|
OFFICIAL MAGIC: THE GATHERING
STANDARD FLOOR RULES
1998 - 99 Tournament Season
Effective September 1, 1998
INTRODUCTION
The DCI Standard Floor Rules are the foundation of fair and consistent
Magic tournament play worldwide. In order to maintain this
organized-play system, participants and officials must treat each
other in a fair and respectful manner, following both the rules
themselves and the spirit in which they were created. Players
who violate sections of the Standard Floor Rules or the DCI codes
of conduct--and players who knowingly witness such actions but do
not report them to the event's judge--will be subject to the appropriate
provisions of the DCI penalty guidelines. The codes of conduct
and the DCI penalty guidelines are included in the appendix.
Note: All asterisked words and phrases are defined in the
appendix, section I--Definition of Terms.
A. NECESSARY TOURNAMENT MATERIALS
Players must bring the following items to a tournament in order
to participate:
- Visible method to count life totals (life counter, dice, pen
and paper, and so on).
Optional: The head judge or tournament organizer may
require players to track their life totals using pen and paper
exclusively. The organizer must announce this rule before and
during on-site event registration.
- Visible items that denote accumulating card effects or token
creatures (dice, beads, and so on).
Note: Other Magic cards may not serve as counters
or tokens, except those specifically designed to serve this
purpose. The head judge may disallow any counter or token at
his or her discretion.
- DCI membership card.
Note: New players may register for DCI membership at
their first tournament. Players may only have one membership
card and one DCI number. Tournament organizers should report
any player using more than one DCI membership number.
- Any materials specifically required for a particular tournament
format.
Example: Players need to bring preassembled *decks*
to Constructed tournaments.
Additional required materials--if any--are determined by the related
rules sections or by the tournament organizer. Tournament organizers
specifying additional required materials for their tournaments (such
as extra basic land cards for Limited events) must announce them before
and during on-site event registration.
B. TOURNAMENT SANCTIONING & RATING TYPES
All of the types listed below are sanctionable as singles tournaments
or two-person, three-person, or five-person team events:
- Classic
- Classic-Restricted
- Extended
- Standard
- Block Constructed
- Limited
The DCI produces the following ratings and rankings categories for
singles and two-person, three-person, and five-person teams:
- Classic (including both Classic and Classic-Restricted tournaments)
- Extended (including non-Standard block tournaments; see section
2.6)
- Standard (including Standard block tournaments; see section
2.3)
- Limited (including Sealed Deck, Booster Draft, and Rochester
Draft tournaments)
C. PREDUEL PROTOCOL
The following steps must be performed, in order, before each *duel
begins*.
- Players may *sideboard* (after the first *duel* of the *match*).
- See section 2.1.3 for details regarding Constructed-tournament
sideboards.
- See section 3.1.7 for details regarding Limited-tournament
sideboards.
- Players determine who chooses to play or draw first (see section
1.3.15).
- Appropriate player chooses to play or draw.
- Players shuffle their *decks* (see section 1.3.16).
- Players present their decks to their opponents (for additional
shuffling and *cutting*, if desired).
- Each player draws seven cards.
- Each player decides whether or not to take a Mulligan (see section
1.3.17).
- Once any Mulligans are resolved, the duel begins.
STANDARD FLOOR RULES
IMPORTANT NOTE REGARDING ALL OPTIONAL RULES:
Tournament organizers, tournament officials, and head judges who
choose to use any rule marked "optional" must provide notice to
participants before event registration closes and before the first
*round begins*. Optional rules may not be invoked or altered either
by tournament officials or players once the *tournament begins*.
1.0 RULES GOVERNING ALL SANCTIONED TOURNAMENT
PLAY
1.0.1 Player Eligibility
Judges, tournament organizers, and tournament officials may not
play in the events they organize or run. In addition, the following
people may not participate in DCI-sanctioned tournaments:
- players not currently in good standing with the DCI (including
suspended members); and
- Wizards of the Coast, TSR, and Andon Unlimited employees.
In *premier events*, level IV judges are only allowed to participate
in Prerelease tournaments and the *Swiss rounds* of Pro Tour Qualifier
tournaments held outside their administrative regions. Level IV judges
are not allowed to participate in Pro Tour Qualifiers taking place
in their own administrative regions, and they cannot advance to the
Top 8 at such events held outside their regions.
Any ineligible player participating in a DCI-sanctioned tournament
will be subject to the DCI penalty guidelines and further DCI review.
1.0.2 Rules Knowledge Responsibilities
Competitors in sanctioned tournaments are responsible for knowing
and following the most current version of the DCI Standard Floor
Rules and any other applicable regulatory documents.
1.0.3 Tournament Coordinator Handbook
Tournament organizers must have their updated DCI Tournament Coordinator
Handbooks and a current copy of the DCI Standard Floor Rules available
at any DCI-sanctioned events they are running.
1.1 HEAD JUDGE
Officially sanctioned competition requires the presence of a head
judge during play to interpret rules, terminate excessively long
*matches*, disqualify players, and make other official decisions.
The head judge may enlist the help of other officials to answer
rules questions or perform other tasks at the head judge's request.
(The head judge and the tournament organizer can, but do not have
to, be the same individual.)
1.1.1 Appeals to the Head Judge
If players should disagree with a tournament official's decision,
they are free to appeal the ruling to the head judge. The head judge
has the right to overrule all tournament officials' decisions. Players
may not appeal to the head judge before an initial decision is rendered
by the judge responding to the situation.
1.2 RULES INFRACTIONS & JUDICIAL RESPONSIBILITIES
Judges must take action to resolve any rules infraction (whether
a violation of the Standard Floor Rules or the rules for Magic:
The Gathering) they notice or that is brought to their attention.
The head judge is responsible for reporting all warnings issued
at the tournament to the DCI in a timely manner.
Competitors are not permitted to waive penalties on behalf of their
opponents. The head judge must ensure that the appropriate penalty,
if any, is imposed.
1.3 RULES MOST LIKELY TO REQUIRE ENFORCEMENT OR
INTERPRETATION
1.3.1 Termination of Lengthy Matches
The head judge may be required to determine the outcome of an excessively
long *match* prior to its actual conclusion. Before intervening
to terminate a match, the head judge must give the players involved
at least thirty minutes prior notice.
Once the notice period passes, the judge announces that the match
is over. Players in mid-turn have five minutes to complete their
turns before match results are determined. (Players are in mid-turn
once they start or announce the beginning of their untap phase.)
When this five-minute period expires, the *duel* ends immediately.
