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DCI-V:EKN Tournament Rules for V:TES [Effective 080198]

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Robert Goudie

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Aug 4, 1998, 3:00:00 AM8/4/98
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OFFICIAL VAMPIRE: THE ETERNAL STRUGGLE
STANDARD FLOOR RULES

Effective August 1, 1998


INTRODUCTION

The DCI(tm) Standard Floor Rules are the foundation of fair and
consistent Vampire: The Eternal Struggle(tm) (V:TES) tournament play
worldwide. In order to maintain standardization, tournament participants
must abide by both the rules themselves and the spirit in which they
were created. Players who violate sections of the Standard Floor Rules
or the Codes of Conduct will be subject to the appropriate provisions of
the DCI penalty guide. The codes of conduct and the DCI penalty guide
are included in the Appendix.


A. NECESSARY TOURNAMENT MATERIALS

Players must bring the following items to a tournament in order to
participate:

* Visible method to count blood point totals (counters, dice, pen and
pencil, and so on).
* 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 must
announce this requirement sufficiently in advance of the tournament.


B. TOURNAMENT SANCTIONING & RATING TYPES
The DCI sanctions the following tournament types:

* Standard Constructed

The DCI produces the following ratings and rankings categories:
* Standard Constructed


C. PREGAME PROTOCOL
The following steps must be performed in order before each round begins.

1. Players shuffle their decks. See Section 1.3.11
2. Players present their decks to their predators (for additional
shuffling and cutting, if desired)
3. Each player draws seven cards from his or her library and 4 vampires
from his or her crypt.

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 adequate notice to participants before the
tournament 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 Judges, tournament organizers, and tournament officials may not
play in the events they organize or run.

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. Tournament organizers
must have copies of the most recent rulings, errata, and clarifications
from Vampire: Elder Kindred Network.

1.1 Head Judge
Officially sanctioned competition requires the presence of a head judge
during play to interpret rules, enforce all time limits, 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, then
they are free to appeal the ruling to the head judge. The head judge has
the right to overrule all tournament officials' decisions.

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 Vampire: The
Eternal Struggle) they notice or that is brought to their attention.
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 Games
The head judge may be required to end a game that exceeds the time limit
prior to its actual conclusion. Before intervening to terminate a game,
the head judge must give the players involved at least thirty minutes
prior notice.

Once the notice period passes, the judge announces that the game is
over. The player in mid-turn is permitted to complete his or her turn
before the game result is determined. (A player in mid-turn is someone
who has finished untapping all of his or her cards that could be
untapped at the beginning of his or her turn.)

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,
deliberately stalling for time is not. If the head judge determines that
a player purposely failed to complete his or her turn in a reasonable
amount of time, that player will be subject to the appropriate
provisions of the DCI penalty guide.

1.3.3 Pregame Time Limit
Prior to each game, competitors have five minutes to thoroughly shuffle
their own decks.

This five-minute period does not include shuffling an opponent's deck.
Shuffling requirements specified in Section 1.3.11 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 guide.

The head judge or tournament organizer may set a time limit of less than
five minutes for these procedures, but if they do so, this policy must
be announced to players prior to the beginning of the tournament.

1.3.4 Mid-game Shuffling Time Limit
A one-minute time limit exists for all shuffling that occurs during a
game. 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 guide.

Shuffling requirements specified in Section 1.3.11 apply.

1.3.5 Tardiness
Players are expected to be in their seats when each round begins.
Players who are tardy will be subjected to the appropriate sections of
the DCI Penalty Guide. Players who fail to take their seats by the end
of the first round will be ejected from the tournament.

1.3.6 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 guide.
All tournament disqualifications are subject to DCI review, and further
penalties may be assessed.

Cheating includes, but is not limited to:
* Receiving outside assistance or coaching
* Looking at opponents' cards while shuffling or cutting
* Scouting other players' cards
* Misrepresenting cards
* Underpaying blood or pool costs
* Using marked cards/sleeves
* Intentionally marking cards/sleeves during play
* Drawing extra cards
* Manipulating which cards are drawn from your deck or your opponent's
deck
* Deliberately stalling the length of a turn to take advantage of a time
limit
* Intentionally misrepresenting public information (pool totals, number
of
cards in library, and so on).

