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Penalty Guidelines of Magic-LeaguePenalty Guidelines of Magic-LeaguePenalty Guidelines v 4.2Introduction:This document indicates how rules infractions are penalized. The penalties for these are standard, and should not be deviated from except during extreme circumstances.Index
Rules Enforcement:There are 3 levels of rules enforcement, each corresponding to a type of tournament/match. They are as follows: League matches - The focus on these is for testing and having fun, so the penalties are more lenient. When ruling in these matches, the emphasis is on instructing the players in proper play habits and techniques. Minis - Penalties are not severe, but are strict enough to serve as a correctional tool. Trials/Masters/Invitationals - Since these tournaments are for money (or byes to said tournaments), these penalties are about as harsh as it gets. Players in these tournaments are expected to be proficient with the software, as well as their decks. Types of Penalties:*Caution (C ) – The smallest penalty that can be given. This is an untracked verbal warning. The judge giving this penalty must explain the infraction, and the consequences of repeating the infraction. *Warning (W) – A warning is an officially tracked penalty used to inform league staff that a problem has occurred. All warnings are kept in the Magic-League Penalty Database. The judge issuing this penalty must explain the infraction, the consequences of repeating the infraction, and if possible how to avoid the infraction. *Game Loss (GL) – The player will lose that game. If in between rounds of a tournament, the game loss is applicable to the first game of the next round. If a game loss is given during a game, sideboarding for the next game is allowed. If given before the start of a match, sideboarding is not allowed. The player given the game loss will have the option of draw/play in the next game. A warning is always given with this penalty. *Match Loss (ML) – The player loses that match. If in between rounds, the player loses the next match of that tournament. Players who receive match loss penalties in between rounds will be paired for their next round. A warning is always given with this penalty. *Disqualification (DQ) – The player is removed from the tournament immediately. Disqualifications also may warrant a ban depending on the situation. A warning is always given with this penalty. Escalation of Penalties: The normal order of penalties is caution – warning – game loss – match loss – disqualification. In league matches and minis, the judge may at their discretion repeat a penalty. In trials and above, penalties will escalate. Infractions: 100. Deck ProblemsPlayers are considered to have presented their decks when they connect to each other in a play program. This is signified by the deck’s card count and security code being listed by the program. 101. Illegal Main Deck: A player’s deck is illegal if it contains an illegal number of cards (40 min limited, 60 min constructed); contains cards illegal in the format played; or contains cards that would violate a game rule (such as the 4 card limit, or multiples of restricted cards). As part of the penalty, the player is required to make their deck legal for the format played. This involves removing all cards in violation and using only basic land to reach the minimum card limit for the format. The player then messages the TC the new security code, and continues play. Penalty: All Levels – Game Loss 102. Illegal Sideboard: A player’s sideboard is illegal if it contains an illegal number of cards (sideboards must contain 15 or 0 cards for constructed events); contains cards illegal for the format, or contains cards that would violate a game rule (such as the 4 card limit, or multiples of restricted cards). There are several types of this penalty, and they will be discussed below: Too many cards – The player’s entire sideboard is disqualified. Illegal card choices – The player removes all illegal cards, and replaces them with basic lands. The player then messages the TC with the new security code. Too few cards – The player adds enough basic land to make their sideboard legal. Having less than 15 cards is permitted in minis, with no penalty. Penalty: All Levels – Game Loss 103. Incorrect Security Code: A player’s security code is incorrect if the code that appears in Apprentice / MWS is different than that which appears on site. Since the security code is the online equivalent of a deck list, if the code changes we must assume the deck has also changed. There are two exceptions: 1. The player realizes that they loaded the wrong deck before hands are drawn. In this event the player can be given a warning, and load the correct deck. If the player notices upon drawing his hand, he can be given a Warning and Forced Mulligan on low RELs (mini). 2. The player is using Legendary Lands from Champions of Kamigawa. These have been known to cause security code errors. To correct the incorrect security code, the player should either load the correct deck file or recopy the deck from the site. Penalty: Minis and above – Game Loss 104. Failure to De-sideboard: If a player keeps their play application open between matches, it is possible to have your deck in a sideboarded state for game 1. It is recommended that you close your play application between rounds, after saving logs. Penalty: Mini – Warning and Forced Mulligan Trial and above – Game Loss 110. Game Play ErrorsGame Play Errors are those which occur during the course of a game, which result directly from actions taken during the game. Since both players are responsible for game state, both players may receive penalties for game state errors. 