1.3.2 Tempo of Play
Players must take their turns in a timely fashion. Whereas taking
a reasonable amount of time to think through game strategy is acceptable,
playing excessively slow or *stalling* for time is not. If the *head
judge determines* that a player failed to complete his or her turn(s)
in a reasonable amount of time at any point in the *duel*, the responsible
player will be subject to the appropriate provisions of the DCI
penalty guidelines.
If, at any time, slow play is threatening to cause a *round* to
end before the final duel is complete, the judge may give each *match*
participant three untimed turns to take place after the round expires.
The judge may only grant these extra turns if he or she cannot determine
that a tempo violation (such as stalling) has caused the slow play.
If the judge grants extra turns, they take place after the player
in mid-turn (when the round expires) finishes his or her turn. (Players
are in mid-turn once they start or announce the beginning of their
untap phase.)
1.3.2.1 Preduel Time Limit
Prior to each *duel*, competitors have five minutes to complete
the following steps:
- Use their *sideboards* (if they choose, after the first duel
of each *match*)
- Determine who plays and who draws
- Thoroughly shuffle their own *decks*
This five-minute period does not include shuffling an opponent's deck
or resolving any Mulligans. Shuffling requirements specified in section
1.3.16 apply during these steps.
If the *head judge determines* that a player exceeded the time
limit on purpose and is *stalling*, the head judge will subject
the player to the appropriate provisions of the DCI penalty guidelines.
Optional: The head judge or tournament organizer may set
a time limit of less than five minutes for these procedures, but
he or she must announce this to players before the *tournament begins*.
1.3.2.2 Midduel Shuffling Time Limit
A one-minute time limit exists for all shuffling that occurs during
a *duel* (this refers to the effects of cards such as Thawing Glaciers
and Soldiers of Fortune). If the *head judge determines* that a
player's shuffling time is excessive, that player will be subject
to the appropriate provisions of the DCI penalty guidelines.
Shuffling requirements specified in section 1.3.16 apply.
1.3.2.3 Tardiness
Players are expected to be in their seats when each *round begins*.
Players arriving at their seats after the round begins receive a
first-*duel* loss in the *match*. For each additional ten minutes
players are late, they each receive one duel loss. Players who accumulate
enough duel losses through this process will receive a match loss.
Players who fail to arrive at their seats by the end of the first
round will be ejected from the tournament.
1.3.3 Conceding Duels
Players may only concede a *duel* in order to maintain a strategic
advantage within a *match*. Whenever players wish to concede, they
must have the approval of the head judge. If players concede duels
for any other reason, they will be subject to the appropriate provisions
of the DCI penalty guidelines.
1.3.4 Withdrawing from an Event
Players choosing to withdraw from an event must inform the head
judge before the next *round's* pairings are announced. Players
withdrawing after pairings are announced receive a *match* loss
in the upcoming round, and will be removed from the event after
that round.
This rule applies to team tournaments as well as singles play.
In the above text, substitute "team" for "player" and "round loss"
for "match loss" to make it applicable to team events.
1.3.5 Intentional Draw
Before a *match begins*, players may mutually agree to accept an
intentional draw. Declaring an intentional draw has the same results
for competitors as playing to a draw--each competitor receives 1
match point. This agreement should not be regarded as a violation
of section 1.3.7 or 1.3.8. Before a match begins, either player
may offer the draw to his or her opponent at any time. The opponent
may then accept or decline. If the offer is declined, the *match*
must continue as normal without further inducement or coercion to
accept the offer.
1.3.6 Refusal to Play
With the exception of withdrawals, ejections or disqualifications,
players must play or intentionally draw each *match* for which they
are paired in any sanctioned tournament. If both players involved
in a match refuse to play, the match shall be scored as an intentional
draw. In the event that one player is willing to play but the opponent
refuses, the match will be scored as if the refusing player forfeited
the match (a loss for the refusing player).
Players involved in single-elimination competition must continue
to play each match until they are eliminated. This shall not abridge
current DCI withdrawal policies (before pairings are announced).
If both competitors involved in a single-elimination match refuse
to play, that match must be scored as an intentional draw. In this
case neither player will advance to the next *round* of the event,
and any opponent with whom the player(s) would be paired in the
next round will receive a bye for that round.
Refusal to play the decisive final match in any sanctioned tournament
requires that the match be scored as an intentional draw. Both finalists
will receive the second-place prize, and no first-place prize will
be awarded.
All sections of this rule apply to team tournaments as well as
singles play. In the above text, substitute "team" for "player"
and "round" for "match" to make it applicable to team events.
1.3.7 Cheating
Cheating will not be tolerated. The head judge reviews all cheating
allegations, and if he or she determines that a player cheated,
the head judge will issue the appropriate penalty based on the DCI
penalty guidelines. All tournament disqualifications are subject
to DCI review, and further penalties may be assessed.
Cheating includes, but is not limited to, the following intentional
activities:
- Receiving outside assistance or coaching
- Looking at opponents' cards while shuffling or *cutting*
- Taking notes (see section 1.3.7.1)
- Misrepresenting cards or rules
- Using marked cards/sleeves (see section 1.3.7.2)
- Marking cards/sleeves during play
- Drawing extra cards
- Manipulating which cards are drawn from your *deck* or your
opponent's deck
- *Stalling* the length of a turn to take advantage of a time
limit
- Misrepresenting *public information* (life totals, number of
cards in library, and so on)
1.3.7.1 Taking Notes
Players are not allowed to take notes while participating in a match,
except to denote:
- any land played;
- the amount of mana in each player's mana pool;
- the total number of cards each participant has played; and/or
- life totals for each player.
(Next to each life-total entry, players may write a brief description
of what caused any change.)
If any other notes are taken, the player will be subject to the
appropriate provisions of the DCI penalty guidelines.
1.3.7.2 Marked Cards
A card is considered marked if it bears anything that makes it possible
to identify the card without seeing its face. If each card is sleeved,
the sleeve is considered part of the card, so:
- For cards placed in clear sleeves, both the sleeve and the card
must be examined to determine whether a card is marked.
- For cards placed in opaque-backed sleeves, just the sleeve must
be examined to determine whether a card is marked or not.
If the *head judge determines* that a card in a player's *deck* is
marked, that player will be subjected to the appropriate provisions
of the DCI penalty guidelines.
For more information about the use of card sleeves, see section
1.3.13.
1.3.8 Unsporting Conduct
Unsporting conduct is unacceptable and will not tolerated at any
time. Judges, players, and officials must behave in a polite, respectable,
and sporting manner. Collusion to alter the results of a *duel*
or *match* is considered to be unsporting and will not be tolerated.