1.3.7 Unsportsmanlike Conduct
Unsportsmanlike conduct is unacceptable and will not tolerated at any
time. Judges, players, and officials must behave in a polite,
respectable, and sportsmanlike manner. Collusion to alter the results of
a game is considered to be unsportsmanlike and will not be tolerated.
Players who engage in collusion, 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 guide and will be subject to further DCI
review.

1.3.8 Card Elevation
Players must keep their cards above the level of the playing surface. If
players need to temporarily set aside their hand of cards, the cards
must be laid visibly on the table.

Example: Game of Malkav requires players to hold pool in their hands. A
player may opt to set their hand of cards down in plain view on the
table so as to facilitate the handling of the pool.

1.3.9 Proxy Cards
The use of proxy cards is not permitted, unless these cards are provided
by a judge. 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.

The term "proxy" includes counterfeit cards or any card that is not a
genuine Vampire: The Eternal Struggle or Jyhad(tm) card. Violation of
this rule will be considered unsportsmanlike conduct and the responsible
player will be subject to the appropriate provisions of the DCI penalty
guide and to further DCI review. Counterfeiters will be prosecuted to
the fullest extent of the law.

All cards in the participant's deck MUST be genuine Vampire: The Eternal
Struggle or Jyhad cards.

1.3.10 Card Sleeves
A player 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. If for any reason any player's opponents
wish a player to remove the sleeves or protective devices, he or she may
request this prior to the beginning of any game, and the player must
immediately comply. All player requests to desleeve must be made prior
to the beginning of the game. Once a match has begun, a player may
request only that the judge inspect his or her 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 an opponent's playing field.

Newly released 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.

1.3.11 Shuffle
Regardless of the method used to shuffle the deck, all players' decks
must be sufficiently randomized. If at any time any player is not
satisfied that any opponent's deck is sufficiently randomized, the
player must notify the head judge. The head judge has final authority
regarding whether or not a deck has been sufficiently randomized.

Each time a player shuffles his or her deck during a game, the player's
predator may shuffle and/or cut the player's deck. Players may not use
this rule as an opportunity to view any cards in an opponent's deck.
After shuffling, the decks are returned to their original owners, who
may then cut (but not reshuffle) the cards before play begins.

1.3.12 Forgetting about Paying Card Costs
If a player advances to his or her next phase without making use of an
optional action, that action is no longer an available option to the
player.

However, if mandatory phase actions were not taken, all of those
abilities are resolved immediately, and the player is subject to the
appropriate provisions of the DCI penalty guide.

1.3.13 Spectators
Players have the right to request that any person, other than tournament
officials, not observe their game. All such requests should 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. Players are not permitted to observe other games.

1.3.14 Lengthy Rulings
If a judge needs more than one minute to make a ruling, either player
may request that their game be extended by the amount of time that the
game was delayed. The head judge may then, at his or her discretion,
extend the game by the appropriate amount of time.

1.3.15 End of the Round
All play during a round must cease when the judge declares the round is
over. Players in mid-turn will be permitted to complete that turn before
scores are calculated, up to a maximum time of one (1) minute. A player
in mid-turn is defined as a player who, during his or her turn, has
finished untapping all of his or her cards in play that could be
untapped at that time.

2.0 RULES FOR VAMPIRE: THE ETERNAL STRUGGLE STANDARD CONSTRUCTED
TOURNAMENTS


2.1 Constructed Tournament Required Materials
In order to participate in a sanctioned Standard Constructed
tournament, players must bring a preconstructed deck of V:TES and/or
Jyhad cards (and everything specified in the introduction, Section A).
The library must contain a minimum of sixty (60) and a maximum of ninety
(90) cards; the crypt must contain a minimum of twelve (12) cards.

2.1.1 Tournament-Legal Decks
Libraries that contain fewer than sixty cards or more than ninety cards,
or crypts that contain fewer than twelve cards, do not comply with
Section 2.1 and are not tournament legal. Use of illegal decks will
result in the responsible player being subject to the appropriate
provisions of the DCI penalty guide.

All library cards from the Jyhad or Vampire: The Eternal Struggle card
sets must be of sufficiently mixed card type-that is, Master cards must
appear with both Jyhad and V:TES card backs (or at least three different
card types must have Jyhad backs). Cards will be interpreted according
to their most recent printing.

