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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*.

  1. 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.
  2. Players determine who chooses to play or draw first (see section 1.3.15).
  3. Appropriate player chooses to play or draw.
  4. Players shuffle their *decks* (see section 1.3.16).
  5. Players present their decks to their opponents (for additional shuffling and *cutting*, if desired).
  6. Each player draws seven cards.
  7. Each player decides whether or not to take a Mulligan (see section 1.3.17).
  8. 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

  • Cursed Scroll

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

  • Squandered Resources

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.

 



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