111. Game Play Error – Incorrect Representation: A minor clerical error which does not affect game play. Example: Failure to put a +1/+1 counter on an Arcbound Ravager when it comes into play. If this error causes an illegal game state or confusion, upgrade the penalty to Game Play Error – Rules Violation. Penalty: League/Mini – Caution Trials and above – Warning 112. Game Play Error – Illegal Game State: Prior actions have made the current game state illegal. Example: Two Flagstones of Trokair have been in play for a while, with neither player noticing that they are legendary. Immediately apply state based effects to make the game state legal. Judges are not to rewind the game state. The opponent should be issued a penalty for Game Play Error – Failure to Maintain Legal Game State. Penalty: League - Caution Mini and above – Warning 113. Game Play Error – Missed Mandatory Trigger: A mandatory trigger has been skipped by a player. Example: A player has Dark Confidant in play, but fails to reveal before drawing for the turn. If a turn cycle has not passed (a turn cycle being from the end of the applicable step until the beginning of the next one for that player), immediately place the trigger on the stack. In the case of the example above, the top card of the library is revealed as though it were from the trigger, then put in hand. For mandatory triggers which have a default action (usually specified by “if you don’t”), resolve the trigger immediately and assume that the player made the choice not to fulfill the ability. Example: A player forgets to pay the upkeep cost on a pact. In this case, the trigger has a default action (If you don’t, you lose the game). The trigger is then immediately resolved, and the player loses the game for not fulfilling the trigger. Penalty: League - Caution Mini and above – Warning 114. Game Play Error – Rules Violation: A player attempts an illegal action. Example: A player attempts to play Faith’s Fetters on a creature with Protection from White. Since these errors involve actions currently undertaken, judges are allowed to reverse illegal actions to make game state legal. If the rules violation involves hidden information (such as failure to reveal a creature played using the morph ability), upgrade the penalty to a game loss. Penalty: League – Caution Mini and above – Warning 115. Game Play Error – Failure to Maintain Legal Game State: A player’s opponent has made an illegal play, or a play which causes an illegal game state. It is the philosophy that both players are responsible, though the player who undertakes the action is held more accountable. Players are required to remind opponents ONLY WHEN the game state has become illegal. Example: A player does not remind his opponent that Faith’s Fetters cannot enchant an Akroma, Angel of Fury when played. Example: A player fails to pay the upkeep cost on a pact before drawing. The opponent is NOT required to tell the player that the pact’s trigger is on the stack, since the game state is legal up until the ability would resolve (losing the game is a legal game state). They ARE required to notify the player if they fail to pay but play on, since the game state is then illegal (the player lost, but continues playing) Penalty: All Levels – Caution 120. Tournament ErrorsTournament Errors are those which take place outside of the normal game. These are generally violations of Magic-League tournament rules. 121. Tournament Error – Tardiness: A player fails to respond to their opponent, or connect within the specified time limits set by Magic-League for their match. If a player receives a match loss during swiss rounds, they are dropped from the tournament unless they specifically tell the TC not to drop them. Penalty: Minis and above – Game Loss at 10 minutes; Match loss at 15 minutes. 122. Tournament Error – Inactivity: A player does not respond to their opponent during a game within the specified amount of time. This penalty also includes announced inactivity. Penalty: All Levels – Game Loss at 5 minutes; Match Loss at 10 minutes. 123. Tournament Error – Disconnection: If a player disconnects from their opponent, they are considered to be inactive. If a player can contact their opponent within 5 minutes, and the game can continue as normal, the player is not penalized. Opponents are required to acknowledge their opponent’s attempts at contact, and reconnect with them. Penalty: All Levels – Game Loss124. Tournament Error – Inappropriately Messaging the TC: If a player does not need to message the TC, they shouldn’t. TC’s don’t need 50 people messaging them asking for pairings. Penalty: Mini – Warning Trial and above – Warning, but upgradeable to Game Loss if announced by the TC. 125. Tournament Error – Crashing an Opponent’s Program: The two most common methods of this are repeated shuffling of apprentice (called a list synch error), and messing with your opponent’s cards in MWS (usually the result of drawn arrows). If you crash your opponent’s program, YOU will be penalized. If this is intentional, see section 151 Cheating - Fraud Penalty: All Levels – Game Loss 126. Tournament Error - Failure to Draft: A player signs up for a draft mini, but doesn’t start the draft. These infractions are very inconvenient and time consuming, and as such will come with a severe penalty. This penalty applies only to minis. Penalty: All Levels – Removal from the draft, and possible ban from #draft4you. 127. Tournament Error – Slow Play: A player takes longer than is reasonable required to complete game actions. If this action is intentional, see section 152 Cheating – Stalling. Penalty: All Levels – Warning, plus a time extension of up to 3 minutes. 