Yawgatog.com

Resources

DCI Penalty Guide Changes

2007-12-20 to 2008-03-20

General changes

Old section (2007-12-20) New section (2008-03-20)

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 errors that have occurred, 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 potential for abuse (or risk of being exposed).

* The Rules Enforcement Level of the tournament.

* Repeated offenses by the player within the tournament.

* The amount of disruption it causes (time and people affected) in discovering, investigating, and resolving the issue.

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

1. GENERAL PHILOSOPHY [Definition]

Judges at tournaments are to be neutral arbiters and enforcers of policy and rules. Judges do 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 errors that have occurred, 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 and are also used to track player behavior over time.

The level of penalty an infraction carries is based on these factors:

* The potential for abuse (or risk of being exposed).

* The Rules Enforcement Level of the tournament.

* Repeated offenses by the player within the tournament.

* The amount of disruption it causes (time and people affected) in discovering, investigating, and resolving the issue.

Only the Head Judge is authorized to issue penalties that deviate from these guidelines. The Head Judge may 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 must 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 belongs 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.

The infractions in this document (with the exception of the Cheating and Unsporting Conduct sections) generally presume the offense is unintentional. If a judge believes an offense was intentional, the infraction may be Cheating or Unsporting Conduct, and those infractions should be considered first.

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 will 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 are not to 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. 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, and the focus is on education and sportsmanship over technically precise play.

Because of the social nature of Regular REL events, judges should be more lenient about inappropriate chatter during traditionally silent times, such as during a booster draft. Overt strategic statements are still illegal, and players are expected to refrain from being disruptive.

* 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. At Competitive REL, a player not realizing that what they were doing was incorrect is not an appropriate reason to deviate.

* 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]

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; if the penalty is issued between rounds, they will still receive it even though they will not be paired for the next round.

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 match has already ended, in which case the penalty should be applied to the player's next match. 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 is required for a Caution, as any Caution that takes more than a few moments to resolve should be upgraded to a Warning. A Caution is 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; if the penalty is issued between rounds, they will still receive it even though they will not be paired for the next round.

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 are never used except as detailed in this guide and never for repeated offenses. Judges will 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 cannot use Match Point penalties as a replacement.

Match Loss

A Match Loss is a severe penalty that is usually the result of repeated offenses.

Match Losses are applied to the match in which the offense occurred unless the match has already ended, in which case the penalty will be applied to the player's next match. 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 need to 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 are submitted via the Judge Center: http://judge.wizards.com.

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.

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.

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 is 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 is expected to explain the standard penalty and the reason for deviation.

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" is not used, even though the rest of the rounds may have utilized it.

Separate infractions committed or discovered at the same time are treated as separate penalties, though if the root cause is the same, only the more severe one is 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 is 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, even intentionally, 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]

The recommended penalty for the first offense is listed in the "Penalty" portion of each infraction. For a repeat offense at Competitive and Professional RELs, upgrade the penalty to the next level on the following upgrade path unless instructed otherwise in the penalty procedure:

Caution — Warning — Game Loss — Match Loss — Disqualification with prize

Penalties continue to be upgraded with further offenses. Repeat offenses at Regular events may be upgraded at the Head Judge's discretion. 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 penalty for the first offense is listed in the "Penalty" portion of each infraction. For a repeat offense at Competitive and Professional RELs, upgrade the penalty to the next level on the following upgrade path unless instructed otherwise in the penalty procedure:

Caution — Warning — Game Loss — Match Loss — Disqualification with prize

Penalties continue to be upgraded with further offenses. Repeat offenses at Regular events may be upgraded at the Head Judge's discretion. A Match Point penalty is never used for repeat offenses. If a Match Point penalty is issued and the offense is repeated, it is 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]

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 needs 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. 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 rules for player communication are as follows:

* In general, if a player makes a statement it must be truthful, but does not have to be exhaustive. Honest statements with careful omissions or "non-answers" designed to misdirect opponents into making suboptimal¬ - but not illegal - plays are acceptable.

* 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.

* If a player asks their opponent a question, the opponent can decline to answer except as noted elsewhere.

* Players may not misrepresent to the opponent that an illegal play has occurred.