* The following card sets are permitted in sanctioned Standard
Constructed V:TES tournaments as of August 1, 1998:

* Jyhad
* Vampire: The Eternal Struggle
* Dark Sovereigns(tm)
* Ancient Hearts(tm)
* The Sabbat(tm)

OPTIONAL: The head judge or tournament organizer may declare that
players who build decks with cards from both Jyhad and Vampire: The
Eternal Struggle must ensure that between forty and sixty percent of
their library be from the Jyhad card set. The tournament coordinator
must announce and advertise this rule prior to the start of the
tournament.

OPTIONAL: The head judge or tournament organizer may declare that
players may build their crypts with cards from either Jyhad or Vampire:
The Eternal Struggle, but not both.

2.1.2 Deck Registration
OPTIONAL: The head judge or tournament organizer may require players to
register their libraries and crypts upon arrival at a tournament.
Registration records the original composition of each library and crypt.
Once a player's decklist is received by a tournament official, it may
only be altered at the head judge's discretion. The deck must each be
returned to its original composition before the beginning of a new game.

NOTE: Wizards of the Coast, Inc. reserves the right to publish contents
of decks as well as transcripts or video reproductions of any sanctioned
tournament.

2.1.3 New Releases
New Vampire: The Eternal Struggle card sets (i.e., new expansions or new
editions of the basic set) released during the first 15 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 15 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 Sabbat expansion was October
31, 1996; the expansion rotated into the tournament environments on
December 1, 1996, five weeks later.

2.1.4 Banned Cards
No cards from the Banned List are allowed in a tournament deck.
Violation of this rule will result in the player being subject to the
appropriate provisions of the DCI penalty guide.

NOTE: The Banned and Restricted Lists are modified quarterly by the DCI
as follows: March 1, June 1, September 1, and December 1.

The Banned List for Standard Constructed V:TES tournaments:

•Cunctator Motion (V:TES)
•High Stakes (V:TES)
•Madness of the Bard (Dark Sovereigns)
•Monacle of Clarity (Jyhad)
•Playing for Keeps (Dark Sovereigns)
•Rowan Ring (Jyhad)
•Stake (Jyhad)

2.2 Ante
Players may not wager ante.

2.3 Tournament Registration

2.3.1 Grouping Players
The judge will group players randomly, using prepared index cards, a
computerized system for generating random groupings each round, or
another randomizing method.

The judge will randomly assign players in groups of five (5). In the
event that the number of players is not evenly divisible by five, the
judge will assign players in groups of four and five (most groups should
consist of five players).

2.3.2 Table Positions
Each table has five positions, numbered one through five, arranged
clockwise around the table. The first player assigned to a table
occupies position one, and so on. When play begins for each round, the
player in position one plays first (with one transfer permitted), and so
on. At tables with only four players, the empty position for turn
rotation is ignored.

The judge may, at his or her discretion, reseat players who were
assigned to the same table during any previous round. The judge must
ensure that exact predator-prey relationships are not duplicated from
round to round. When this occurs, the judge will randomly rearrange the
seating assignments of all players at the affected table.

2.3.3 Rounds
Vampire: The Eternal Struggle tournaments shall consist of a minimum of
four (4) rounds. The judge must declare a time limit for each round,
with a minimum time limit of two (2) hours per round. The five (5)
players with the highest total Victory Points from the first three (3)
rounds advance to the final round. In the event of a tie, the player
with the higher total Tournament Points advances to the final round (see
section 2.6, Tournament Scoring).

The tournament organizer or judge must announce the time limit prior to
the start of the tournament. The judge shall issue a five-minute warning
to the players when only five (5) minutes remain in each round.

2.3.4 Final Round
Table positions are not assigned in the final round. Instead each of the
finalists is given a 3x5 card (or reasonable substitute) with his or her
name on it. Starting with the lowest qualifier, each qualifier places
his or her 3x5 card face-up in a row on the table. When placing their
cards, each player must choose to position their card at either end of
the row or may create a space between two cards already placed. After
all cards have been placed, they are read from left to right to
determine seating positions in the final round.

Example:

Player 5 (the lowest qualifier) places her card: 5
Player 4 chooses to place at the right end of the row: 5 4
Player 3 chooses to place at the left end of the row: 3 5 4
Player 2 chooses to create a space between players
5 and 4 and places her card in that space: 3 5 2 4
Player 1 (the highest qualifier) chooses to create a
space between players 2 and 4 and places his
card in that space: 3 5 2 1 4

The judge will then determine randomly which player will play first.

