a rules violation occurs, they believe a rules violation may have occurred, a player has a concern or question, or to prevent a situation from escalating. Judges do not stop play errors from occurring, but deal with rules issues, penalize those who violate rules or policy, and promote fair play and sporting conduct by example and diplomacy. All players are treated equally according to the guidelines of an event's Rules Enforcement Level (REL). Knowledge of a player's history does not influence the recognition of an infraction or the application of penalties, though it may affect the manner of an investigation. The REL of an event defines what is expected from a player regarding their rules and policy knowledge and technical play skill. Treating a player differently because they once played in a Professional event would mean holding each player to a different standard and would produce inconsistent rulings that depended on the judge's familiarity with the player. Professionals should be able to play in Regular REL events without being held to a higher technical level of play against less-experienced opponents who may not be as familiar with the rules. The purpose of a penalty is to educate the player not to make similar mistakes in the future. This is done through both an explanation of where the rules or policies were violated and a penalty to reinforce the education. Penalties are also for the deterrence and education of every other player in the event. A penalty should not be deviated from for the purpose of education or because a player did not realize that what they were doing was incorrect. Infractions are also used to track player behavior over time. The level of penalty an infraction carries is based on these factors: * The amount of disruption it causes (time and people affected) in discovering, investigating, and resolving the issue. * The potential for abuse (or risk of being exposed). * The Rules Enforcement Level of the tournament. * Repeated offenses by the player within the tournament. Only the Head Judge is authorized to issue penalties that deviate from these guidelines. The Head Judge should not deviate from this guide's procedures except in significant and exceptional circumstances. Significant and exceptional circumstances are rare — a table collapses, a booster contains miniatures from a different set — or a situation that has no applicable philosophy for guidance. The Rules Enforcement Level, round of the tournament, age or experience-level of the player, desire to educate the player, and certification level of the judge are NOT exceptional circumstances. If another judge feels deviation is appropriate, he or she should consult with the Head Judge. Judges should be seen as a benefit to the players, helping to ensure the consistent and fair running of a tournament. Players should be encouraged to use judges as needed, and should not be afraid to call a judge if they feel one is required. If a player commits an offense, realizes it and calls a judge over immediately before they could potentially benefit from the offense, the Head Judge has the option to downgrade the penalty without it being considered a deviation, though they should still follow any procedure recommended to fix the error. For example, a player offers his deck to his opponent and while cutting his opponent's deck discovers that a card that should be in his deck is in a previously removed from game pile. If he calls the judge over immediately, the Head Judge may choose to issue a Warning rather than a Game Loss. All infractions in this document (with the exception of the Cheating and Unsporting Conduct sections) presume the offense is unintentional. If a judge believes an offense was intentional, the infraction should be Cheating or Unsporting Conduct |
1. GENERAL PHILOSOPHY [Definition] Judges at tournaments are to be neutral arbiters and enforcers of policy and rules. Judges should not intervene in games unless a rules violation occurs, they believe a rules violation may have occurred, a player has a concern or question, or to prevent a situation from escalating. Judges do not stop play errors from occurring, but deal with rules issues, penalize those who violate rules or policy, and promote fair play and sporting conduct by example and diplomacy. All players are treated equally according to the guidelines of an event's Rules Enforcement Level (REL). Knowledge of a player's history does not influence the recognition of an infraction or the application of penalties, though it may affect the manner of an investigation. The REL of an event defines what is expected from a player regarding their rules and policy knowledge and technical play skill. Treating a player differently because they once played in a Professional event would mean holding each player to a different standard and would produce inconsistent rulings that depended on the judge's familiarity with the player. Professionals should be able to play in Regular REL events without being held to a higher technical level of play against less-experienced opponents who may not be as familiar with the rules. The purpose of a penalty is to educate the player not to make similar mistakes in the future. This is done through both an explanation of where the rules or policies were violated and a penalty to reinforce the education. Penalties are also for the deterrence and education of every other player in the event. A penalty should not be deviated from for the purpose of education or because a player did not realize that what they were doing was incorrect. Infractions are also used to track player behavior over time. The level of penalty an infraction carries is based on these factors: * The amount of disruption it causes (time and people affected) in discovering, investigating, and resolving the issue. * The potential for abuse (or risk of being exposed). * The Rules Enforcement Level of the tournament. * Repeated offenses by the player within the tournament. Only the Head Judge is authorized to issue penalties that deviate from these guidelines. The Head Judge should not deviate from this guide's procedures except in significant and exceptional circumstances. Significant and exceptional circumstances are rare — a table collapses, a booster contains miniatures from a different set — or a situation that has no applicable philosophy for guidance. The Rules Enforcement Level, round of the tournament, age or experience-level of the player, desire to educate the player, and certification level of the judge are NOT exceptional circumstances. If another judge feels deviation is appropriate, he or she should consult with the Head Judge. Judges should be seen as a benefit to the players, helping to ensure the consistent and fair running of a tournament. Players should be encouraged to use judges as needed, and should not be afraid to call a judge if they feel one is required. If a player commits an offense, realizes it and calls a judge over immediately and before they could potentially benefit from the offense, the Head Judge has the option to downgrade the penalty without it being considered a deviation, though they should still follow any procedure recommended to fix the error. For example, a player offers his deck to his opponent and while cutting his opponent's deck discovers that a card that should be in his deck is in a previously removed from game pile. If he calls the judge over immediately, the Head Judge may choose to issue a Warning rather than a Game Loss. All infractions in this document (with the exception of the Cheating and Unsporting Conduct sections) presume the offense is unintentional. If a judge believes an offense was intentional, the infraction should be Cheating or Unsporting Conduct |
| 10. DEFINITION OF RULES ENFORCEMENT LEVEL (REL) [Definition] [Click to view this change only.] | |
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10. DEFINITION OF RULES ENFORCEMENT LEVEL (REL) [Definition] Rules Enforcement Level is a means to communicate to the players and judges what expectations they can have of the event in terms of rigid rules enforcement, technically correct play, and procedures used. The REL of an event should increase based on the prizes awarded and the distance a player may be expected to travel. People who travel further are often more competitive and are likely to desire correctness over fun. The REL of the event should reflect this. The penalties in this guide already take into account the REL of the event and as such judges should not deviate from this guide based on a perceived "lower REL". Regular Regular events are focused on fun and social aspects, not enforcement. Most tournaments are run at this level unless they offer sizeable prizes or invitations. Some Junior tournaments may also be run at this level even if they do offer sizeable prizes or invitations. Players are expected to know most of the game rules, may have heard of policy and what is "really bad", but generally play in a fashion similar to the way they do at home. Players are still responsible for following the rules, but the penalties tend to be less severe, * These events do not require deck verification. * These events do not require certified judges. Competitive Competitive events are those with significant cash prizes, pro points, and/or invitations awarded to Professional events. Players are expected to know the game's rules - but not to a technically detailed level - and be familiar with the policies and procedures, but unintentional errors are not punished severely. These are events that protect the interests of all players by providing event integrity while also recognizing that not all players are intimately familiar with Professional-level event structure, proper procedures, and rules. * These events use a certified judge and almost always use deck verification procedures. * The highest-level certified judge available should be on staff. * These events may require a few staff or judges in support. Professional Professional level events offer large cash awards, prestige, and other benefits that draw players from great distances. These events hold players to a higher standard of behavior and technically correct play than Competitive events. Offenses will often receive a harsher penalty, even for minor errors. * These events use a certified judge and use deck verification procedures. * The highest-level certified judge available should be on staff. * These events will use several certified judges in support. |