* Players must answer completely and honestly specific questions about past game actions that continue to affect the game state.

* Players must provide the name of any object they own in a public zone upon request.

* Players must answer completely and honestly specific questions about an object's basic data that cannot be determined from its physical representation. Basic data is information about an object without taking into consideration any further effects on it from the game state.

* 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 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.

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 needs 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. 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.

There are three categories of information: free, derived and private.

Free information is so called because all players are entitled access to this information without contamination or omissions made by their opponent. If you're ever unable or unwilling to provide free information to an opponent that has requested it, you should call a judge and explain the situation. Free Information includes:

* Details of current game actions and past game actions that still affect the game state.

* The name of any object in a public zone.

* The physical status (tapped/flipped) and current zone of any object.

* Player life totals and the game score of the current match.

Derived information is information to which all players are permitted, but which your opponents are not obliged to assist you in determining and may require some skill or calculation to determine. Derived Information includes:

* The number of objects present in any game zone.

* All objects in public zones and any of their characteristics that are not defined as free information.

* Game Rules, Tournament Policy, Oracle content and any other official information pertaining to the current event. Cards are considered to have their Oracle text printed on them.

Private information is so called because players have access to this information only if they are able to determine it from the current visual game state or their own record of previous game actions.

* Any information that is not free or derived is automatically private information.

The following rules govern player communication:

* Players must answer all questions asked of them by a judge completely and honestly, regardless of the type of information requested. They may request to do so away from the match.

* Players may not represent derived or free information incorrectly, improperly, or falsely.

* Players must answer completely and honestly any specific questions pertaining to free information.

* At Regular REL, all derived information is instead considered free.

Judges are encouraged to help players in determining free information, but must avoid assisting players with derived information about the game state.

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.

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 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 purpose of these infractions.

111. Deck/Warband Error — Illegal Decklist [Definition]

Players are considered to have illegal decklists when one or more of the following conditions are true:

* The decklist contains an illegal number of cards for the format.

* The decklist contains cards that are illegal for the format.

* A card listed on a decklist is not identified by its full proper name, and could be more than one card.

* The decklist contains cards that would make the deck illegal because it would violate a game rule (such as the four card limit rule in Magic(R) games or the three miniature limit for Dreamblade(R) games).

This infraction applies to tournaments for which decklists are being used and includes any sideboard errors.

111. Deck/Warband Error — Illegal Decklist [Definition]

Players are considered to have illegal decklists when one or more of the following conditions are true:

* The decklist contains an illegal number of cards for the format.

* The decklist contains cards that are illegal for the format.

* A card listed on a decklist is not identified by its full proper name, and could be more than one card.

* The decklist contains cards that would make the deck illegal because it would violate a game rule (such as the four card limit rule in Magic(R) games or the three miniature limit for Dreamblade(R) games).

In events that are not using decklists, the contents of the deck itself are considered the decklist.

111. Deck/Warband Error — Illegal Decklist [Example]

A. A player in a Magic tournament has 59 cards listed on her decklist when the minimum is 60.

B. A player in an Extended Magic tournament lists Skullclamp (a banned card) on his decklist.

C. A player in a Magic tournament has a 56-card decklist. His actual deck contains 60 cards, with four Psychatogs not listed.

D. A player in a Limited Dreamblade tournament has listed 17 miniatures on the warband list when the maximum warband size is 16.

E. A player in a Magic tournament has four copies of Terror in his main deck and two in his sideboard.

F. A player in a Limited Magic tournament fails to list any of her sideboard cards in the "Total" column of her decklist.

G. A player in a Dreamblade tournament lists four copies of Cannibal Pariah.

H. A player in a Magic tournament lists 'Ar.Wurm' which could be either Argothian Wurm or Arrogant Wurm

I. A player in a Magic tournament lists 'COP' instead of 'Circle of Protection: Red'

111. Deck/Warband Error — Illegal Decklist [Example]

A. A player in a Magic tournament has 59 cards listed on her decklist when the minimum is 60.

B. A player in an Extended Magic tournament lists Skullclamp (a banned card) on his decklist.

C. A player in a Magic tournament has a 56-card decklist. His actual deck contains 60 cards, with four Psychatogs not listed.