In addition, players who use profanity, argue, act belligerently
toward tournament officials or one another, or harass spectators,
tournament officials, or opponents, will be subject to the appropriate
provisions of the DCI penalty guidelines and will be subject to
further DCI review.
1.3.9 Tapped Cards
Any card in play is considered tapped after the player controlling
it turns the card approximately 90 degrees from an upright position
and releases contact with the card. Players who do not adequately
turn cards they are tapping, or who untap cards at inappropriate
times, will be subject to the appropriate provisions of the DCI
penalty guidelines.
1.3.10 Card Elevation
Players must keep their cards above the level of the playing surface.
Revealing your hand to your opponent is not considered to be a violation
of the DCI Standard Floor Rules.
1.3.11 Proxy Cards
The use of *proxy cards* is not permitted, unless a judge provides
these cards. When a judge determines that a card has become excessively
worn through play or accidentally damaged in the current sanctioned
tournament, the judge may provide a proxy replacement card at his
or her discretion, or require the player to sleeve all of his or
her cards before play continues.
Optional: The head judge may rule that players may not replace
cards they list on their *deck* and *sideboard* registration sheets--even
if the replacement is identical to the registered card--without
approval from a judge.
The term "proxy" includes counterfeit cards or any card that is
not a genuine Magic card. Violation of this rule will be
considered unsporting conduct and the responsible player will be
subject to the appropriate provisions of the DCI penalty guidelines
and to further DCI review. Counterfeiters will be prosecuted to
the fullest extent of the law.
1.3.12 Card Use All cards in a player's *deck* must be genuine
Magic: The Gathering cards. Participants may not use cards
from any special-edition sets or supplements, such as the Collector's
Edition, International Collector's Edition, the Pro
Tour Collector Set, or Unglued.
1.3.13 Card Sleeves Players may use plastic card sleeves
or other protective devices on cards. If a player chooses to use
card sleeves, all cards in the player's current *deck* must be placed
in these devices in an identical manner. If the sleeves feature
holograms or other similar markings, cards must be inserted into
the sleeves so that these markings appear only on the face of the
cards.
Once a *match begins*, players may request that the judge inspect
their opponent's card sleeves. The judge may disallow a player's
card sleeves if the judge believes they are marked, worn, or otherwise
in a condition that interferes with shuffling or game play. A card
sleeve may be used to mark a player's card if the card is in the
opponent's playing field.
New card sleeves and/or types of protective devices are not permitted
in sanctioned tournaments until the DCI gives its official approval
for their use.
Optional: The head judge or tournament organizer may declare
that card sleeves may not be used. If this option is used, it must
be announced before the *tournament begins*.
1.3.14 Deck and Sideboard Use
The *deck* and *sideboard* must each be returned to their original
composition before each new *match begins*. Thus, cards transferred
from a player's deck to his or her sideboard, and vice versa, must
be returned before the player begins a new *match*. Players are
not allowed to look at cards in their sideboard during duel play.
Players violating any portion of this rule will be subject to the
appropriate provisions of the DCI penalty guidelines.
Optional: The tournament organizer may choose not to require
players to return their decks to their original composition before
the start of each match. Organizers may only use this optional rule
if decklists are not being used.
1.3.15 Play-Draw Rule
The winner of a coin toss (or other random method) chooses either
to play first and not draw a card during his or her first draw phase,
or play second. The winner of the coin toss must make this choice
before viewing his or her hand. The player who plays first skips
the draw phase of his or her first turn. Each turn thereafter follows
the standard order set forth in the Magic rules of play.
After each *duel* in a *match*, the loser of that duel decides whether
or not to play first in the next duel. Forfeited duels count as
duel losses. If the duel was a draw (so it had no loser), the player
who decided to play or draw for that duel chooses for the next.
1.3.16 Shuffle
Regardless of the method used to shuffle, players' *decks* must
be sufficiently randomized. Each time players shuffle their decks
during a *match*, they must present their decks to their opponent
for additional shuffling and/or *cutting*. At the head judge's discretion,
players may request to have a judge shuffle their cards rather than
pass that duty to their opponents. By presenting their decks to
their opponent, players state that their decks are sufficiently
randomized. Players may not accept presented decks until they pass
their own decks to their opponents for additional shuffling and/or
cutting.
After decks are presented and accepted, players who do not believe
their opponent's deck is sufficiently randomized must notify the
head judge. The head judge has final authority regarding whether
or not a deck has been sufficiently randomized.
Once opponents have the opportunity to shuffle and/or cut players'
decks, the cards are returned to their original owners. If an opponent
shuffles a player's deck, the player may cut it, but may not reshuffle.
If an opponent cuts a player's deck, but does not shuffle it, the
player can neither recut nor reshuffle his or her own deck.
1.3.17 Mulligan
Before each *duel begins*, a player may reshuffle and redraw his
or her initial hand for any reason, with one less card. The player
may repeat this process until he or she has no cards left in his
or her hand.
The decision of whether or not to Mulligan passes between players
following the order established by the play-draw rule (see section
1.3.15). After the participant who plays first Mulligans as often
as he or she would like, the decision passes to the other player.
Once a player passes the opportunity to declare a Mulligan, that
player may not change his or her mind.
1.3.18 Card Interpretation
All cards are interpreted using the appropriate card ruling section
of the ORACLE judges' reference. During sanctioned competition,
players must refer to this version of a card to settle disputes
concerning the interpretation of a card's wording or powers. Card
abilities are based on card text, not artwork. If the *head judge
determines* that a player is using non-English-language misprints
to create an advantage by using misleading artwork, that player
will be subject to the appropriate provisions of the DCI penalty
guidelines.
1.3.19 Forgetting about Paying Card Costs
If a player advances to his or her draw phase without paying phase
costs of any of his or her permanents, the effects of not paying
those costs are realized. For example, most permanents would be
sacrificed if the player does not pay the required upkeep costs.
In cases such as this, the card is simply sacrificed with no further
penalty to the player.
However, if any of a player's mandatory phase abilities were not
played, all of those abilities are resolved immediately, and the
player is subject to the appropriate provisions of the DCI penalty
guidelines.
1.3.20 Electronic Devices
Optional: The head judge or tournament organizer may choose
not to allow players to participate with activated electronic devices
(such as cellular phones, pagers and/or portable audio units) turned
on. Players violating this rule will be subject to the appropriate
provisions of the DCI penalty guidelines.
1.3.21 Spectators
Players have the right to request that any person, other than tournament
officials, not observe their *match*. All such requests must be
made through the head judge.
Spectators are expected to remain silent during the course of the
match and are not permitted to communicate with players in any way
while a match is in progress.