10. DEFINITION OF RULES ENFORCEMENT LEVEL (REL) [Definition] Rules Enforcement Level is a means to communicate to the players and judges what expectations they can have of the event in terms of rigid rules enforcement, technically correct play, and procedures used. The REL of an event should increase based on the prizes awarded and the distance a player may be expected to travel. People who travel further are often more competitive and are likely to desire correctness over fun. The REL of the event should reflect this. The penalties in this guide already take into account the REL of the event and as such judges should not deviate from this guide based on a perceived "lower REL". Regular Regular events are focused on fun and social aspects, not enforcement. Most tournaments are run at this level unless they offer sizeable prizes or invitations. Some Junior tournaments may also be run at this level even if they do offer sizeable prizes or invitations. Players are expected to know most of the game rules, may have heard of policy and what is "really bad", but generally play in a fashion similar to the way they do at home. Players are still responsible for following the rules, but the penalties tend to be less severe. * These events do not require deck verification. * These events do not require certified judges. Competitive Competitive events are those with significant cash prizes, pro points, and/or invitations awarded to Professional events. Players are expected to know the game's rules - but not to a technically detailed level - and be familiar with the policies and procedures, but unintentional errors are not punished severely. These are events that protect the interests of all players by providing event integrity while also recognizing that not all players are intimately familiar with Professional-level event structure, proper procedures, and rules. * These events use a certified judge and almost always use deck verification procedures. * The highest-level certified judge available should be on staff. * These events may require a few staff or judges in support. Professional Professional level events offer large cash awards, prestige, and other benefits that draw players from great distances. These events hold players to a higher standard of behavior and technically correct play than Competitive events. Offenses will often receive a harsher penalty, even for minor errors. * These events use a certified judge and use deck verification procedures. * The highest-level certified judge available should be on staff. * These events will use several certified judges in support. |
| 20. DEFINITION OF PENALTIES [Definition] [Click to view this change only.] | |
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20. DEFINITION OF PENALTIES [Definition] Caution A Caution is a verbal admonition to a player. This is the lightest penalty that can be given. Cautions are used in situations of minor incorrect play or disruption where a quick word can easily correct the behavior or situation. It is also used for common mistakes in Regular events where the potential for advantage is low. No extra time should be required for a Caution, as any Caution that takes more than a few moments to resolve should be upgraded to a Warning. A Caution should be noted for the duration of the tournament in case of repeated offense, but does not need to be reported to the DCI. The word "caution" does not need to be used in issuing this penalty. Any verbal admonition to a player, even if it is not made clear to the player that an official Caution has been issued, should be considered a Caution for purposes of upgrading repeated infractions. Warning A Warning is an officially tracked penalty. Warnings are used in situations of incorrect play when a small amount of time is needed to implement the corrective procedure. The purpose of a Warning is to alert judges and players involved that a problem has occurred and to keep a permanent record of the infraction in the DCI Penalty Database. A time extension should be issued if the ruling has taken more than a minute. Game Loss A Game Loss is issued in situations where the procedure to correct the offense takes a significant amount of time that may slow the entire tournament, causes significant disruption to the tournament, or renders the game impossible to continue due to physical damage. It is also used for some infractions that have a higher probability for a player to gain advantage. A Game Loss ends the current game immediately and the player who committed the infraction is considered to have lost the game for the purpose of match reporting. The player receiving a Game Loss chooses whether to play or draw, if applicable, in the next game of that match. If a Game Loss is issued before the match begins, neither player in that match may use sideboards (if the tournament uses them) for the first game they play. Game Losses should be applied to the game in which the offense occurred unless the players have completed that game or the tournament is between rounds, in which case the loss should be applied to the player's next game. If a player receives a Game Loss at the same time their opponent receives a Match Loss, the Game Loss should be carried over into the next round. Players will still receive a Game Loss if they drop from the tournament. Some tournaments feature one-game matches, which make a Game Loss equivalent to a Match Loss. In Swiss rounds, unless otherwise specified (such as Tournament Error — Tardiness), apply a Match Point penalty for the first offense instead, and follow any instructions to continue the game. Match Point A Match Point penalty is a one-point loss assessed against a player's total match points for the tournament. They are used to replace a Game Loss in matches during Swiss rounds that consist of a single game. Match Point penalties should never be used except as detailed in this guide and never for repeated offenses. Judges should never deviate from the Penalty Guide to assign a Match Point penalty. Doing so may result in a DCI investigation of the official. In instances where a Match Point penalty is called for, but the game cannot be continued for physical reasons, issue a Game Loss penalty instead. Match Point penalties require use of DCI Reporter 3.0 or greater. When this penalty is applied, DCI Reporter will place an (*) next to the player's name. Events not using DCI Reporter 3.0 or greater should issue a Game Loss penalty instead. Match Loss A Match Loss is a severe penalty that is usually the result of repeated offenses. Match Losses should be applied to the match in which the offense occurred unless the players have completed that match or the tournament is between rounds, in which case the loss should be applied to the player's next round. Players will still be issued a Match Loss penalty if they drop from the tournament, though they won't be paired for the next round. Disqualification A Disqualification is issued for activity that damages the integrity of a tournament as a whole or for severe unsporting conduct. It may also be applied when a player is unable to continue in a tournament (due to losing portions of their deck, for example) but refuses to drop from the tournament. The recipient of a Disqualification does not need to be a player in the tournament. He or she may be a spectator or other bystander. If this happens, they should be entered into the tournament in DCI Reporter so that they may be disqualified and reported to the DCI. Disqualification can occur without proof of action so long as the Head Judge determines sufficient information exists to believe the tournament's integrity may have been compromised. It is recommended that the Head Judge's report to the DCI reflect this fact. When this penalty is applied, the player loses his or her current match and is dropped from the tournament. Players will still receive whatever prizes they had earned before the disqualification unless they were disqualified without prize. A player disqualified without prize receives no prize and no awards (such as pro points, event invitations, etc.). If a player has already received prizes at the time they are disqualified without prize, that player may keep whatever prizes he or she has received but does not receive any additional prizes or awards they may be due. For Competitive and Professional events the Head Judge must report all Disqualifications without prize to the DCI Investigations Manager. At Regular events only Unsporting Conduct disqualifications must be reported to the DCI Investigations Manager, though the disqualification should be entered into DCI Reporter as usual. When a player is disqualified without prize during a tournament, they are removed from the tournament and do not take up a place in the standings. This means that all players in the tournament will advance one spot in the standings and are entitled to any prizes the new standing would offer. If the Disqualification without prize takes place after a cut is made, no additional players advance in place of the disqualified player although they do move up a spot in the standings. For example, if a player is disqualified without prize during the quarterfinal round of a Pro Tour Qualifier, the former 9th place finisher does not advance into the single elimination top 8, but they do move into 8th place in the standings. Reports for the DCI Investigations Manager should be submitted via the Judge Center: http://judge.wizards.com. |
20. DEFINITION OF PENALTIES [Definition] Caution A Caution is a verbal admonition to a player. This is the lightest penalty that can be given. Cautions are used in situations of minor incorrect play or disruption where a quick word can easily correct the behavior or situation. It is also used for common mistakes in Regular events where the potential for advantage is low. No extra time should be required for a Caution, as any Caution that takes more than a few moments to resolve should be upgraded to a Warning. A Caution should be noted for the duration of the tournament in case of repeated offense, but does not need to be reported to the DCI. The word "caution" does not need to be used in issuing this penalty. Any verbal admonition to a player, even if it is not made clear to the player that an official Caution has been issued, should be considered a Caution for purposes of upgrading repeated infractions. Warning A Warning is an officially tracked penalty. Warnings are used in situations of incorrect play when a small amount of time is needed to implement the corrective procedure. The purpose of a Warning is to alert judges and players involved that a problem has occurred and to keep a permanent record of the infraction in the DCI Penalty Database. A time extension should be issued if the ruling has taken more than a minute. Game Loss A Game Loss is issued in situations where the procedure to correct the offense takes a significant amount of time that may slow the entire tournament, causes significant disruption to the tournament, or renders the game impossible to continue due to physical damage. It is also used for some infractions that have a higher probability for a player to gain advantage. A Game Loss ends the current game immediately and the player who committed the infraction is considered to have lost the game for the purpose of match reporting. The player receiving a Game Loss chooses whether to play or draw, if applicable, in the next game of that match. If a Game Loss is issued before the match begins, neither player in that match may use sideboards (if the tournament uses them) for the first game they play. Game Losses should be applied to the game in which the offense occurred unless the players have begun a new game or the tournament is between rounds, in which case the loss should be applied to the player's next game. If a player receives a Game Loss at the same time their opponent receives a Match Loss, the Game Loss should be carried over into the next round. Simultaneous Game Loss penalties should not be deferred just because their application would give one player the match win. It is also acceptable for simultaneous Game Loss penalties to extend a match past the expected number of games if neither player has won a majority. Players will still receive a Game Loss if they drop from the tournament. Some tournaments feature one-game matches, which make a Game Loss equivalent to a Match Loss. In Swiss rounds, unless otherwise specified (such as Tournament Error — Tardiness), apply a Match Point penalty for the first