D. A player in a Limited Dreamblade tournament has listed 17 miniatures on the warband list when the maximum warband size is 16.

E. A player in a Magic tournament that is not using decklists has four copies of Terror in his main deck and two in his sideboard.

F. A player in a Limited Magic tournament fails to list any of her sideboard cards in the "Total" column of her decklist.

G. A player in a Dreamblade tournament lists four copies of Cannibal Pariah.

H. A player in a Magic tournament lists 'Ar.Wurm' which could be either Argothian Wurm or Arrogant Wurm

I. A player in a Magic tournament lists 'COP' instead of 'Circle of Protection: Red'

111. Deck/Warband Error — Illegal Decklist [Remedy]

Unless the judge has reason to believe that the deck itself is illegal for the format (usually the presence of an illegal card), this penalty should only be issued between rounds. In large events, the DCI recommends that tournament officials verify the legality of all lists as soon as possible, but the Head Judge should wait until the start of the next round to issue all decklist penalties. This minimizes the disruption to the game currently being played and provides consistency in case some players have finished playing their match before the penalty can be administered.

Correct a player's decklist so it is legal and then let the player continue playing in the tournament with a deck matching the corrected decklist. Any excess cards (cards violating a maximum-number-of-a-card restriction) or illegal cards should be removed from the deck, starting with the sideboard. If a player has a legal deck after these corrections, the decklist should be corrected to match the deck. If further cards need to be removed from the deck as it violates a total maximum number of cards, the cards should be removed from the bottom of the offending part of the list. Then, if cards need to be added to make the deck legal, the player should add only basic resources, such as basic lands (but not Snow-Covered basic lands) for the Magic game. Not all games have basic resources and in these cases nothing is added.

For example, a player in a Standard Constructed Magic tournament has submitted a 58-card decklist with five Naturalizes. Because there is a four-of-a-kind limit on any one card, one of the Naturalizes must be removed. Now the decklist contains 57 cards, so three basic lands of the player's choice are added to meet the 60-card minimum. However, if the player's actual deck contained four Naturalizes and three Terrors which were left off of the decklist, the three Terrors would be added to the decklist and the player would be allowed to continue with his or her deck unmodified.

111. Deck/Warband Error — Illegal Decklist [Remedy]

Unless the judge has reason to believe that the deck itself is illegal for the format (usually the presence of an illegal card), this penalty should only be issued between rounds. In large events, the DCI recommends that tournament officials verify the legality of all lists as soon as possible, but the Head Judge should wait until the start of the next round to issue all decklist penalties. This minimizes the disruption to the game currently being played and provides consistency in case some players have finished playing their match before the penalty can be administered.

Correct a player's decklist so it is legal and then let the player continue playing in the tournament with a deck matching the corrected decklist. Any excess cards (cards violating a maximum-number-of-a-card restriction) or illegal cards will be removed from the deck, starting with the sideboard. If a player has a legal deck after these corrections, the decklist is corrected to match the deck. If further cards need to be removed from the deck as it violates a total maximum number of cards, the cards are removed from the bottom of the offending part of the list, or at the player's choice if decklists are not being used. Then, if cards need to be added to make the deck legal, the player adds basic resources, such as basic lands (but not Snow-Covered basic lands) for the Magic game. Not all games have basic resources and in these cases nothing is added.

For example, a player in a Standard Constructed Magic tournament has submitted a 58-card decklist with five Naturalizes. Because there is a four-of-a-kind limit on any one card, one of the Naturalizes must be removed. Now the decklist contains 57 cards, so three basic lands of the player's choice are added to meet the 60-card minimum. However, if the player's actual deck contained four Naturalizes and three Terrors which were left off of the decklist, the three Terrors would be added to the decklist and the player would be allowed to continue with his or her deck unmodified.

112. Deck/Warband Error — Deck/Decklist Mismatch [Definition]

Players are considered to have a mismatch when the contents of the deck do not match the decklist. This includes players who have lost cards from their main deck, have cards from a previous opponent in their decks, have additional cards with their sideboard, have sideboard cards in their main deck at an incorrect time, or whose decks do not otherwise match their decklists. This infraction applies to tournaments for which decklists are being used and includes most errors involving the sideboard.