2.4 TOURNAMENT SCORING

2.4.1 Scorekeepers
The judge will assign one player at each table the role of scorekeeper
for that table. The scorekeeper shall maintain an accurate record of the
scoring points for each player at the table. The judge will collect
these recorded scores from the scorekeeper at the end of each round.

2.4.2 Scoring Point Types
There are two different types of scoring points in V:TES tournaments.

Victory Points are awarded when a player's prey is ousted and when a
player survives a round.

Tournament Points are awarded based on a player's table ranking at the
end of a round.

2.4.3 Victory Point Scoring
A player receives one (1) Victory Point each time he or she ousts his or
her prey during a game. A player receives an additional half (.5)
Victory Point if he or she has not been ousted by the end of the round,
unless that player is the last one surviving at the table, in which case
the player receives an additional one (1) full Victory Point (refer to
the Vampire: The Eternal Struggle rules).

After Victory Points are assigned, players are then ranked at their
table from first through fifth place. The player with the highest total
Victory Points places first, and so on.

2.4.4 Tournament Point Scoring

Five-player table: First place receives 60 Tournament Points, second
place receives 48 Tournament Points, third place receives 36 Tournament
Points, fourth place receives 24 Tournament Points, and fifth place
receives 12 Tournament Points.

Four-player table: Players are ranked first, second, fourth, and
fifth-Third place is taken by the "table bye" position, an empty
position (see 2.4.2, Table Positions).

If more than one player is tied for a particular table ranking, the
tournament points are averaged (see Scoring Examples below).

SCORING EXAMPLES

Example 1 (five-player table)-Players A and B ousted one prey each.
Players C and D were ousted by A and B, and did not oust any prey during
the game. Player E did not oust any prey, but survived the round.
Therefore, players A and B each receive one and one-half (1.5) Victory
Points-one Victory Point for ousting one prey, and one-half Victory
Point for surviving the round. Player E receives one-half (.5) Victory
Point for surviving the round. Players C and D receive no Victory
Points.
Players A and B tie for first place (first and second) at the table, so
each receives 54 Tournament Points ([60 + 48] / 2 = 54). Player E is
clearly in third place, and receives 36 Tournament Points. Players C and
D tie for fourth (fourth and fifth) place, and each receives 18
Tournament Points ([24 + 12] /2 = 18).

Example 2 (four-player table)-Player A ousts one prey and survives the
round. Players B and C did not oust any prey during the game, but both
survived the round. Player D was ousted by player A.
Therefore, Player A receives one and one-half (1.5) Victory Points-one
Victory Point for ousting one prey, and one-half Victory Point for
surviving the round. Players B and C each receive one-half (.5) Victory
Points for surviving the round, and Player D receives no Victory Points.
Player A finishes in first place at the table, and receives 60
Tournament Points. Players B and C tie for second (second and fourth,
because third place at the table goes to the "table bye"), and each
receive 36 Tournament Points ([48 + 24] / 2 = 36). Player D finishes in
fifth place with 12 Tournament Points.

2.4.5 Final Round Scoring
The player with the highest total of Victory Points from the final round
only is the tournament winner. The player with the next highest total of
Victory Points from the final round only is the second place winner, and
so on.

In the event of a tie, the players' total Victory Points from the
preliminary rounds will be the deciding tiebreaker.

Should ties still exist, the players' total remaining pool from the
final round only will be the deciding tiebreaker.
2.5 SPECIAL FLOOR RULES

2.5.1 Repeat Actions
No single vampire may repeat an action, by action type, in a single
turn.

Example: A vampire that successfully bleeds its controller's prey via
Computer Hacking, then untaps via Freak Drive, cannot perform any
bleeding action again, of any kind whatsoever, in that same turn.

2.5.2 Vote Replenishment
Each Methuselah may play one, and no more than one, Political Action
card to gain a vote during a political action (this includes the
Political Action card used to call the vote, if any).

APPENDIX I. CODES OF CONDUCT

i. 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(r)
sanctioned tournaments. By entering a Vampire: The Eternal Struggle
tournament, players and spectators agree to abide by all rulings
rendered by tournament officials.

ii. Sportsmanlike Conduct
Sportsmanlike conduct is based on mutual respect. Players, spectators,
volunteers, and tournament officials are expected to exhibit this
respect throughout a tournament.

iii. Unsportsmanlike Conduct
Unsportsmanlike conduct is not tolerated at any officially sanctioned
tournament. Players, judges, spectators, and volunteers must conduct
themselves in a polite, respectable, and sportsmanlike manner. A
competitor behaving in a belligerent, argumentative, hostile, or
unsportsmanlike manner will be subject to the appropriate provisions of
the DCI penalty guide (See Section III of the Appendix).