offense instead, and follow any instructions to continue the game. Match Point A Match Point penalty is a one-point loss assessed against a player's total match points for the tournament. They are used to replace a Game Loss in matches during Swiss rounds that consist of a single game. Match Point penalties should never be used except as detailed in this guide and never for repeated offenses. Judges should never deviate from the Penalty Guide to assign a Match Point penalty. Doing so may result in a DCI investigation of the official. In instances where a Match Point penalty is called for, but the game cannot be continued for physical reasons, issue a Game Loss penalty instead. Match Point penalties require use of DCI Reporter 3.0 or greater. When this penalty is applied, DCI Reporter will place an (*) next to the player's name. Events not using DCI Reporter 3.0 or greater should issue a Game Loss penalty instead. Match Loss A Match Loss is a severe penalty that is usually the result of repeated offenses. Match Losses should be applied to the match in which the offense occurred unless the tournament is in a new round, in which case the penalty should be applied in the current round. Players will still be issued a Match Loss penalty if they drop from the tournament, though they won't be paired for the next round. Disqualification A Disqualification is issued for activity that damages the integrity of a tournament as a whole or for severe unsporting conduct. It may also be applied when a player is unable to continue in a tournament (due to losing portions of their deck, for example) but refuses to drop from the tournament. The recipient of a Disqualification does not need to be a player in the tournament. He or she may be a spectator or other bystander. If this happens, they should be entered into the tournament in DCI Reporter so that they may be disqualified and reported to the DCI. Disqualification can occur without proof of action so long as the Head Judge determines sufficient information exists to believe the tournament's integrity may have been compromised. It is recommended that the Head Judge's report to the DCI reflect this fact. When this penalty is applied, the player loses his or her current match and is dropped from the tournament. Players will still receive whatever prizes they had earned before the disqualification unless they were disqualified without prize. A player disqualified without prize receives no prize and no awards (such as pro points, event invitations, etc.). If a player has already received prizes at the time they are disqualified without prize, that player may keep whatever prizes he or she has received but does not receive any additional prizes or awards they may be due. For Competitive and Professional events the Head Judge must report all Disqualifications without prize to the DCI Investigations Manager. At Regular events only Unsporting Conduct disqualifications must be reported to the DCI Investigations Manager, though the disqualification should be entered into DCI Reporter as usual. When a player is disqualified without prize during a tournament, they are removed from the tournament and do not take up a place in the standings. This means that all players in the tournament will advance one spot in the standings and are entitled to any prizes the new standing would offer. If the Disqualification without prize takes place after a cut is made, no additional players advance in place of the disqualified player although they do move up a spot in the standings. For example, if a player is disqualified without prize during the quarterfinal round of a Pro Tour Qualifier, the former 9th place finisher does not advance into the single elimination top 8, but they do move into 8th place in the standings. Reports for the DCI Investigations Manager should be submitted via the Judge Center: http://judge.wizards.com. |
| 30. APPLYING PENALTIES [Definition] [Click to view this change only.] | |
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30. APPLYING PENALTIES [Definition] The DCI Penalty Guide applies to every game the DCI sanctions, but certain infractions may not apply to certain games. For example, games that do not have a mulligan rule will not use mulligan-related penalties. Any penalty higher than a Caution should be reported with the tournament report so that a permanent record can be kept in the DCI Penalty Database. Additionally, any penalty of Game Loss or higher should be reported to the Head Judge, and it is recommended that only the Head Judge issue penalties of this nature (with the exception of Tardiness and Deck/Warband Errors). Any time a penalty is issued, the judge must explain to the players involved the infraction, the procedure for fixing the situation, and the penalty. If the Head Judge chooses to deviate from the Penalty Guide, the Head Judge should explain the standard penalty and the reason for deviation. Penalties should always be applied during the round in which they occurred unless the penalty specifies otherwise. Some penalties feature additional procedures to handle the offense beyond the base penalty. These procedures exist to protect officials from accusations of unfairness, bias, or favoritism. If a judge makes a ruling that is consistent with quoted text, then the complaints of a player shift from accusation of unfairness against the judge to accusations of unfairness against the DCI. Deviations from these procedures may raise accusations against the judge from the player(s) involved, or from those who hear about it. These procedures do not, and should not, take into account the game being played, the current situation that the game is in, or who will benefit strategically from the procedure associated with a penalty. While it is tempting to try to "fix" game situations, the danger of missing a subtle detail or showing favoritism to a player (even unintentionally) makes it a bad idea. If a procedure notes a variation is used for "single-game matches" this refers to matches consisting of one game, regardless of the game being played. For example, Dreamblade matches nearly always consist of one game to a match, but the Dreamblade Championship finals could be run as three games to a match. Then, the variation for "single-game matches" should not be used, even though the rest of the rounds may have utilized it. Separate infractions committed or discovered at the same time should be treated as separate penalties, though if the root cause is the same, only the more severe one should be applied. If the first penalty would cause the second one to be inapplicable for the round (such as a Game Loss issued along with a Match Loss), the more severe penalty should be issued first, followed by the lesser penalty in the next round. Some violations of tournament rules will not meet the criteria for any specific penalty. This document deals with those that are common or hold more potential advantage. Many minor offenses that a player can commit are not covered by a specific infraction should be handled initially with a Caution. If repeated, directly instruct the player not to repeat the offense, and handle further offenses as Unsporting Conduct — Major for failing to follow the direct instruction of a tournament official. |
30. APPLYING PENALTIES [Definition] The DCI Penalty Guide applies to every game the DCI sanctions, but certain infractions may not apply to certain games. For example, games that do not have a mulligan rule will not use mulligan-related penalties. Any penalty higher than a Caution should be reported with the tournament report so that a permanent record can be kept in the DCI Penalty Database. Additionally, any penalty of Game Loss or higher should be reported to the Head Judge, and it is recommended that only the Head Judge issue penalties of this nature (with the exception of Tardiness and Deck/Warband Errors). Any time a penalty is issued, the judge must explain to the players involved the infraction, the procedure for fixing the situation, and the penalty. If the Head Judge chooses to deviate from the Penalty Guide, the Head Judge should explain the standard penalty and the reason for deviation. Penalties should always be applied during the round in which they occurred unless the penalty specifies otherwise. Some penalties feature additional procedures to handle the offense beyond the base penalty. These procedures exist to protect officials from accusations of unfairness, bias, or favoritism. If a judge makes a ruling that is consistent with quoted text, then the complaints of a player shift from accusation of unfairness against the judge to accusations of unfairness against the DCI. Deviations from these procedures may raise accusations against the judge from the player(s) involved, or from those who hear about it. These procedures do not, and should not, take into account the game being played, the current situation that the game is in, or who will benefit strategically from the procedure associated with a penalty. While it is tempting to try to "fix" game situations, the danger of missing a subtle detail or showing favoritism to a player (even unintentionally) makes it a bad idea. If a procedure notes a variation is used for "single-game matches" this refers to matches consisting of one game, regardless of the game being played. For example, Dreamblade matches nearly always consist of one game to a match, but the Dreamblade Championship finals could be run as three games to a match. Then, the variation for "single-game matches" should not be used, even though the rest of the rounds may have utilized it. Separate infractions committed or discovered at the same time should be treated as separate penalties, though if the root cause is the same, only the more severe one should be applied. If the first penalty would cause the second one to be inapplicable for the round (such as a Game Loss issued along with a Match Loss), the more severe penalty should be issued first, followed by the lesser penalty in the next round. Some violations of tournament rules will not meet the criteria for any specific infraction. Many minor offenses that a player can commit are not covered by a specific infraction should be handled initially with a Caution. If repeated, directly instruct the player not to repeat the offense, and handle further offenses as Unsporting Conduct — Major for failing to follow the direct instruction of a tournament official. |
| 40. REPEAT OFFENSES [Definition] [Click to view this change only.] | |
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40. REPEAT OFFENSES [Definition] The recommended penalty for the first offense is listed in the "Penalty" portion of each infraction. At Competitive and Professional RELs, unless suggested otherwise in the penalty procedure, the next highest penalty should be awarded for the second offense of the same infraction during the tournament. Penalties at Regular events may be upgraded at the Head Judge's discretion. Penalties continue to be upgraded with further offenses and are upgraded in the following order: Caution — Warning — Game Loss — Match Loss — Disqualification with prize A Match Point penalty is never used for repeat offenses. If a Match Point penalty is issued and the offense is repeated, it should be upgraded to a Match Loss. Disqualifications that are the result of accumulated offenses are with prize. Disqualifications with prize do not require a DQ report to be submitted to the DCI Investigations Manager. |