1.3.22 Lengthy Rulings
If a judge needs more than one minute to make a ruling, either player
may request that their *match* be extended by the amount of time
the game was delayed. The head judge may then, at his or her discretion,
extend the match by the appropriate amount of time.
1.4 POSTING TOURNAMENT-SPECIFIC DCI STANDARD FLOOR
RULES AT TITLE EVENTS
Tournament organizers coordinating *premier events* must post tournament-specific
sections of the DCI Standard Floor Rules at the tournament.
1.4.1 Announcing Tiebreakers
Before the first *round begins*, tournament organizers planning
to cut players from an event (before a single-elimination playoff,
for example) must announce the tiebreakers they will use to advance
players within the tournament.
2.0 RULES FOR MAGIC: THE GATHERING CONSTRUCTED
TOURNAMENTS
Classic (Type I), Classic-Restricted (Type 1.5), Extended, and
Standard (Type II)
2.1 CONSTRUCTED TOURNAMENT REQUIREMENTS
In order to participate in a sanctioned Constructed tournament,
players must each bring a preconstructed *deck* of Magic
cards (and everything specified in the introduction, section A).
Players' decks must each contain at least sixty cards, while their
*sideboards*--if they choose to use one--must contain exactly fifteen
cards. Sideboards are not mandatory. Players must use the same deck
and sideboard throughout the tournament.
2.1.1 Tournament-Legal Decks and Sideboards
*Decks* containing fewer than sixty cards, or *sideboards* containing
more or fewer than fifteen cards, do not comply with section 2.1
and are not tournament legal. Use of illegal decks and/or sideboards
will result in the responsible player being subject to the appropriate
provisions of the DCI penalty guidelines.
Players who opt not to have a sideboard must inform their opponent
before a *match begins*. Failure to do so will result in the head
judge applying the appropriate provisions of the DCI penalty guidelines
2.1.2 Deck and Sideboard Registration
Optional: The head judge or tournament organizer may require
players to register their *decks* and *sideboards* upon arrival
at a tournament. Registration records the original composition of
each deck and sideboard. Once a player's decklist is received by
a tournament official, it may only be altered at the head judge's
discretion. Failure to properly register a deck or sideboard will
result in the head judge applying the appropriate provisions of
the DCI penalty guidelines.
Note: Wizards of the Coast, Inc. reserves the right to publish
contents of decks and sideboards as well as transcripts or video
reproductions of any sanctioned tournament.
2.1.3 Sideboard Use
Before each *duel begins*, players must allow their opponents to
count the number of cards in their *sideboards* (face down) if requested.
Players may not look at their sideboards during a *duel*.
Before the beginning of the second or third duel in a *match*,
players may change the composition of their *decks* by swapping
cards from their decks with cards in their sideboards. Any card
exchanges between decks and sideboards must be made on a one-for-one
basis to ensure that the sideboard remains at exactly fifteen cards
at all times. There are no restrictions on the number of cards a
player may exchange as long as one card from the deck is traded
for one in the sideboard. Attempts to alter a deck other than through
a legal sideboard exchange will result in the head judge applying
the appropriate provisions of the DCI penalty guidelines.
2.1.4 Alpha Cards
Players may use cards that have slightly rounder corners (like Alpha
cards--Alpha cards are the first section of the print run from the
original limited-edition basic set) as long as their *decks* are
made up entirely of these cards and as long as all the cards comply
with the deck-construction rules limiting which card titles are
playable. If a player uses an Alpha deck, he or she must notify
the head judge before the beginning of the tournament.
2.1.5 New Releases
New Magic: The Gathering card sets (new expansions or new
editions of the basic set) released during the first fifteen days
of a month are allowed in tournament play on the first day of the
month following their retail release dates. Card sets released after
the first fifteen days of a month are allowed in tournament play
on the first day of the second month following their release dates.
Therefore, card sets always enter tournament play two to five weeks
after their retail release dates, and always on the first day of
the month. The DCI announces the exact date that each new card set
enters tournament play before the set is released.
Example: The retail release date for the Exodus expansion
was June 15, 1998; the expansion rotated into the tournament environments
on July 1, 1998, the first day of the month following its retail
release. If the Exodus expansion was released a day later,
it would have entered the environments on August 1, 1998 (five weeks
later).
The tournament organizer must announce which card sets he or she
will allow at a tournament prior to the event.
2.1.6 Four-Card Limit
With the exception of basic lands (plains, forest, mountain, island,
and swamp, including snow-covered variants), a player's *deck* and
*sideboard* may not contain more than four of any individual card,
by card title.
2.1.7 Restricted and Banned Cards
No more than one of each card on the appropriate format's Restricted
List is allowed in a tournament *deck* (including the *sideboard*).
No cards from the appropriate format's Banned List are allowed in
a tournament deck (including the sideboard). Violation of this rule
will result in the player being subject to the appropriate provisions
of the DCI penalty guidelines.
Note: The Banned and Restricted Lists are modified quarterly
by the DCI as follows: March 1, June 1, September 1, and December
1.
2.2 ANTE
Players may not wager ante.
2.3 STANDARD DECK CONSTRUCTION
The following card sets are permitted in sanctioned Standard tournaments:
- Classic (Sixth Edition)
- Tempest
- Stronghold
- Exodus
- Urza's Saga
- Urza's Legacy
- Urza's Destiny
2.3.1 The Banned List for Standard Tournaments:
- Any card not specifically permitted by section 2.3
- Dream Halls
- Earthcraft
- Fluctuator
- Lotus Petal
- Memory Jar
- Mind Over Matter
- Recurring Nightmare
- Time Spiral
- Tolarian Academy
- Windfall
2.3.2 Expansion Set Rotation
Expansion sets rotate into play environments on the first day of
the month following their retail release dates as described in section
2.1.5. However, they rotate out in "blocks." A given large expansion
and its two smaller expansions--essentially a year of Magic
expansions-- enters Standard play as a new "block" when the large
expansion rotates into the environment.
Example: The Rath Cycle block rotated into the Standard
tournament environment with the release of Tempest. The Stronghold
and Exodus sets are Rath Cycle expansions, and are therefore
part of this block. The Tempest, Stronghold, and Exodus
expansions will rotate out of the tournament environment together
when the 1999 large expansion enters the environment (two years
after Tempest was introduced to the environment).
Example: The Ice Age block (Ice Age-Homelands-Alliances)
left this environment when the Tempest card set rotated in
to start The Rath Cycle block.
2.3.3 Block Tournaments
The DCI sanctions only two Standard tournament formats other than
the main type. These types consist of "blocks," defined under section
2.3.2.