Players in Limited tournaments that do not feature decklists may change the configuration of their deck between matches. They may still commit this infraction if they have cards from another player's deck shuffled into their deck. Players in Constructed events without decklists are still expected to return to their original configuration at the start of each match.

The infraction for a lost miniature or lost sideboard cards is different and covered by Deck/Warband Error — Lost Miniature/Sideboard.

112. Deck/Warband Error — Deck/Decklist Mismatch [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 — Deck/Decklist Mismatch [Penalty]

Regular: Warning. Competitive: Game. Professional: Game.

112. Deck/Warband Error — Deck/Decklist Mismatch [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 needs to 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), they may choose to alter the decklist 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.

112. Deck/Warband Error — Deck/Decklist Mismatch [Remedy]

The player must make any changes necessary to make the contents of the deck match what is recorded on the decklist. If the game is to continue, replace all illegal cards with their legal counterparts (including random cards from the deck for any illegal cards in hand) and shuffle the randomized portion of the deck. If this is not possible, due to the illegal card being in a public zone or in a non-randomized portion of the deck, upgrade the penalty to a Game Loss.

If a player at Competitive or Professional REL discovers his or her error and calls a judge before the first turn of the game, the Head Judge may downgrade the penalty, fix the deck, and allow the player to redraw their hand with one fewer card. The player may continue to take further mulligans if they wish.

In the case that cards from the main deck are lost and cannot be recovered or replaced with identical cards (proxies are not allowed for lost cards) then the missing cards should be replaced with a basic resource of the player's choice and the decklist changed to match. If these changes cannot be completed within 10 minutes, an additional Game Loss should be issued (or two Game Losses if the initial penalty was a Warning). Once the player has made the decision to play the deck with these changes, the decklist cannot be reverted to its previous state, even if the missing cards are found.

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]

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) [Penalty]

All Levels: Game.

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.

112. Deck/Warband Error — Illegal Deck (Legal Decklist) [Remedy]

The player should be instructed to make any changes necessary to make the contents of the deck match what is recorded on the decklist. In the case that cards from the main deck are lost and cannot be recovered or replaced with identical cards (proxies are not allowed for lost cards) then the missing cards should be replaced with a basic resource of the player's choice and the decklist changed to match. If these changes cannot be completed within 10 minutes, an additional Game Loss should be issued. Once the player has made the decision to play the deck with these changes, the decklist cannot be reverted to its previous state, even if the missing cards are found.

113. Deck/Warband Error — Illegal Deck (No Decklists) [Definition]

Players are considered to have illegal decks when one or more of the following conditions are true:

* The deck contains an illegal number of cards.

* The deck contains cards that are illegal for the format.

* The deck contains cards that would make the deck illegal because it would violate a game rule (such as the four-card limit rule in Magic games).

This infraction applies to tournaments for which decklists are not being used.

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).

113. Deck/Warband Error — Illegal Deck (No Decklists) [Penalty]

Regular: Game. Competitive: Game. Professional: N/A.

113. Deck/Warband Error — Illegal Deck (No Decklists) [Philosophy]

The DCI encourages tournaments to use decklists whenever possible, and strongly recommends them for any event with a significant prize.

If the deck contains an illegal selection of cards, the player is playing with an illegal deck. When decklists are not being used, the general philosophy is to correct a player's deck and allow the player to continue playing.

113. Deck/Warband Error — Illegal Deck (No Decklists) [Remedy]

The judge should work with the player to correct the deck. All illegal cards should be removed and, if further cards need to be removed, the player may choose which. If cards need to be added to make the deck legal, the player should add only basic resources, such as basic lands (but not Snow-Covered basic lands) for the Magic game.

113. 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.

113. Deck/Warband Error — Improper Registration of Limited Card Pool [Example]

A. A player registers one copy of a card one slot below the card physically present. There are no copies of the registered card.

B. A player fails to register a miniature opened in a starter when registering a warband.

C. A player uses the "Played" column instead of the "Total" column to register the pool.

113. Deck/Warband Error — Improper Registration of Limited Card Pool [Penalty]

Regular: Caution. Competitive: Warning. Professional: Warning.