40. REPEAT OFFENSES [Definition] The recommended penalty for the first offense is listed in the "Penalty" portion of each infraction. At Competitive and Professional RELs, unless suggested otherwise in the penalty procedure, the next highest penalty is normally awarded for the second offense of the same infraction during the tournament. Penalties at Regular events may be upgraded at the Head Judge's discretion. Penalties continue to be upgraded with further offenses and are upgraded in the following order: Caution — Warning — Game Loss — Match Loss — Disqualification with prize A Match Point penalty is never used for repeat offenses. If a Match Point penalty is issued and the offense is repeated, it should be upgraded to a Match Loss. Disqualifications that are the result of accumulated offenses are with prize. Disqualifications with prize do not require a DQ report to be submitted to the DCI Investigations Manager. |
| 50. PLAYER COMMUNICATION [Definition] [Click to view this change only.] | |
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50. PLAYER COMMUNICATION [Definition] Communication between players is essential to the successful play of any game that involves virtual objects or hidden information. While bluffing may be an aspect of games, there need to be clear lines as to what is, and is not, acceptable for players to say or otherwise represent. Officials and highly competitive players should understand the line between bluffing and fraud. This will confirm expectations of both sporting and competitive players during a game. The philosophy of the DCI is that a player should have an advantage due to better understanding of the rules of a game, greater awareness of the interactions in the current game state and superior tactical planning. Players are under no obligation to assist their opponents in playing the game, but may not withhold information about physically unrepresented data that would prevent their opponents from deriving their own view of the game state. Regardless of anything else, players are expected to treat their opponents politely and with respect. Failure to do so may lead to Unsporting Conduct penalties. The Golden Rule of Player Communication: Statements made about the game being played must be truthful (to the best of their knowledge). However, statements do not need to be exhaustive - honest answers with careful omissions or "non-answers" designed to misdirect opponents into making suboptimal¬ - but not illegal - plays are acceptable. The following areas are exceptions to the Golden Rule: * Statements about hidden information do not need to be true in any way. Bluffs involving the content of that hidden information are an integral part of the game. * Statements about a future game state or future action are not required to be true. Whether this statement could be true in the future is irrelevant. * Players are responsible for ensuring that the physical state of the game (tapped status, flipped status, the zone an object is in) is clear at all times. * If a player asks their opponent a question, the opponent usually can decline to answer. If they do choose to answer, then they are expected to adhere to the Golden Rule. * Players must answer completely and honestly specific questions about past game actions taken since the active player's previous turn. * Players must answer completely and honestly specific questions about the game state that cannot be derived from physical representations and/or game actions taken since the active player's previous turn. * If a player does not wish to ask their opponent a question or does not believe they have received the information that they need, they are encouraged to call a judge. Players may not decline to answer questions asked of them by a judge (and their answers must be truthful and complete), but they may ask to answer away from the table. * Players are responsible for being aware of the game state. Judges will not generally assist the player in determining the current game state but can answer questions about the rules, interactions between cards, or the Oracle texts of relevant cards. At Regular REL, the judge may assist the players in understanding the game state in the interest of education. * Players may not use misleading statements to trick their opponent into making illegal plays. Players may not misrepresent to the opponent that an illegal play has occurred. |
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| 51. Shortcuts [Definition] [Click to view this change only.] | |
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51. Shortcuts [Definition] A shortcut is an action taken by players to skip parts of the technical play sequence without explicitly announcing them. Shortcuts are essential for the smooth play of a game, as they allow players to play in a clear fashion without getting bogged down in the minutia of the rules. Most shortcuts involve skipping one or more priority passes to the mutual understanding of all players; if a player wishes to demonstrate or use a new shortcut entailing any number of priority passes, they must be clear where the game state will end up as part of the request. A player may interrupt a shortcut by explaining how they are deviating from it or at which point in the middle they wish to take an action. If the players are confused by the use of a shortcut, they should be backed up to the beginning of the shortcut and no penalty should be issued (though they should be reminded to play more clearly). A player is not allowed to use a previously undeclared shortcut, or to modify an in-use shortcut without announcing the modification, in order to create ambiguity in the game. A player may not request priority and take no action with it. If they decide they do not wish to do anything, the request is nullified and priority is returned to the player that originally had it. Certain conventional shortcuts used in Magic are detailed below. If a player wishes to deviate from these, they should be explicit about doing so. Note that some of these are exceptions to the policy above in that they do cause non-explicit priority passes. * The statement "Go" (and equivalents such as "Your turn" and "Done") moves the turn to that player's end step and passes priority to the non-active player. Opponents are assumed to be taking actions at that point unless they specify otherwise. * A statement such as "I'm ready for combat" or "Declare attackers?" moves the turn into the Beginning of Combat Step and passes priority to the non-active player. They are assumed to be acting then unless they specify otherwise. * Whenever a player adds an object to the stack, they are assumed to be passing priority unless they explicitly announce that they intend to retain it. If they add a group of objects to the stack without explicitly retaining priority and a player wishes to take an action at a point in the middle, the actions should be reversed up to that point. * "No attacks" or similar statements during combat are an indication that the active player has passed priority in the end of combat step. * If a player announces an X spell without specifying the value of X, it is assumed to be for all mana currently available in their pool. * Players are assumed to have paid any cost of 0 unless they announce otherwise. * A player is assumed to have assigned all trample damage possible to the defending player unless stated otherwise. * A spell or ability that targets an object on the stack is assumed by default to target the legal target closest to the top of the stack. * The head to which damage is being assigned in Two-Headed Giant is undefined by default. If it is relevant, it is up to the team that knows it may be relevant to ask for clarification or to propose an alternate shortcut. |
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| 110. DECK/WARBAND ERRORS [Definition] [Click to view this change only.] | |
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110. DECK/WARBAND ERRORS [Definition] This section deals with problems related to errors in the registration or contents of the card pool, deck, or warband at a tournament. Though these rules may refer to 'decks,' 'cards' and 'decklists' they also apply to the equivalents for games using items other than cards. At all RELs, judges and other tournament officials should be vigilant about reminding players before the tournament begins of the consequences of submitting an illegal list, or playing with an illegal deck. In single-game matches, if the error is discovered during a deck check or before play begins and would result in a Game Loss penalty, instead issue a Match Point penalty, fix the deck to match the decklist and allow the player to play the game. Sideboards are considered to be part of a player's deck. If a player has lost some of their sideboard and notifies a judge immediately, no penalty should be issued. Make note of the missing cards. If the player finds them (or copies of the same card) at a later point, they may add them back to their sideboard after notifying the Head Judge. |
110. DECK/WARBAND ERRORS [Definition] This section deals with problems related to errors in the registration or contents of the card pool, deck, or warband at a tournament. Though these rules may refer to 'decks,' 'cards' and 'decklists' they also apply to the equivalents for games using items other than cards. At all RELs, judges and other tournament officials should be vigilant about reminding players before the tournament begins of the consequences of submitting an illegal list, or playing with an illegal deck. In single-game matches, if the error is discovered during a deck check or before play begins and would result in a Game Loss penalty, instead issue a Match Point penalty, fix the deck to match the decklist and allow the player to play the game. Sideboards are considered to be part of a player's deck for the purposes of these infractions. If a player has lost some of their sideboard and notifies a judge immediately, no penalty should be issued. Make note of the missing cards. If the player finds them (or copies of the same card) at a later point, they may add them back to their sideboard after notifying the Head Judge. |
| 111. Deck/Warband Error — Illegal Decklist [Philosophy] [Click to view this change only.] | |
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111. Deck/Warband Error — Illegal Decklist [Philosophy] If the decklist is illegal, the player is considered to have an illegal deck, regardless of the physical contents of his or her deck. However, because the majority of illegal decklists are due to clerical error, it is not in the best interest of the event to punish a player heavily for an illegal decklist. Whenever possible, it is best to correct the decklist to match the player's actual deck. Ambiguous or unclear names on a decklist may allow a player to manipulate the contents of their deck up until the point at which they are discovered. Even if the judge believes that the intended card is obvious, this penalty should be issued, as it would otherwise depend on the play skill and knowledge of the judge. |