Two blocks exist in the Standard environment at any one time. The
DCI sanctions the following Standard block formats as of November
1, 1998:
- The Rath Cycle block (Tempest-Stronghold-Exodus)
- Urza block (Urza's Saga-Urza's Legacy)
2.3.4 The Rath Cycle-Block Deck Construction:
The Rath Cycle-block tournament *decks* may consist only of cards
from the Tempest, Stronghold, and Exodus expansions.
2.3.4.1 The Banned List for the Rath Cycle-Block Tournaments
2.3.5 Urza-Block Deck Construction
Urza-block tournament decks may consist only of cards from the Urza's
Saga and Urza's Legacy expansions.
2.3.5.1 The Banned List for Urza-Block Tournaments
- Gaea's Cradle
- Memory Jar
- Serra's Sanctum
- Time Spiral
- Tolarian Academy
- Voltaic Key
- Windfall
2.3.6 Previous Printings of Current Cards
Players may include cards from previous printings that appear in
current Standard-environment card sets, as long as they do not have
features that create "marked" cards, such as slightly rounder corners.
2.4 CLASSIC DECK CONSTRUCTION
Classic tournament *decks* may consist of cards from all Magic
expansions, any extension of the basic set, all promotional cards
released by Wizards of the Coast, and all limited-edition or large
expansion sets. New card sets are allowed in Classic tournaments
once they qualify for sanctioned tournaments under section 2.1.5.
2.4.1 The Restricted List for Classic Tournaments:
- Ancestral Recall
- Balance
- Berserk
- Black Lotus
- Black Vise
- Braingeyser
- Demonic Tutor
- Fastbond
- Fork
- Ivory Tower
- Library of Alexandria
- Memory Jar
- Mirror Universe
- Mox Emerald
- Mox Jet
- Mox Pearl
- Mox Ruby
- Mox Sapphire
- Recall
- Regrowth
- Sol Ring
- Strip Mine
- Stroke of Genius
- Time Spiral
- Time Walk
- Timetwister
- Tolarian Academy
- Underworld Dreams
- Wheel of Fortune
- Windfall
2.4.2 The Banned List for Classic Tournaments:
- Any card not specifically permitted by section 2.4
- Any ante card
- Amulet of Quoz
- Bronze Tablet
- Channel
- Chaos Orb
- Contract from Below
- Darkpact
- Demonic Attorney
- Divine Intervention
- Falling Star
- Jeweled Bird
- Mind Twist
- Rebirth
- Shahrazad
- Tempest Efreet
- Timmerian Fiends
2.5 CLASSIC-RESTRICTED DECK CONSTRUCTION
Classic-Restricted tournament *decks* may consist of cards from
all Magic expansions, any extension of the basic set, all
promotional cards released by Wizards of the Coast, and all limited-edition
or large expansion sets. New card sets are allowed in Classic-Restricted
tournaments once they qualify for sanctioned tournaments under section
2.1.5.
2.5.1 The Banned List for Classic-Restricted Tournaments
- Any card not specifically permitted by section 2.5
- Any ante card
- Amulet of Quoz
- Ancestral Recall
- Balance
- Berserk
- Black Lotus
- Black Vise
- Braingeyser
- Bronze Tablet
- Channel
- Chaos Orb
- Contract from Below
- Darkpact
- Demonic Attorney
- Demonic Tutor
- Divine Intervention
- Falling Star
- Fastbond
- Fork
- Ivory Tower
- Jeweled Bird
- Library of Alexandria
- Memory Jar
- Mind Twist
- Mirror Universe
- Mox Emerald
- Mox Jet
- Mox Pearl
- Mox Ruby
- Mox Sapphire
- Rebirth
- Recall
- Regrowth
- Shahrazad
- Sol Ring
- Strip Mine
- Stroke of Genius
- Tempest Efreet
- Time Spiral
- Time Walk
- Timetwister
- Timmerian Fiends
- Tolarian Academy
- Underworld Dreams
- Wheel of Fortune
- Windfall
2.6 EXTENDED DECK CONSTRUCTION
Extended tournament *decks* may consist of cards from any limited-edition
expansion set after Legends, and any basic set after Unlimited.
All cards that have never been released as part of an expansion
set, such as through books or other promotional means, are also
permitted. New card sets are allowed in Extended tournaments once
they qualify for sanctioned tournaments under section 2.1.5.
2.6.1 The Banned List for Extended Tournaments
Any cards from the following limited-edition expansion and basic
sets are banned unless they are reprinted in a legal set, limited
or otherwise:
- Alpha
- Beta
- Arabian Nights
- Antiquities
- Legends
- Unlimited
The following individual cards are banned:
- Any ante card
- Balance
- Black Vise
- Channel
- Demonic Tutor
- Fastbond
- Hypnotic Specter
- Ivory Tower
- Kird Ape
- Land Tax
- Mana Crypt
- Maze of Ith
- Memory Jar
- Mind Twist
- Regrowth
- Serendib Efreet
- Sol Ring
- Strip Mine
- Time Spiral
- Tolarian Academy
- Wheel of Fortune
- Windfall
- Yawgmoth's Bargain (effective August 1, 1999)
- Zuran Orb
2.6.2 Extended Card Rotation
When a block rotates out of the Standard environment under section
2.3.2, it becomes a sanctioned Extended format.
Example: The Ice Age block immediately became sanctioned
as an Extended format once the Rath Cycle block (Tempest)
replaced it in Standard.
2.6.2.1 Extended Block Tournaments
The DCI sanctions the following block formats as Extended tournaments
as of September 1, 1998:
- Ice Age block
- Mirage block
2.6.3 Ice Age-Block Deck Construction:
Ice Age-block tournament *decks* may consist only of cards
from the Ice Age, Homelands, and Alliances
expansions.
2.6.3.1 The Banned List for Ice Age-Block Tournaments:
- Amulet of Quoz (ante card)
- Thawing Glaciers
- Zuran Orb
2.6.4 Mirage-Block Deck Construction
Mirage-block tournament *decks* may consist only of cards
from the Mirage, Visions, and Weatherlight
expansions.
2.6.4.1 The Banned List for Mirage-Block Tournaments
2.6.5 Previous Printings of Current Cards
Players may include cards from previous printings that appear in
current Extended-environment card sets, as long as they do not have
features that create "marked" cards, such as slightly rounder corners.
3.0 RULES FOR MAGIC: THE GATHERING LIMITED TOURNAMENTS
3.1 GENERAL RULES FOR LIMITED TOURNAMENTS
3.1.1 No Four-Card Limit
Players are not restricted to four of any one card in Limited tournament
play.