113. Deck/Warband Error — Improper Registration of Limited Card Pool [Philosophy]

The correctness of card pools at a limited event is important. Errors in registration are somewhat disruptive but can be easily fixed.

113. Deck/Warband Error — Improper Registration of Limited Card Pool [Remedy]

Once the judge has verified that the registering player has made an error, correct the 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.

114. Deck/Warband Error — Improper Registration of Limited Card Pool [Example]

A. A player registers one copy of a card one slot below the card physically present. There are no copies of the registered card.

B. A player fails to register a miniature opened in a starter when registering a warband.

D. A player uses the "Played" column instead of the "Total" column to register the pool.

114. Deck/Warband Error — Improper Registration of Limited Card Pool [Penalty]

Regular: Caution. Competitive: Warning. Professional: Warning.

114. Deck/Warband Error — Improper Registration of Limited Card Pool [Philosophy]

The correctness of card pools at a limited event is important. Errors in registration are somewhat disruptive but can be easily fixed.

114. Deck/Warband Error — Improper Registration of Limited Card Pool [Remedy]

Once the judge has verified that the registering player has made an error, the judge should correct and note the change on the decklist.

114. Deck/Warband Error — Lost Sideboard/Miniature [Definition]

If a warband is found to contain less than the required or registered number of miniatures or point values, but otherwise is legal (and otherwise matches what was registered), the missing miniatures are considered to be lost. Similarly, if a player no longer has the full contents of their registered sideboard, the missing cards are considered to be lost.

114. Deck/Warband Error — Lost Sideboard/Miniature [Example]

A. A player in a Dreamblade tournament finds herself with only 15 miniatures instead of the 16 expected. The 15 remaining miniatures are all registered on her registration list, but the 16th miniature registered cannot be found.

B. A player in a Magic tournament loses two of their sideboard cards. The 13 remaining cards are registered on the decklist.

114. Deck/Warband Error — Lost Sideboard/Miniature [Penalty]

All Levels: Caution.

114. Deck/Warband Error — Lost Sideboard/Miniature [Philosophy]

There is no advantage to playing with less than the required number of sideboard cards or miniatures.

114. Deck/Warband Error — Lost Sideboard/Miniature [Remedy]

If the miniatures or cards are discovered to be missing during a round, or are found during a round, they may not be used in that round. If the miniature or card cannot be found between rounds, note which ones were lost. The player may continue playing without these miniatures or cards until they succeed in finding them or exact copies. A player is not allowed to replace the miniatures or cards with items that have a different name. Players must inform their opponents before starting a match that they are playing fewer than the standard number of miniatures for the tournament, though this is not necessary for cards missing from the sideboard.

115. Deck/Warband Error — Failure to Desideboard [Definition]

A player fails to return their deck to its original configuration before presenting it to his or her opponent at the beginning of the first game of a match. This infraction applies only to games that use sideboards. Tournaments that do not use decklists should not use this infraction unless some other method of registering sideboards is used.

Prerelease tournaments may specifically allow for a player to change their deck configuration between matches. Note this exception is only available to official Prerelease events and is at the discretion of the Tournament organizer. Check with officials at Prereleases if they are using this option.

115. Deck/Warband Error — Failure to Desideboard [Example]

A. A player in a Magic tournament leaves a Circle of Protection: Red in her deck from the previous round.

B. A player in a Magic tournament removes the sideboarded card from his deck after a match, but forgets to replace it with the original card.

115. Deck/Warband Error — Failure to Desideboard [Penalty]

All Levels: Game.

115. Deck/Warband Error — Failure to Desideboard [Philosophy]

While this error can be common, it provides a significant advantage and is therefore a Game Loss.

116. Deck/Warband Error — Lost Miniature [Definition]

If a warband is found to contain less than the required or registered number of miniatures or point values, but otherwise is legal (and otherwise matches what was registered), the missing miniatures are considered to be lost.