111. Deck/Warband Error — Illegal Decklist [Philosophy] If the decklist is illegal, the player is considered to have an illegal deck, regardless of the physical contents of his or her deck. However, because the majority of illegal decklists are due to clerical error, it is not in the best interest of the event to punish a player heavily for an illegal decklist. Whenever possible, it is best to correct the decklist to match the player's actual deck. Ambiguous or unclear names on a decklist may allow a player to manipulate the contents of their deck up until the point at which they are discovered. Use of a truncated name that is not unique may be downgraded to a Warning at the Head Judge's discretion if they believe that the intended card is obvious and the potential for abuse minimal. When determining if a name is ambiguous, judges may take into account the format being played. |
| 112. Deck/Warband Error — Illegal Deck (Legal Decklist) [Definition] [Click to view this change only.] | |
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112. Deck/Warband Error — Illegal Deck (Legal Decklist) [Definition] Players are considered to have an illegal deck when the contents of the deck do not match the decklist. This includes players who have misplaced cards from their decks, have cards from a previous opponent in their decks, or whose decks do not otherwise match their decklists. This infraction applies to tournaments for which decklists are being used and includes errors in the sideboard. If the error is a result of a player forgetting to desideboard, please refer to Deck/Warband Error — Failure to Desideboard instead. The infraction for a lost miniature is different and covered by section Deck/Warband Error — Lost Miniature. |
112. Deck/Warband Error — Illegal Deck (Legal Decklist) [Definition] Players are considered to have an illegal deck when the contents of the deck do not match the decklist. This includes players who have lost cards, have cards from a previous opponent in their decks, have additional cards with their sideboard, or whose decks do not otherwise match their decklists. This infraction applies to tournaments for which decklists are being used and includes errors in the sideboard. If the error is a result of a player forgetting to desideboard, please refer to Deck/Warband Error — Failure to Desideboard instead. The infraction for a lost miniature is different and covered by section Deck/Warband Error — Lost Miniature. |
| 112. Deck/Warband Error — Illegal Deck (Legal Decklist) [Example] [Click to view this change only.] | |
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112. Deck/Warband Error — Illegal Deck (Legal Decklist) [Example] A. A player in a Magic tournament is playing with 59 cards in her deck when the minimum is 60. Her decklist indicates a legal deck with 60 cards. B. A player in an Extended Magic tournament is playing with Skullclamp (a banned card) in his deck. His decklist indicates a legal deck with no banned cards. C. A player in a Magic tournament has a Pacifism in his deck from a previous opponent. His decklist indicates a legal deck. D. A player in a Dreamblade tournament has four copies of Blight Rat in their warband because they accidentally picked up a previous opponent's Blight Rat. E. A player in a Dreamblade tournament has listed only 15 miniatures, but is playing 16 miniatures. |
112. Deck/Warband Error — Illegal Deck (Legal Decklist) [Example] A. A player in a Magic tournament is playing with 59 cards in her deck when the minimum is 60. Her decklist indicates a legal deck with 60 cards. B. A player in an Extended Magic tournament is playing with Skullclamp (a banned card) in his deck. His decklist indicates a legal deck with no banned cards. C. A player in a Magic tournament has a Pacifism in his deck from a previous opponent. His decklist indicates a legal deck. D. A player in a Dreamblade tournament has four copies of Blight Rat in their warband because they accidentally picked up a previous opponent's Blight Rat. E. A player in a Dreamblade tournament has listed only 15 miniatures, but is playing 16 miniatures. F. A player in a Magic tournament looking at their sideboard during a game fails to keep it clearly separate from her deck. |
| 112. Deck/Warband Error — Illegal Deck (Legal Decklist) [Philosophy] [Click to view this change only.] | |
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112. Deck/Warband Error — Illegal Deck (Legal Decklist) [Philosophy] The decklist is the ultimate guide to a player's deck. Decklists are used to ensure that decks are not altered in the course of a tournament. If the decklist indicates a legal deck, but the actual contents of the deck do not match the decklist, the player should restore the deck to reflect the decklist. However, if the Head Judge believes that the error was obviously clerical (for example, a player marks "10 Islands" on their decklist and is only playing black cards), the decklist should be altered to match the deck. When making this decision, judges should be mindful of potential abuse and if the potential exists or needs to be considered, they should use the contents of the decklist. |
112. Deck/Warband Error — Illegal Deck (Legal Decklist) [Philosophy] The decklist is the ultimate guide to a player's deck. Decklists are used to ensure that decks are not altered in the course of a tournament. If the decklist indicates a legal deck, but the actual contents of the deck do not match the decklist, the player should restore the deck to reflect the decklist. However, if the Head Judge believes that the error was obviously clerical (for example, a player marks "10 Islands" on their decklist and is only playing black cards), the decklist should be altered to match the deck. When making this decision, judges should be mindful of potential abuse and if the potential exists or needs to be considered, they should use the contents of the decklist. If the sideboard is not kept sufficiently separate from the deck during play, it becomes impossible to determine the legality of the deck. Additionally, if there are extra cards stored with the sideboard that could conceivably be played in the player's deck, they will be considered a part of the sideboard. |
| 113. Deck/Warband Error — Illegal Deck (No Decklists) [Example] [Click to view this change only.] | |
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113. Deck/Warband Error — Illegal Deck (No Decklists) [Example] A. A player in a Standard Magic tournament has 59 cards in her deck when the minimum is 60. B. A player in an Extended Magic tournament has Skullclamp (a banned card) in his deck. C. A player in a Constructed Dreamblade tournament has 17 miniatures in his warband when the maximum is 16. D. A player in a Constructed Dreamblade tournament is playing with a miniature whose base does not match the figure. E. A player has misplaced several cards from her sideboard (or lost the entire sideboard). |
113. Deck/Warband Error — Illegal Deck (No Decklists) [Example] A. A player in a Standard Magic tournament has 59 cards in her deck when the minimum is 60. B. A player in an Extended Magic tournament has Skullclamp (a banned card) in his deck. C. A player in a Constructed Dreamblade tournament has 17 miniatures in his warband when the maximum is 16. D. A player in a Constructed Dreamblade tournament is playing with a miniature whose base does not match the figure. E. A player has lost several cards from her sideboard (or lost the entire sideboard). |
| 114. Deck/Warband Error — Improper Registration of Limited Card Pool [Definition] [Click to view this change only.] | |
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114. Deck/Warband Error — Improper Registration of Limited Card Pool [Definition] This infraction applies to limited tournaments for which decklists are being used and only applies to errors made during the registration of the card pool before a deck swap. Registration errors made during deckbuilding are handled in Deck/Warband Error — Illegal Decklist. |
114. Deck/Warband Error — Improper Registration of Limited Card Pool [Definition] This infraction applies to limited tournaments for which decklists are being used and only applies to errors made during the registration of the card pool before a deck swap or other form of registration verification. Registration errors made during deckbuilding are handled in Deck/Warband Error — Illegal Decklist. |
| 120. GAME PLAY ERRORS [Definition] [Click to view this change only.] | |
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120. GAME PLAY ERRORS [Definition] Game play errors are caused by incorrect or inaccurate play of the game such that it results in violations of the game rules. Many offenses fit into this category and it would be impossible to list them all. The guide below is designed to give judges a framework for assessing how to handle a Game Play Error. All penalties in this section presume that the error was committed unintentionally. If the judge believes that the error was intentional, the appropriate Cheating infraction should be used instead. The DCI believes certain infractions carry potential for significant advantage and/or ease with which a player could commit them without their opponent either noticing or stopping them. These infractions (such as Drawing Extra Cards) have their own separate penalties defined specific to their game types. All remaining Game Play Errors fall into one of the following four categories: 1. If the error is a simple clerical error, it is Game Play Error — Incorrect Representation. 2. If the game state is presently illegal, it is Game Play Error — Illegal Game State. 3. If the error occurred as the result of a player forgetting a game trigger, it is Game Play Error — Missed Trigger. 4. All other errors are defined as Game Play Error — Game Rule Violation. Both players are expected to maintain the game rules, and to share some responsibility for any errors that may occur involving public information. As a result, no attempt should be made to determine or correct any advantage gained in assessing the penalty and associated procedures for fixing the offense. Additionally, a fifth type of Game Play Error - Failure to Maintain Game State - should be issued to the opponent where specified by the other four infractions. In multiplayer games, all participants in the match other than the offending player should receive this penalty if issued. Errors made involving hidden information should have their penalty upgraded. This reflects the danger to the game state from an offense that only one player is able to notice. Because of the diverse nature of Game Play Errors, care should be taken when upgrading penalties. Game Play Error penalties should not be upgraded for different offenses that fall under the same category of infraction. |