3.1.2 Banned and Restricted Lists
No Restricted or Banned Lists exist for Limited-environment tournaments.
Players are not allowed to play with any ante cards they may receive.
3.1.3 Abnormal Decks, Boosters, and Cards
If a player receives an abnormal *deck*, booster pack, or card,
it should be brought to the head judge's attention and replaced
at his or her discretion. In the case of an anomalous--or "marked"--card,
the judge may replace it with a *proxy card* at his or her discretion.
If a player receives or draws an ante card, the head judge should
replace it from a random stack of cards from the same card set the
ante card came from.
Neither Wizards of the Coast, nor the tournament organizer, guarantees
any specific distribution of card rarities or frequency in a particular
pack or deck.
3.1.4 Deck Size Requirements
Each *deck* is required to have a minimum of forty cards. Before
a *duel begins*, each player is allowed to count the number of cards
in his or her opponent's deck and *sideboard* to ensure the total
number of cards has not changed since the deck was originally issued.
Any discrepancy should be reported to a tournament official and,
pending an investigation, the head judge will subject the player
to the appropriate provisions of the DCI penalty guidelines.
3.1.5 Land Cards
Tournament organizers and/or the head judge may choose to provide
basic lands for players to use during the tournament. If the organizer
provides basic lands, he or she must make available the same amount
of land cards to each player. Organizers must announce before and
during event registration whether they will or will not provide
players with access to basic lands.
3.1.6 Deck Registration
The head judge or tournament organizer may require players to record
on a decklist every card they receive in a Limited tournament. Once
the cards are registered, players have a limited amount of time
to prepare their *decks* before play begins. The head judge must
announce the time allotted for deck construction before the *tournament
begins*.
Note: Wizards of the Coast, Inc. reserves the right to publish
contents of decks and sideboards as well as transcripts or video
reproductions of any sanctioned tournament.
3.1.7 Sideboard Use
Any drawn or opened cards not used in a player's Limited-environment
tournament *deck* function as his or her *sideboard*. Before each
*duel begins*, players must allow their opponents to count the number
of cards in their sideboards (face down) if requested. Players may
not look at their sideboards during a *duel*.
Before the beginning of the second or third duel in a *match*,
players may change the composition of their decks by swapping cards
from their decks with cards in their sideboards. There are no restrictions
on the number of cards a player may exchange as long as the play
deck contains at least forty cards. Cards need not be exchanged
on a one-for-one basis. Attempts to alter a deck's composition illegally
will result in the head judge applying the appropriate provisions
of the DCI penalty guidelines.
3.1.8 Card Use
Players may only use the actual cards they receive or draft at a
Limited tournament. Players may not trade or replace the cards they
receive or draft at a Limited tournament with any other cards, even
if the replacement is an exact copy. If a card is damaged or otherwise
considered "marked," players must comply with section 3.1.3--Abnormal
Decks, Boosters, and Cards.
3.1.9 Early Departure
Limited-tournament participants may not withdraw from the event
prior to the first *match*. Violation of this rule results in the
offending participant receiving a "loss" for the match on the official
tournament record (the opponent receives a "win" for the match).
3.2 RULES FOR SEALED DECK TOURNAMENTS
3.2.1 Deck Construction
Before tournament play begins, each player receives a sealed deck
of Magic: The Gathering cards and various booster packs,
from which he or she will create a tournament *deck*.
The total number of cards available to a player for *deck* and
*sideboard* construction is determined by tournament officials prior
to the event. The DCI suggests giving each player a combination
of decks and/or boosters totaling ninety to three hundred cards.
3.3 GENERAL RULES FOR DRAFT TOURNAMENTS
3.3.1 Player Distribution
Players assemble into drafting circles (called pods) of roughly
equal size at the discretion of the tournament organizer, with no
more than eight players per pod. The pod judge then distributes
an equal number of Magic: The Gathering booster packs to each player
in the pod. Players must receive identical numbers of booster packs
from each card set being used in the tournament.
Players within a pod may only play against other players within
that pod.
Optional: The tournament organizer may ignore drafting pods
when pairing players for competition, mixing all tournament participants
together into one pool for pairings each *round*.
3.3.2 Deck Construction
Once drafting is complete, players have a limited amount of time
to build *decks* from the cards they selected. The tournament organizer
determines how long the deck construction phase will last, and he
or she must state what this time period will be when he or she announces
the beginning of the deck construction phase. The DCI recommends
that organizers give players twenty minutes for deck construction
at draft tournaments.
3.3.3 Basic Lands
Players may add as many basic lands as desired; no maximum is imposed.
Extra lands are allowed for *sideboards*. Tournament officials must
comply with this rule and section 3.1.5--Land Cards.
3.4 RUNNING A BOOSTER DRAFT
At a signal from a tournament official (for example, "Open the
first of your Fifth Edition boosters . . . "), each player
opens one of the booster packs and reviews the cards. The player
chooses one card from the booster pack, then passes the remaining
cards face down to the player on his or her left. All remaining
boosters must be passed face down during the entire draft cycle.
Repeat until all cards in the booster have been drafted.
Once all cards in the booster pack have been drafted, a tournament
official instructs players to open another booster pack ("Open your
next Fifth Edition booster . . . ") and draft in the same
fashion, except that the direction of drafting is reversed. This
process is repeated until all cards in all booster packs have been
drafted.
3.4.1 Booster Draft Card Selection
Before the *tournament begins*, the head judge must announce how
much time each player has to select one card. If a player fails
to select a card in the time given, the pod judge issues that player
a random card from the pack in the player's possession when the
time expires.
3.5 RUNNING A ROCHESTER DRAFT
3.5.1 Draft Table Preparation
The table judge lays out fifteen cards (one booster pack) face up
on the table. Players at the table are given twenty seconds to review
the cards before drafting begins.
3.5.2 First Card Choice
Each booster-pack draft begins with the active player (the playert
who chooses first from the cards on the table). Each player within
a pod serves as the active player once for each booster-pack group.
3.5.3 Active Player Rotation
All booster packs in a group must be drafted before drafting moves
to the next group. The rotation for active players moves:
- in a clockwise direction for the first booster-pack group (beginning
with the player to the table judge's immediate left);
- in a counterclockwise direction for the second group (beginning
with the player to the table judge's immediate right);
- and returns to a clockwise direction for the third booster-pack
group.
3.5.4 Draft Order
The draft order moves in a horseshoe pattern, beginning with the
active player, continuing around the table to the last participant
in the circuit who has not yet drafted a card. The draft order begins:
- in a clockwise direction for the first booster-pack group;
- in a counterclockwise direction for the second group;
- and in a clockwise direction for the third group.