116. Deck/Warband Error — Lost Miniature [Example]

A. A player in a Dreamblade tournament finds herself with only 15 miniatures instead of the 16 expected. The 15 remaining miniatures are all registered on her registration list, but the 16th miniature registered cannot be found.

116. Deck/Warband Error — Lost Miniature [Penalty]

All Levels: Caution.

116. Deck/Warband Error — Lost Miniature [Philosophy]

In miniatures games, there is no advantage to playing with less than the required number of miniatures.

116. Deck/Warband Error — Lost Miniature [Remedy]

If the miniatures are discovered to be missing during a round, or are found during a round, those miniatures may not be used in that round. If the miniature cannot be found between rounds, note which elements were lost. The player may continue playing without these miniatures until they succeed in finding them or exact copies. A player is not allowed to replace the miniatures with other, non-identical miniatures. Players should inform their opponents before starting a match that they are playing fewer than the standard number of miniatures for the tournament.

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, including any errors that are ongoing, 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 they meet the criteria.

Repeat offenses at Regular REL may be upgraded at the Head Judge's discretion. At Competitive and Professional RELs, repeat Game Play Error offenses in the same category should be upgraded as follows:

Caution — Warning — Warning ¬— Game Loss — Match Loss — Disqualification with prize

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.

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.

Most Game Play Error infractions are assumed to have been committed unintentionally. If the judge believes that the error was intentional, they should first examine the Cheating infractions to see if one 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, including any errors that are ongoing, 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 - is 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 they meet the criteria.

Repeat offenses at Regular REL may be upgraded at the Head Judge's discretion. At Competitive and Professional RELs, repeat Game Play Error offenses in the same category are upgraded as follows:

Caution — Warning — Warning Game Loss — Match Loss — Disqualification with prize

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.

121. Game Play Error — Incorrect Representation [Definition]

Due to a minor clerical error, the game is somehow inaccurately represented, but the game state is clear to both players and the action ultimately legal. If the error has affected game play or been allowed to continue to the point where ambiguity exists, it should be treated as a Game Play Error — Game Rule Violation instead.

121. Game Play Error — Incorrect Representation [Definition]

Due to a minor clerical error, the game is somehow inaccurately represented, but the game state is clear to both players and the action ultimately legal. If the error has affected game play or been allowed to continue to the point where ambiguity exists, treat it as a Game Play Error — Game Rule Violation instead.

122. Game Play Error — Illegal Game State [Penalty]

All Levels: Warning.

122. Game Play Error — Illegal Game State [Penalty]

Regular: Caution. Competitive: Warning. Professional: Warning.

122. Game Play Error — Illegal Game State [Remedy]

Apply state-based effects or other game-specific ways of making a game state legal. If the problem is due to a player not having made a required choice, the player should do so immediately. In addition, the opponents and teammates of the player controlling the permanent that caused the game state to become illegal should receive a Game Play Error — Failure to Maintain Game State infraction.

122. Game Play Error — Illegal Game State [Remedy]

Apply state-based effects or other game-specific ways of making a game state legal. If the problem is due to a player not having made a required choice, the player does so immediately. In addition, the opponents and teammates of the player controlling the permanent that caused the game state to become illegal receive a Game Play Error — Failure to Maintain Game State infraction.

123. Game Play Error — Missed Trigger [Penalty]

All Levels: Warning.

123. Game Play Error — Missed Trigger [Penalty]

Regular: Caution. Competitive: Warning. Professional: Warning.

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 within a time that a player could reasonably be expected to notice, teammates and opponents who might potentially have benefited from the error 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 within a time that a player could reasonably be expected to notice, teammates and opponents who might potentially have benefited from the error 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 [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 within a time that a player could reasonably be expected to notice, teammates and opponents who might potentially have benefited from the error should receive a Game Play Error — Failure to Maintain Game State penalty.

124. Game Play Error — Failure to Reveal [Remedy]

Few of these errors can be 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 within a time that a player could reasonably be expected to notice, teammates and opponents who might potentially have benefited from the error receive a Game Play Error — Failure to Maintain Game State penalty.

125. Game Play Error — Game Rule Violation [Penalty]

All Levels: Warning.

125. Game Play Error — Game Rule Violation [Penalty]

Regular: Caution. Competitive: Warning. Professional: Warning.