120. GAME PLAY ERRORS [Definition] Game play errors are caused by incorrect or inaccurate play of the game such that it results in violations of the game rules. Many offenses fit into this category and it would be impossible to list them all. The guide below is designed to give judges a framework for assessing how to handle a Game Play Error. All penalties in this section presume that the error was committed unintentionally. If the judge believes that the error was intentional, the appropriate Cheating infraction should be used instead. Some infractions (such as Drawing Extra Cards) have their own separate penalties defined specific to their game types. All remaining Game Play Errors fall into one of the following five categories: 1. If the error is a simple clerical error, it is Game Play Error — Incorrect Representation. 2. If the game state is presently illegal, it is Game Play Error — Illegal Game State. 3. If the error occurred as the result of a player forgetting a game trigger, it is Game Play Error — Missed Trigger. 4. If the error involves a failure to reveal information it is Game Play Error — Failure to Reveal 5. All other errors are defined as Game Play Error — Game Rule Violation. Both players are expected to maintain the game rules, and to share some responsibility for any errors that may occur involving public information. As a result, no attempt should be made to determine or correct any advantage gained in assessing the penalty and associated procedures for fixing the offense. Additionally, a sixth type of Game Play Error - Failure to Maintain Game State - should be issued to the opponent where specified by the other five infractions. In multiplayer games, all participants in the match other than the offending player should receive this penalty if issued. An error that an opponent can not realize has been committed should have its penalty upgraded. Such unnoticeable errors are rare and involve misplaying hidden information (such as the Morph ability). An unpreventable or irreversible error is not sufficient grounds for such an upgrade. Because of the diverse nature of Game Play Errors, care should be taken when upgrading penalties. Game Play Error penalties should not be upgraded for different offenses that fall under the same category of infraction, unless the offenses themselves are very similar. |
| 123. Game Play Error — Missed Trigger [Philosophy] [Click to view this change only.] | |
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123. Game Play Error — Missed Trigger [Philosophy] Most games have "triggers" - actions that the game asks players to take as a result an event occurring. Because the representation of these triggers is invisible, players will miss them on occasion. |
123. Game Play Error — Missed Trigger [Philosophy] Most games have "triggers" — actions that the game asks players to take as a result an event occurring. Because the representation of these triggers is invisible, players will miss them on occasion. |
| 123. Game Play Error — Missed Trigger [Remedy] [Click to view this change only.] | |
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123. Game Play Error — Missed Trigger [Remedy] If the trigger instruction is optional ("may") and specifies no consequence for not doing it, assume that the player has chosen not to perform the instruction and issue no penalty. If the trigger requires no choices to be made and has no effect on the visual representation of the game, assume the ability resolved at the appropriate time and issue no penalty. The visual representation consists of elements the players are able to see happening or in play, such as zone changes and adding counters to permanents, as well as life totals. If the trigger has an instruction that specifies a default action associated with a choice (usually "If you don't ... ") resolve the default action immediately without regard to the timing rules for that particular game. For example, in Magic, such a default action would be resolved without using the stack. If there are unresolved spells or effects that are no longer legal as a result of this action, rewind all such spells or effects. Resulting triggers generated by the action still trigger and resolve as normal. If the trigger requires a choice that does not have a default action or a trigger with no choice will have an effect on the visual representation of the game, and the error is caught within the scope of a turn cycle (see below for definition), resolve the forgotten ability using game-specific timing rules. For example, in a Magic game, the forgotten ability would be placed on the stack. The player may not make choices involving objects that were not in the zone or zones referenced by the trigger when the ability triggered. If the error is discovered partway through an action (such as choosing blockers in Magic, or a shift in Dreamblade), back up to the beginning of that action. If the error is discovered after a turn cycle, continue the game without resolving the forgotten trigger. For Magic, a turn cycle is defined as the time from the beginning of a player's step or phase to the end of that player's next same step or phase. For Dreamblade, it is defined as a single phase. If a turn cycle would end in a skipped step or phase (but not turn), the turn cycle expires when the step or phase is skipped. If the missed trigger is not caught immediately, opponents and teammates should receive a Game Play Error — Failure to Maintain Game State penalty. The opponents may not be able to recognize that a trigger has been missed until after some other irrevocable action has been taken, and this should be taken into account in determining whether it was caught immediately. No attempt should be made to rewind the game state to the point of the missed trigger. |
123. Game Play Error — Missed Trigger [Remedy] If the trigger instruction is optional ("may") and specifies no consequence for not doing it, assume that the player has chosen not to perform the instruction and issue no penalty. If the trigger requires no choices to be made and has no effect on the visual representation of the game, assume the ability resolved at the appropriate time and issue no penalty. The visual representation consists of elements the players are able to see happening or in play, such as zone changes and adding counters to permanents, as well as life totals. If the trigger has an instruction that specifies a default action associated with a choice (usually "If you don't ... ") resolve the default action immediately without regard to the timing rules for that particular game. For example, in Magic, such a default action would be resolved without using the stack. If there are unresolved spells or effects that are no longer legal as a result of this action, rewind the game to remove all such spells or abilities. Resulting triggers generated by the action still trigger and resolve as normal. If the trigger requires a choice that does not have a default action or a trigger with no choice will have an effect on the visual representation of the game, and the error is caught within the scope of a turn cycle (see below for definition), resolve the forgotten ability using game-specific timing rules. For example, in a Magic game, the forgotten ability would be placed on the stack. The player may not make choices involving objects that were not in the zone or zones referenced by the trigger when the ability triggered. If the error is discovered partway through an action (such as choosing blockers in Magic), back up to the beginning of that action. If the error is discovered after a turn cycle, continue the game without resolving the forgotten trigger. For Magic, a turn cycle is defined as the time from the beginning of a player's step or phase to the end of that player's next same step or phase. For Dreamblade, it is defined as a single phase. If a turn cycle would end in a skipped step or phase (but not turn), the turn cycle expires when the step or phase is skipped. If the missed trigger is not caught immediately, opponents and teammates should receive a Game Play Error — Failure to Maintain Game State penalty. The opponents may not be able to recognize that a trigger has been missed until after some other irrevocable action has been taken, and this should be taken into account in determining whether it was caught immediately. No attempt should be made to rewind the game state to the point of the missed trigger. |
| 124. Game Play Error — Failure to Reveal [Definition] [Click to view this change only.] | |
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124. Game Play Error — Failure to Reveal [Definition] A player forgets to reveal information that they have been instructed to reveal by a game rule or effect. |
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| 124. Game Play Error — Failure to Reveal [Example] [Click to view this change only.] | |
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124. Game Play Error — Failure to Reveal [Example] A. A player in a Magic tournament plays Worldly Tutor and places the card he searched for on top of his library without revealing it. B. A player in a Magic tournament resolves the trigger from his Dark Confidant., but puts the card directly into his hand. C. At the end of a game in a Magic tournament, a player shuffles her morph card back into her library without revealing it. |
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| 124. Game Play Error — Failure to Reveal [Penalty] [Click to view this change only.] | |
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124. Game Play Error — Failure to Reveal [Penalty] Regular: Warning. Competitive: Game. Professional: Game. |
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| 124. Game Play Error — Failure to Reveal [Philosophy] [Click to view this change only.] | |
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124. Game Play Error — Failure to Reveal [Philosophy] Failing to reveal a card prevents opponents from verifying that an effect was played correctly. While the error is easy to make, the potential for abuse is high and the DCI wishes to track players who repeatedly commit this infraction. |
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| 124. Game Play Error — Failure to Reveal [Remedy] [Click to view this change only.] | |
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124. Game Play Error — Failure to Reveal [Remedy] Few of these errors can caught before the exact information and location of the unrevealed information is lost. If the card was ever in a position to be uniquely identified (such as on top of the player's library or the only card in hand), downgrade this penalty at Regular and Competitive RELs. If the card is still uniquely identifiable, reveal it to all appropriate players. Additionally, if not caught immediately, opponents and teammates should receive a Game Play Error — Failure to Maintain Game State penalty. |
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| 124. Game Play Error — Game Rule Violation [Definition] [Click to view this change only.] | |
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124. Game Play Error — Game Rule Violation [Definition] This infraction covers the majority of game situations in which a player makes an error or fails to follow a game procedure correctly. Note that this is different from entirely forgetting a game trigger, which is handled in Game Play Error — Missed Trigger, or a situation in which the game state itself is illegal, which is handled in Game Play Error — Illegal Game State. |
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| 124. Game Play Error — Game Rule Violation [Example] [Click to view this change only.] | |
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124. Game Play Error — Game Rule Violation [Example] A. In a Dreamblade tournament, a player forgets to pay extra spawn points for a miniature when that player does not have miniatures of the appropriate aspects in play or in the graveyard. B. In a Magic tournament, a player plays Wrath of God for 3W (actual cost 2WW). C. In a Magic tournament, a player does not attack with a creature that must attack each turn. D. In a Magic tournament, a player puts Serra Avatar into their graveyard instead of shuffling it into their library. E. In a Magic tournament, a player plays a Morph that is later revealed to not have the Morph ability. (Note that this penalty should be upgraded because it involved hidden information) F. In a Magic tournament, a player fails to put a creature with lethal damage into a graveyard and it is not noticed until several turns later. G. In a Dreamblade tournament, a player fails to assign blades before moving on to assign damage in combat. H. In a Dreamblade tournament, two locations are occupying the same cell. I. A player in a Magic tournament fails to draw her card for her turn. |