The last player in the circuit selects two cards, instead of one,
before drafting continues in reverse order, moving back to the player
who began the circuit. After all cards are drafted or each player
has two cards from the current booster pack (whichever comes first),
the table judge clears the drafting area and prepares for the next
booster-pack draft.
3.5.5 Rochester Draft Card Selection
Before the *tournament begins*, the head judge must announce how
much time each player has to select one card. If a player fails
to select a card in the time provided, the pod judge issues that
player the undrafted card placed on the table earliest, based on
the order the judge laid the current pack out at the start of the
draft. Any card touched by a player is considered drafted. Players
must always display the latest card they drafted face up on the
table during drafting.
4.0 RULES GOVERNING ALL SANCTIONED TEAM TOURNAMENT
PLAY
4.0.1 General Team Requirements
Each individual team must have unique team-specific information,
including:
- Team name
- Team affiliation, if applicable (sponsor, school, retail store,
and so on)
- Team city
- Team state/province
- Team country
- Team members (and their respective DCI membership numbers)
Multiple teams may have the same name, affiliation, city, state/province,
or country.
4.0.1.1 Team Names
Wizards of the Coast reserves the right to not publish any team
name that it deems offensive and/or obscene. Tournament organizers
and certified head judges should discourage teams from registering
team names that may be considered offensive and/or obscene.
4.0.2 Team Composition and Identification
A valid team consists of two, three, or five members, as appropriate
to the sanctioned team tournament format (see section 4.1). A team
is identified by the individual DCI membership numbers of its respective
members. Individual DCI members may be members of more than one
valid team.
A team continues to exist as long as its respective members choose
to identify themselves as a team. Any change in team membership
(the removal and/or addition of a member) constitutes a new team,
with entirely new team-specific information (see section 4.0.1).
A team may change its name, affiliation, city, state/province, or
country without becoming an entirely new team.
4.0.3 Team Ratings and Rankings
Competitors in sanctioned team tournaments will be rated and ranked
as a team. Each individual team will have its own official rating
and ranking according to team size (pairs, trios, etc.) and format
(Classic, Standard, Extended or Limited). Only round results for
the team as a whole are tracked and recorded, not individual *duels*
and *matches* that take place during sanctioned team tournaments.
4.1 SANCTIONED TEAM TOURNAMENTS
4.1.1 Applicable DCI Standard Floor Rules
All sanctioned team tournaments are governed by the appropriate
sections of the DCI Standard Floor Rules.
Example: A sanctioned team Standard tournament must adhere
to all sections of the DCI Standard Floor Rules that apply to sanctioned
Standard tournaments, plus those applicable to sanctioned team tournaments.
4.1.2 Valid Team Participation
Sanctioned team tournaments are open to teams consisting of two,
three, or five members. Only valid teams of the appropriate size
are eligible for a sanctioned team tournament. If a team player
drops (or is disqualified) from an event after the first *match
begins*, the team may continue throughout the tournament, receiving
one *match* loss per *round* for each player missing.
Each team entering a sanctioned team tournament must provide the
tournament coordinator with its team-specific information (see section
4.0.1) when registering for the event. Failure to provide this information
will result in the team's disqualification from the tournament.
Example: A sanctioned three-person team tournament is open
only to teams consisting of three members; teams consisting of two
or five members cannot compete in this event.
4.2 TEAM CONSTRUCTED TOURNAMENTS
Event results for each DCI-approved Constructed tournament format
(Classic, Classic-Restricted, Extended, and Standard) are merged
into one set of Constructed ratings for each team size. In addition
to an event's format, each Constructed tournament will feature one
of two variants that affect card restrictions:
- Regular-team Constructed (see section 4.2.1); and
- Unified-team Constructed (see section 4.2.2).
Event organizers must announce which variant they will use before
event registration begins and they must include this information
in any tournament advertising.
4.2.1 Regular Team Constructed Tournaments
Regular-team Constructed tournaments using any DCI-approved Constructed
format must adhere to all applicable sections of the DCI Standard
Floor Rules for Constructed tournaments. Rules regarding card restrictions
apply to each team member individually.
4.2.2 Unified Team Constructed Tournaments
Unified-team Constructed tournaments using any DCI-approved Constructed
format must adhere to all applicable sections of the DCI Standard
Floor Rules for Constructed tournaments except that rules regarding
card restrictions apply to the team members collectively.
With the exception of basic lands (plains, island, swamp, mountain,
and forest, including snow-covered variants), a participating team
may not include more than four of any individual card, by card title,
among all team members' *decks* and *sideboards*. A participating
team may not include more than one copy of any card appearing on
the Restricted List for the tournament format, among all team members'
decks and sideboards.
Example: Team XYZ consists of three members. The team is
participating in a sanctioned unified-team Classic tournament. The
team members wish to include the Incinerate and Fork cards in their
decks and/or sideboards. A total of no more than four copies of
Incinerate are allowed in all of Team XYZ's decks and sideboards
combined. A single team member's deck may contain all four Incinerates;
each team member may include one Incinerate in his or her deck or
sideboard; two members may have two Incinerates each in their decks,
and so on. Because Fork appears on the Restricted List for Classic
tournaments, only one copy of Fork is permitted among all Team XYZ's
decks and sideboards; therefore, only one team member may have Fork
in his or her deck or sideboard.
4.3 TEAM LIMITED TOURNAMENTS
Event results for each DCI-approved Limited-tournament format (Sealed
Deck, Rochester Draft, and Booster Draft) are merged into one set
of Limited ratings for each team size. Team Limited tournaments
using any DCI-approved Limited formats must adhere to all applicable
sections of the DCI Standard Floor Rules for Limited tournaments.
APPENDIX
I. DEFINITION OF TERMS
Cut: Removing a single portion of a deck and placing it
atop the remaining portion without looking at any of the card faces.
Deck: Selection of cards that conforms to the deck construction
rules for that particular format. For format-specific information,
see:
- Section 2.1 for Constructed tournaments
- Section 3.1 for Limited tournaments
Duel: One game of Magic.
Duel begins: When the first player in a duel begins his
or her first-turn untap phase.
Head judge determines: Decision based on the judge's expert
opinion.
Match: Series of duels between two players to determine
the winner. Typically, the match winner defeats his or her opponent
in a best-two-out-of-three series. If the number of duels in a match
is different than a possible total of three, the head judge must
announce this change before the tournament begins. (If the head
judge makes no such announcement, the matches are decided in a best-two-out-of-three
series.)