130. Card Drawing131. Looking at Extra Cards: A player either looks at cards when they shouldn’t, or looks at too many. Example: A player looks at the top 5 cards while resolving an Impulse. Penalty: League / Mini – Caution Trials and above - Warning 132. Drawing Extra Cards: A player draws a card when they shouldn’t have. If the draw is traceable (when a player puts a card back it says "Player puts card #5 to library") then the player puts the card back on top of their deck, shows their opponent, and shuffles their deck (only if library order is unknown). MWS draws are always traceable via the Action --- Undo Last Draw option. If the draw is untraceable, the player does the same as above, but with a card selected by his or her opponent. If this was intentional, see section 151 Cheating - Fraud Penalty: All Levels – Warning 133. Improper Draw at the Start of Game: This occurs when a player draws too many cards in their initial hands, or when resolving mulligans. As part of this penalty, the player is given a forced mulligan (drawing one less card then they should have drawn when the infraction occurred). Penalty: All Levels – Warning 134. Failure to Draw: If a player fails to draw a card when required to do so, apply this penalty. The player draws the card if a turn cycle has not passed. If intentional, see section 151 Cheating - Fraud. Penalty: All Levels – Warning 135. Failure to Discard: A player does not discard when instructed to by an effect or game rules. The player immediately discards the appropriate number of cards. Penalty: All Levels - Warning 140. Unsporting ConductNote: The final authority on what level of unsporting conduct an action is covered by is the judge that applies the penalty. 141. Unsporting Conduct – Minor: Minor unsporting conduct is any action which can be potentially disruptive to a game. This includes such items as excessive profanity, pushing the pace of play, and rules lawyering. Penalty: All Levels – Warning 142. Unsporting Conduct – Major: Major unsporting conduct is any action which is disruptive to a game, or which can be disruptive to a tournament, or the league as a whole. This includes failure to accept a judges’ ruling, profanity towards a judge/staff, and excessive argument. Players are also considered to have committed this penalty if they do not join #judges4you when requested by a judge. Penalty: All Levels – Game Loss 143. Unsporting Conduct – Severe: Severe unsporting conduct is any action which is disruptive to a tournament, or the league as a whole. This basically covers all actions such as a player “going off” in any league channel. Penalty: All Levels – Disqualification and potential ban 144. Unsporting Conduct – Bribery and Wagering: A player offers anything in exchange for a result, or two players agree that the winner receive something after a match is played. Penalty: All Levels – Disqualification and potential ban. 145. Unsporting Conduct – Randomly Determining a Winner: Both players agree to use some random method to determine the winner of a match. Flipping an apprentice match via #flips is the only exception to this rule. Penalty: All Levels – Disqualification and potential ban 150. Cheating151. Cheating – Fraud: Fraud is cheating through any means available in the game. This includes drawing extra cards, lying to judges, and misrepresentation of game state. Example: A player plays a Pyroblast on his opponent’s Psychatog, with a Chalice of the Void set at 1, hoping that the opponent wouldn’t notice and bury his creature. Penalty: All Levels – Disqualification and potential ban) 152. Cheating – Stalling: Stalling is the intentional act of playing slowly as to take advantage of a time limit. This is not the same as playing slowly, and this requires more evidence to prove. Penalty: All Levels – Disqualification and potential ban 153. Cheating – Other: This covers all forms of cheating not previously mentioned. This includes running cheat programs. Penalty: All Levels – Disqualification and potential ban Document History v 1.0 – Initial Penalty Guidelines v 2.0 – Change from 4 REL to 2 REL v 3.0 – Change from 2 REL to 3 REL. Document brought into line with DCI practices. 3.1 – Added penalties for Failure to Draft and Slow Play. Added more in depth discussion. v 4.0 – Document changed to mirror the recent overhaul of the DCI guidelines. Added Document History. 4.1 - Added Failure to De-sideboard. Corrected disagreement with infraction names. 4.2 – Differentiated between different types of missed triggers. Included not joining j4y as Unsporting – Major. Clarified the wording of Failure to Maintain Legal Game State. Added hidden information section to Rules Violations. |
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