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| 124. Game Play Error — Game Rule Violation [Penalty] [Click to view this change only.] | |
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124. Game Play Error — Game Rule Violation [Penalty] All Levels: Warning. |
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| 124. Game Play Error — Game Rule Violation [Philosophy] [Click to view this change only.] | |
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124. Game Play Error — Game Rule Violation [Philosophy] While Game Rule Violations can be attributed to one player, they usually occur publicly and both players are expected to be mindful of what is happening in the game. It is tempting to try and "fix" these errors and reverse actions that have since been taken in the game, but it is important that all judges be able to apply these penalties consistently, regardless of their skill in the game, and thus only errors that are caught immediately should be fixed. |
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| 124. Game Play Error — Game Rule Violation [Remedy] [Click to view this change only.] | |
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124. Game Play Error — Game Rule Violation [Remedy] If the error was caught immediately, back up the game to the point of the error. If not caught immediately, leave the game state as it is. Additionally, if not caught immediately, opponents and teammates should receive a Game Play Error — Failure to Maintain Game State penalty. |
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| 125. Game Play Error — Failure to Maintain Game State [Definition] [Click to view this change only.] | |
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125. Game Play Error — Failure to Maintain Game State [Definition] This infraction is committed by a player who has allowed their opponent to commit a Game Play Error and has not pointed it out it immediately. If a judge believes a player is intentionally not pointing out their opponent's illegal actions, either for their own advantage, or in the hope of bringing it up at a more strategically advantageous time, the infraction is Cheating — Fraud. |
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| 125. Game Play Error — Failure to Maintain Game State [Example] [Click to view this change only.] | |
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125. Game Play Error — Failure to Maintain Game State [Example] A. In a Magic tournament, a player's opponent forgets to discard a card to Masticore during their upkeep. It is not noticed until the end of turn. B. In a Dreamblade tournament, a player's opponent forgets to sacrifice a creature after spawning a creature with the Appease ability. The error is not noticed until the end of turn. |
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| 125. Game Play Error — Failure to Maintain Game State [Penalty] [Click to view this change only.] | |
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125. Game Play Error — Failure to Maintain Game State [Penalty] All Levels: Warning. |
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| 125. Game Play Error — Failure to Maintain Game State [Philosophy] [Click to view this change only.] | |
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125. Game Play Error — Failure to Maintain Game State [Philosophy] If an error is caught immediately, then the dangers of the ongoing game state becoming corrupted are much lower. If the error is allowed to persist, at least some of the fault lies with the opponent, who has also failed to notice the error. |
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| 125. Game Play Error — Failure to Maintain Game State [Remedy] [Click to view this change only.] | |
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125. Game Play Error — Failure to Maintain Game State [Remedy] Judges should not usually upgrade this penalty, as players will be reluctant to call a judge if they believe that they could receive a significant penalty as a result. |
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| 125. Game Play Error — Game Rule Violation [Definition] [Click to view this change only.] | |
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125. Game Play Error — Game Rule Violation [Definition] This infraction covers the majority of game situations in which a player makes an error or fails to follow a game procedure correctly. Note that this is different from entirely forgetting a game trigger, which is handled in Game Play Error — Missed Trigger, a situation in which the game state itself is illegal, which is handled in Game Play Error — Illegal Game State, or forgetting to reveal a card, which is handled in Game Play Error — Failure to Reveal. |
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| 125. Game Play Error — Game Rule Violation [Example] [Click to view this change only.] | |
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125. Game Play Error — Game Rule Violation [Example] A. In a Dreamblade tournament, a player forgets to pay extra spawn points for a miniature when that player does not have miniatures of the appropriate aspects in play or in the graveyard. B. In a Magic tournament, a player plays Wrath of God for 3W (actual cost 2WW). C. In a Magic tournament, a player does not attack with a creature that must attack each turn. D. In a Magic tournament, a player puts Serra Avatar into their graveyard instead of shuffling it into their library. E. In a Magic tournament, a player fails to put a creature with lethal damage into a graveyard and it is not noticed until several turns later. F. In a Dreamblade tournament, a player fails to assign blades before moving on to assign damage in combat. G. In a Dreamblade tournament, two locations are occupying the same cell. H. A player in a Magic tournament fails to draw her card for her turn. |
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| 125. Game Play Error — Game Rule Violation [Penalty] [Click to view this change only.] | |
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125. Game Play Error — Game Rule Violation [Penalty] All Levels: Warning. |
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| 125. Game Play Error — Game Rule Violation [Philosophy] [Click to view this change only.] | |
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125. Game Play Error — Game Rule Violation [Philosophy] While Game Rule Violations can be attributed to one player, they usually occur publicly and both players are expected to be mindful of what is happening in the game. It is tempting to try and "fix" these errors and reverse actions that have since been taken in the game, but it is important that all judges be able to apply these penalties consistently, regardless of their skill in the game, and thus only errors that are caught immediately should be fixed. |
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| 125. Game Play Error — Game Rule Violation [Remedy] [Click to view this change only.] | |
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125. Game Play Error — Game Rule Violation [Remedy] If the error was caught immediately, back up the game to the point of the error. If not caught immediately, leave the game state as it is. Additionally, if not caught immediately, opponents and teammates should receive a Game Play Error — Failure to Maintain Game State penalty. |
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| 126. Game Play Error — Failure to Maintain Game State [Definition] [Click to view this change only.] | |
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126. Game Play Error — Failure to Maintain Game State [Definition] This infraction is committed by a player who has allowed their opponent to commit a Game Play Error and has not pointed it out it immediately and before they could potentially gain advantage. If a judge believes a player is intentionally not pointing out their opponent's illegal actions, either for their own advantage, or in the hope of bringing it up at a more strategically advantageous time, the infraction is Cheating — Fraud. |
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| 126. Game Play Error — Failure to Maintain Game State [Example] [Click to view this change only.] | |
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126. Game Play Error — Failure to Maintain Game State [Example] A. In a Magic tournament, a player's opponent forgets to discard a card to Masticore during their upkeep. It is not noticed until the end of turn. B. In a Dreamblade tournament, a player's opponent forgets to sacrifice a creature after spawning a creature with the Appease ability. The error is not noticed until the end of turn. |
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| 126. Game Play Error — Failure to Maintain Game State [Penalty] [Click to view this change only.] | |
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126. Game Play Error — Failure to Maintain Game State [Penalty] All Levels: Warning. |
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| 126. Game Play Error — Failure to Maintain Game State [Philosophy] [Click to view this change only.] | |
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126. Game Play Error — Failure to Maintain Game State [Philosophy] If an error is caught immediately, then the dangers of the ongoing game state becoming corrupted are much lower. If the error is allowed to persist, at least some of the fault lies with the opponent, who has also failed to notice the error. |
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| 126. Game Play Error — Failure to Maintain Game State [Remedy] [Click to view this change only.] | |
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126. Game Play Error — Failure to Maintain Game State [Remedy] Judges should not usually upgrade this penalty, as players will be reluctant to call a judge if they believe that they could receive a significant penalty as a result. |
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| 131. Tournament Error — Tardiness [Remedy] [Click to view this change only.] | |
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131. Tournament Error — Tardiness [Remedy] A penalty should not be given if a round started early and a player arrived at his or her seat before the originally announced start time. At Regular and Competitive events, or in tournaments where matches consist of a single game, the tournament organizer may elect to give players the amount of time allotted for the pre-game procedure (3 minutes) before a penalty is issued. Otherwise, a Game Loss should be issued as soon as the round begins. At any REL, if a player is not in his or her seat 10 minutes into the round, he or she should be issued a second Game Loss (or two Game Losses at Regular REL). A player receiving two Game Losses for Tardiness in the same round (or one Game Loss for single-game matches) is dropped from the tournament unless they report to the Head Judge or Scorekeeper before the end of the round. In tournaments with single-game matches a time extension equal to the amount of tardiness should be applied if it is within the pre-game procedure time limit. Game Losses should not be replaced by Match Point penalties for Tardiness. Repeated Tardiness infractions should only be upgraded in exceptional circumstances. |