125. Game Play Error — Game Rule Violation [Remedy]

If the error was discovered within a time frame in which a player could reasonably be expected to notice the error and the situation is simple enough to safely back up without too much disruption to the course of the game, the judge may get permission from the Head Judge to back up the game to the point of the error. Each action taken is undone until the game reaches the point immediately prior to the error. Unless the identity of the card is known to all players, drawn cards should be reversed by placing a random card on top of the library. Once the game is backed up, it continues from that point.

If not caught within a reasonable time frame, or backing up is impossible or sufficiently complex that it could affect the course of the game, leave the game state as it is and do not attempt any form of partial 'fix' - either reverse all actions or none. Additionally, teammates and opponents who might potentially have benefited from the error should receive a Game Play Error — Failure to Maintain Game State penalty.

125. Game Play Error — Game Rule Violation [Remedy]

If the error was discovered within a time frame in which a player could reasonably be expected to notice the error and the situation is simple enough to safely back up without too much disruption to the course of the game, the judge may get permission from the Head Judge to back up the game to the point of the error. Each action taken is undone until the game reaches the point immediately prior to the error. Unless the identity of the card is known to all players, drawn cards are reversed by placing a random card on top of the library. Once the game is backed up, it continues from that point.

If not caught within a reasonable time frame, or backing up is impossible or sufficiently complex that it could affect the course of the game, leave the game state as it is and do not attempt any form of partial 'fix' - either reverse all actions or none. Additionally, teammates and opponents who might potentially have benefited from the error receive a Game Play Error — Failure to Maintain Game State penalty.

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.

126. Game Play Error — Failure to Maintain Game State [Definition]

This infraction is committed by a player or teammate who has allowed their opponent to commit a Game Play Error and has not pointed it out it 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.

126. Game Play Error — Failure to Maintain Game State [Penalty]

All Levels: Warning.

126. Game Play Error — Failure to Maintain Game State [Penalty]

Regular: Caution. Competitive: Warning. Professional: Warning.

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.

126. Game Play Error — Failure to Maintain Game State [Philosophy]

If an error is caught before a player could gain advantage, 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.

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.

131. Tournament Error — Tardiness [Remedy]

A penalty will 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 is 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 is 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 are not replaced by Match Point penalties for Tardiness. Repeated Tardiness infractions are only upgraded in exceptional circumstances.

132. Tournament Error — Playing the Wrong Opponent [Remedy]

Both players should receive this penalty. If the error is discovered within the pregame time limit for the first game, the player sitting at the wrong table should report to the correct seat. If the error is discovered after the pregame time limit has expired, but before the time a second Game Loss would be issued for Tournament Error — Tardiness, the player sitting at the wrong table should receive a Game Loss and should report to the correct table. If the error is not discovered until after the time a second Game Loss would be issued for Tournament Error — Tardiness, the player sitting at the wrong table should receive a second Game Loss.

132. Tournament Error — Playing the Wrong Opponent [Remedy]

Both players receive this penalty. If the error is discovered within the pregame time limit for the first game, the player sitting at the wrong table should report to the correct seat. If the error is discovered after the pregame time limit has expired, but before the time a second Game Loss would be issued for Tournament Error — Tardiness, the player sitting at the wrong table receives a Game Loss and should report to the correct table. If the error is not discovered until after the time a second Game Loss would be issued for Tournament Error — Tardiness, the player sitting at the wrong table receives a second Game Loss.

133. Tournament Error — Slow Play [Definition]

Players who take longer than is reasonably required to complete game actions are engaging in Slow Play. If a judge believes a player is intentionally playing slowly to take advantage of a time limit, a Cheating — Stalling infraction should be used instead.

133. Tournament Error — Slow Play [Definition]

Players who take longer than is reasonably required to complete game actions are engaging in Slow Play. If a judge believes a player is intentionally playing slowly to take advantage of a time limit, the infraction is Cheating — Stalling.

133. Tournament Error — Slow Play [Remedy]

An extra turn is awarded for each player, to be applied if the match exceeds the time limit. For games in which a single turn encompasses equal actions for both players, such as Dreamblade, only a single turn is added. This turn extension occurs before any end-of-match procedure can begin and after any time extensions that may have been issued. If multiple players on each side are playing the same game (such as in Two-Headed Giant) only one extra turn should be awarded per team.