Match begins: When the head judge announces the start of
the match.
Premier events: Tournaments such as the Magic: The Gathering
Pro Tour events, Grand Prix events, National Championships, Regional
Championships, and State Championships.
Proxy card: A card used during competition to represent
another card; also counterfeit cards, or any card that is not a
genuine Magic card.
Public information: Statistics or card text that duel participants
are required to share with tournament officials and opponents by
the rules of the game.
Round: The period during which match play takes place.
Round begins: The time posted and/or announced by the head
judge or organizer for all players to be seated and ready for match
play.
Sideboard: Selection of cards that conforms to the sideboard
rules for that particular format. For format-specific information
regarding sideboards, see:
- Section 2.1.3 for Constructed tournaments
- Section 3.1.7 for Limited tournaments
Stalling: Intentionally playing slowly in order to gain
an advantage in a duel or match.
Swiss rounds: Competition structure allowing players to
participate in every round, regardless of their match records.
Tournament begins: Once onsite tournament registration closes.
II. CODES OF CONDUCT
A. Introduction
The purpose of the codes of conduct is to provide players and officials
with a guide to expected behavior during Wizards of the Coast-sanctioned
tournaments. By entering a Magic: The Gathering tournament,
players and spectators agree to abide by all rulings rendered by
tournament officials.
B. Sporting Conduct
Sporting conduct is based on mutual respect. Players, spectators,
volunteers, and tournament officials are expected to exhibit this
respect throughout a tournament.
C. Unsporting Conduct
Unsporting conduct is not tolerated at any officially sanctioned
tournament. Players, judges, spectators, and volunteers must conduct
themselves in a polite, respectable, and sporting manner. Any competitor
behaving in a belligerent, argumentative, hostile, or unsporting
manner will be subject to the appropriate provisions of the DCI
penalty guidelines (see section III of the appendix).
The following behavior is automatically considered unsporting conduct:
- profanity
- physical intimidation
- failing to start a duel in a timely manner
- arguing excessively with a judge
- scouting other competitors' *decks*
- enlisting the aid of observers to scout other competitors' decks
- disobeying/disregarding the rules for the tournament event
- willfully disobeying a ruling by the head judge or DCI tournament
manager
D. Reporting Violations of the Codes of Conduct
It is a player's individual responsibility to promptly notify tournament
officials of any condition he or she believes interferes with tournament
play. By failing to immediately notify tournament officials of possible
unsporting conduct, witnesses and others waive any possible claims
against tournament officials and/or the tournament organization(s)
for not taking action. Notifying tournament officials means the
possible conduct violation may be investigated at the officials'
discretion. Any possible penalties will be issued based solely on
the outcome of the officials' investigation.
If a player disagrees with how tournament officials handled the
possible conduct violation, he or she can appeal the ruling to the
DCI staff or the DCI tournament manager (if present at the tournament)
for a final decision. When the DCI staff (or DCI tournament manager)
issues a final ruling, the players must follow that decision without
further argument or other difficulties. If a player continues to
argue or be disruptive, he or she will be subject to the appropriate
provisions of the DCI penalty guidelines.
E. Player Responsibilities
Players must obey the current official tournament rules applicable
to the tournament type in which they are competing. If a player
has a rules question, he or she should communicate it to the other
player and judging staff in a concise, polite, and rational manner.
Players have the right to appeal a judge's decision to the head
judge. Players may appeal the head judge's decision to the DCI tournament
manager (if present at the tournament). When the head judge (or
DCI tournament manager) issues a final ruling, the players must
follow that decision without further argument or other difficulties.
If a player continues to argue or be disruptive, he or she will
be subject to the appropriate provisions of the DCI penalty guidelines.
F. Spectator Responsibilities
To ensure that spectators at official tournament events do not disturb
the players' ability to concentrate on their *matches*, spectators
must maintain a minimum distance of three feet from the players
and the play table. Spectators must also remain silent and refrain
from engaging in any behavior that could be disruptive to the players.
A spectator may not take notes regarding any player's *deck* during
a tournament, unless he or she is doing so for journalistic purposes
and has received advance clearance from the head judge or DCI tournament
manager. Any spectator violating these rules may be warned by tournament
officials or may be required to leave the event.
G. Volunteer Responsibilities
Volunteers should receive a full briefing by the judging staff in
preparation for the tournament event, including:
- An overview of the official tournament rules, format, and procedures
- A review of the rules governing scoring
- A discussion regarding the length and number of tournament *rounds*
- Policies regarding player movement during the tournament
As with any public representative of DCI tournaments, volunteers are
expected to treat players, spectators, and others with respect. Should
any player or spectator feel that a judge has not treated him or her
with respect, he or she may file a complaint with the DCI players'
organization.
H. Tournament Organizer
The tournament organizer is responsible for making sure an event
runs smoothly and properly, and that the event's results are returned
to the DCI in a complete and timely manner. Unless the organizer
is also the head judge, he or she is not authorized to overrule
any rules-related decisions made by the head judge.
I. Judge Responsibilities
The primary duties of a tournament judge include issuing warnings,
interpreting card effects, and answering rules-related questions.
In order to perform these tasks effectively, judges must receive
concise and accurate instructions from the head judge (and/or DCI
tournament manager) before the tournament begins. All warnings issued
by a judge must be reported to the head judge so he or she can issue
penalties appropriately and maintain a complete and accurate event
log.
Judges must treat players and spectators in a courteous and polite
manner. Should any player or spectator feel that a judge has not
treated him or her with respect, he or she may file a complaint
with the DCI, head judge, and/or the DCI tournament manager (if
present at the tournament).
J. Head Judge Responsibilities
If the DCI tournament manager is not present, the head judge is
the final arbiter of all questions and disputes during a tournament.
As the final rules authority at the event responsible for its integrity,
the head judge may issue warnings or impose penalties in accordance
with the DCI penalty guidelines and the DCI Standard Floor Rules.
As with all other public representatives of DCI tournaments, head
judges are expected to treat players and others in a courteous and
polite manner. Should any player or spectator feel that a judge
has not treated him or her with respect, he or she may file a complaint
with the DCI and/or the DCI tournament manager (if present at the
tournament).
K. DCI Tournament Manager
The DCI tournament manager is an employee of Wizards of the Coast,
and is the final judicial authority at all events he or she attends.
The tournament manager may reverse any decision made by the head
judge or any other tournament official. If the DCI tournament manager
is present at the tournament, he or she determines the degree to
which a player should be subject to the DCI penalty guidelines.
III.
DCI PENALTY GUIDELINES
This document is now separated from the DCI Standard Floor Rules
for player convenience.
|