131. Tournament Error — Tardiness [Remedy] A penalty should not be given if a round started early and a player arrived at his or her seat before the originally announced start time. At Regular and Competitive events, or in tournaments where matches consist of a single game, the tournament organizer may elect to give players the amount of time allotted for the pre-game procedure (3 minutes) before a penalty is issued. Otherwise, the appropriate penalty should be issued as soon as the round begins. At any REL, if a player is not in his or her seat 10 minutes into the round, he or she should be issued a second Game Loss (or two Game Losses at Regular REL). A player receiving two Game Losses for Tardiness in the same round (or one Game Loss for single-game matches) is dropped from the tournament unless they report to the Head Judge or Scorekeeper before the end of the round. In tournaments with single-game matches a time extension equal to the amount of tardiness should be applied if it is within the pre-game procedure time limit. Game Losses should not be replaced by Match Point penalties for Tardiness. Repeated Tardiness infractions should only be upgraded in exceptional circumstances. |
| 132. Tournament Error — Playing the Wrong Opponent [Definition] [Click to view this change only.] | |
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132. Tournament Error — Playing the Wrong Opponent [Definition] Two people played against each other when they were paired against different players for that round. |
132. Tournament Error — Playing the Wrong Opponent [Definition] Two people played or are playing against each other when they were paired against different players for that round. |
| 137. Tournament Error — Player Communication Violation [Definition] [Click to view this change only.] | |
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137. Tournament Error — Player Communication Violation [Definition] A player unintentionally violates the Player Communication guidelines (see section 50). Intentional violations, or attempting to take advantage of a previously committed violation, should be treated as Cheating - Fraud. |
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| 137. Tournament Error — Player Communication Violation [Example] [Click to view this change only.] | |
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137. Tournament Error — Player Communication Violation [Example] A. A player in a Magic tournament is asked how many cards they have in hand and answers "Three." A few moments later, they realize that they have four. B. A player in a Magic tournament claims they haven't played their land for the turn, but it is determined that they had just forgotten. |
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| 137. Tournament Error — Player Communication Violation [Penalty] [Click to view this change only.] | |
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137. Tournament Error — Player Communication Violation [Penalty] All Levels: Warning. |
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| 137. Tournament Error — Player Communication Violation [Philosophy] [Click to view this change only.] | |
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137. Tournament Error — Player Communication Violation [Philosophy] Clear communication is essential in playing of any DCI-sanctioned game, and many offenses will be intentional. However, it is possible for a player to make a genuine mistake and, while unfortunate, these should not be penalized harshly. |
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| 143. Unsporting Conduct — Randomly Determining a Winner [Example] [Click to view this change only.] | |
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143. Unsporting Conduct — Randomly Determining a Winner [Example] A. As time is called in a tournament, two players who are about to draw roll a die to determine the winner. B. A player offers to flip a coin to determine the winner of a match. |
143. Unsporting Conduct — Randomly Determining a Winner [Example] A. As time is called in a tournament, two players about to draw roll a die to determine the winner. B. A player offers to flip a coin to determine the winner of a match. |
| 150. CHEATING [Definition] [Click to view this change only.] | |
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150. CHEATING [Definition] This section deals with intentionally committed infractions that can give a player a significant advantage over others. Knowledge that the action is illegal is not required for the infraction to be Cheating. |
150. CHEATING [Definition] This section deals with intentionally committed infractions that can give a player a significant advantage. Knowledge that the action is illegal is not required for the infraction to be Cheating. |
| 152. Cheating — Fraud [Definition] [Click to view this change only.] | |
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152. Cheating — Fraud [Definition] A person intentionally falsely represents rules, procedures, personal information, game state or any other relevant tournament information with untrue verbally or by physical representations in an attempt to gain advantage. (Note that Fraud, like most cheating, is determined by an investigation and will often look on the surface like a Game Play Error or Tournament Error.) Players are not responsible to know, or educate their opponent, of the exact text of their cards. If a player has questions about a card's errata or is unable to read the card itself, the player should call a judge for the official wording reference for the appropriate game (such as the Oracle reference for Magic). |
152. Cheating — Fraud [Definition] A person intentionally violates the Player Communication policy (see section 50) or intentionally misrepresents procedures, personal information or any other relevant tournament information in an attempt to gain advantage. (Note that Fraud, like most cheating, is determined by an investigation and will often appear on the surface as a Game Play Error or Tournament Error.) |
| 152. Cheating — Fraud [Philosophy] [Click to view this change only.] | |
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152. Cheating — Fraud [Philosophy] There should be zero tolerance for this type of activity. One does not need to be a player in a game to commit Fraud. In particular, teammates observing the game are expected to point out problems and summon a judge to help deal with them if necessary. A player must be aware that they have committed a error in representation in order for the infraction to be Fraud. For example, a player targeting a black creature with Terror has not committed Fraud if they forgot that Terror cannot target black creatures, even though the action (playing Terror) was intentional and illegal. It is Fraud if a judge believes they were aware and hoping that their opponent would miss it. |
152. Cheating — Fraud [Philosophy] There should be zero tolerance for this type of activity. One does not need to be a player in a game to commit Fraud. In particular, teammates observing the game are expected to point out problems and summon a judge to help deal with them if necessary. A player must be aware that they have committed a error in representation in order for the infraction to be Fraud. For example, a player targeting a black creature with Terror has not committed Fraud if they forgot that Terror can not target black creatures, even though the action (playing Terror) was intentional and illegal. It is Fraud if a judge believes they were aware and hoping that their opponent would miss it. |
| 153. Cheating — Outside Assistance [Definition] [Click to view this change only.] | |
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153. Cheating — Outside Assistance [Definition] A player intentionally does any of the following: * Seeks advice from others once they have sat for their match. * Gives advice to players who have sat for their match. * Any time after arriving at the play table, a player references notes made before the official beginning of their current match. * Illegally seeks information that is hidden from them by the rules of the game or format. * Reveals information they are prohibited from revealing by the rules of the game, policy, or format. These offenses also apply to any deck construction portions of a limited tournament. Additionally, no notes of any kind may be made during a draft. Notes made during a match are legal to reference during the match or between future matches. Notes made outside the current match may not be referenced once a player has sat for their match until after their match is completed. Team events and multiplayer events have specific communication policies that may override these. |
153. Cheating — Outside Assistance [Definition] A player, spectator, or other tournament participant intentionally does any of the following: * Seeks advice from others once they have sat for their match. * Gives advice to players who have sat for their match. * Any time after arriving at the play table, a player references notes made before the official beginning of their current match. * Illegally seeks information that is hidden from them by the rules of the game or format. * Reveals information they are prohibited from revealing by the rules of the game, policy, or format. These offenses also apply to any deck construction portions of a limited tournament. Additionally, no notes of any kind may be made during a draft. Notes made during a match may be referenced during that match or between matches. Notes made outside the current match may not be referenced once a player has sat for their match until after their match is completed. Team events and multiplayer events have specific communication policies that may override these. |
| 211. Card Drawing — Looking at Extra Cards [Philosophy] [Click to view this change only.] | |
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211. Card Drawing — Looking at Extra Cards [Philosophy] A player can accidentally look at extra cards very easily, so the penalty is less severe than Card Drawing - Drawing Extra Cards. Drawing extra cards is a separate, more severe penalty because of the increased potential for abuse. Players should not be using this penalty to get a "free shuffle," or to attempt to shuffle away cards they don't want to draw. This should be considered Cheating — Fraud and penalized accordingly. Players also should not be allowed to use this penalty as a stalling mechanism. The deck is already randomized, so shuffling in the revealed cards should not involve an excessive amount of effort. Make sure to give sufficient extra time to account for the shuffling. |
211. Card Drawing — Looking at Extra Cards [Philosophy] A player can accidentally look at extra cards very easily, so the penalty is less severe than Card Drawing - Drawing Extra Cards. Drawing extra cards is a separate, more severe infraction because of the increased potential for abuse. Players should not be using this penalty to get a "free shuffle," or to attempt to shuffle away cards they don't want to draw. This should be considered Cheating — Fraud and penalized accordingly. Players also should not be allowed to use this penalty as a stalling mechanism. The deck is already randomized, so shuffling in the revealed cards should not involve an excessive amount of effort. Make sure to give sufficient extra time to account for the shuffling. |