No extra turns should be awarded if the match is already in extra turns, though the Warning still applies.

If Slow Play has significantly affected the result of the match, the Head Judge may upgrade the penalty.

133. Tournament Error — Slow Play [Remedy]

An extra turn is awarded for each player, to be applied if the match exceeds the time limit. For games in which a single turn encompasses equal actions for both players, such as Dreamblade, only a single turn is added. This turn extension occurs before any end-of-match procedure can begin and after any time extensions that may have been issued. If multiple players on each side are playing the same game (such as in Two-Headed Giant) only one extra turn is awarded per team.

No extra turns are awarded if the match is already in extra turns, though the Warning still applies.

If Slow Play has significantly affected the result of the match, the Head Judge may upgrade the penalty.

134. Tournament Error — Insufficient Randomization [Definition]

A player unintentionally fails to sufficiently randomize their deck before presenting it to their opponent. If the insufficient randomization was intentional, a Cheating — Manipulation of Game Materials infraction should be used instead.

134. Tournament Error — Insufficient Randomization [Definition]

A player unintentionally fails to sufficiently randomize their deck before presenting it to their opponent. A deck is not randomized if the judge believes a player could know the position or distribution of one or more cards in their deck. If the insufficient randomization was intentional, the infraction is Cheating — Manipulation of Game Materials.

134. Tournament Error — Insufficient Randomization [Philosophy]

Players are expected to randomize their deck thoroughly when it is required and are expected, especially at Competitive and Professional RELs, to have the skill and understanding of randomization to do so. Any time cards in a deck could be seen, including during shuffling, it is no longer randomized, even if the player only knows the position of one or two cards. Players should take care in shuffling not to reveal cards to themselves, their teammates or their opponents.

Players are assumed to know the order of their cards before starting to shuffle and sufficient randomization means the player could not gain advantage from this knowledge. A player should randomize his or her deck using multiple methods. Patterned pile-shuffling alone is not sufficient randomization.

Any manipulation, weaving or stacking prior to randomization is acceptable, as long as the deck is thoroughly randomized afterwards. Doing so and not sufficiently randomizing afterwards should be treated as Cheating — Manipulation of Game Materials.

134. Tournament Error — Insufficient Randomization [Philosophy]

Players are expected to randomize their deck thoroughly when it is required and are expected, especially at Competitive and Professional RELs, to have the skill and understanding of randomization to do so. Any time cards in a deck could be seen, including during shuffling, it is no longer randomized, even if the player only knows the position of one or two cards. Players are expected to take care in shuffling not to reveal cards to themselves, their teammates or their opponents.

Players are assumed to know the order of their cards before starting to shuffle and sufficient randomization means the player could not gain advantage from this knowledge. A player should randomize his or her deck using multiple methods. Patterned pile-shuffling alone is not sufficient randomization.

Any manipulation, weaving or stacking prior to randomization is acceptable, as long as the deck is thoroughly randomized afterwards. Doing so and not sufficiently randomizing afterwards is defined as Cheating — Manipulation of Game Materials.

134. Tournament Error — Insufficient Randomization [Remedy]

If a Game Loss is called for in the Swiss portion of an event that has single-game matches, a Match Point penalty should be issued instead and the game should be continued. If the game is to be continued, the deck should be thoroughly randomized.

134. Tournament Error — Insufficient Randomization [Remedy]

If a Game Loss is called for in the Swiss portion of an event that has single-game matches, a Match Point penalty is issued instead and the game should be continued. If the game is to be continued, the deck should be thoroughly randomized.

136. Tournament Error — Draft Procedure Violation [Definition]

A player commits a technical error during a draft. This does not cover any attempts to view or reveal cards that are hidden, which is handled by Cheating — Outside Assistance.

136. Tournament Error — Draft Procedure Violation [Definition]

A player commits a technical error during a draft. This does not cover any attempts to view or reveal cards that are hidden, which is handled by Cheating — Hidden Information Violation.