The following behavior is automatically considered unsportsmanlike
conduct:
* profanity
* physical intimidation
* failing to start a game 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

iv. 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
unsportsmanlike 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 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 guide.

v. Player Responsibilities
All 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 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 guide.

vi. Spectator Responsibilities
To ensure that spectators at official tournament events do not disturb
the players' ability to concentrate on their games, 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.

vii. 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.

viii. Judge Responsibilities
Judges involved in large events must be provided with accurate and
precise plans and procedures from the head judge and/or DCI tournament
manager (if at the tournament).

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 at the tournament).

ix. Head Judge Responsibilities
If the DCI tournament manager is not in attendance, the head judge is
the final arbiter of all questions and disputes during a tournament. 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 at the tournament).

x. DCI Tournament Manager
The DCI tournament manager is an employee of Wizards of the Coast, Inc.,
and is the final judicial authority at all events that 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, that person decides the degree to
which a player should be subject to the DCI penalty guide.


APPENDIX II. DCI PENALTY GUIDE

The head judge's foremost responsibility is to maintain the integrity of
sanctioned events by ensuring consistent and even play. To make sure
that responsibility is met in the players' minds, judges should always
fully explain each warning a player receives, making the situation more
educational than punitive. In addition, judges should do their best to
make sure no penalty benefits the recipient over the course of the
event.

i. Warnings
Officials give warnings so players may recognize that they made a
mistake. Players may or may not be aware they committed a rules
infraction, and warnings are a way to let them know they violated a
rule. At the time a warning is issued, players also should be told that
repeat offenses carry greater consequences. Warnings accumulate over the
course of an entire event, regardless of how many days it covers.
However, no warnings will carry over into the final round. Players
receiving warnings during a tournament's main rounds may receive a
double warning if they commit the same infraction again in the final
rounds.

ii. Warning Definitions
Unofficial Warnings:
Caution: Verbal warning; not tracked
Notice: Verbal warning; tracked, but does not directly count toward
penalties. Notices may be used as grounds to upgrade a warning or
penalty.

Official Warnings:
Single Warning: Most offenses fall under this category. The infraction
was probably an unintentional, honest mistake, but it was disruptive to
the integrity of the event.
Double Warning: Judge suspects a player is cheating, a player repeats a
previous offense, or the rules violation resulted in a player gaining a
serious advantage in a game.
Triple Warning: Judge has a strong belief that a player is cheating, or
a tournament participant is engaging in severe, unsportsmanlike conduct.
Issuance of this type of warning will result in an investigation of the
recipient by the DCI. The findings of this investigation may lead to
further penalties.

All official warnings must be confirmed with the head judge before being
issued. Only the head judge may issue double and triple warnings.

All notices must be reported to the head judge as soon as possible. The
head judge may upgrade a notice to any of the official warning
classifications listed above, upon review of a player's warning history.

iii. Once three or more official warnings have been issued, the judge
may decide to do one of the following: (The default penalty for three
warnings is ejection.)

1. Forfeit current or next game
At the head judge's discretion, he or she may downgrade the penalty for
three warnings to a loss of the current or next duel if:
* all three of the warnings are minor in nature,
* all three are unintentional,
* and none are duplicate or double warnings.

2. Ejection
Ejection is the baseline penalty for three warnings. This penalty
includes double warnings. Players who receive a fourth warning are also
ejected. (A player ejected from a tournament will have his or her
tournament record stand as it exists. However, an ejected player will
not be allowed to continue play in the tournament. Once the tournament
is over, the ejected player is eligible for any prizes that his or her
tournament standing yields.)

3. Disqualification
(A player disqualified from a tournament forfeits all prizes and
standings that he or she might have earned over the course of the
tournament.)
At the head judge's discretion, he or she may upgrade the penalty for
three warnings to disqualification if:
• the head judge strongly believes that the player in question was
cheating,
• or if the player has received two double warnings or a triple warning.

iv. Infraction Classifications
All infractions fall into one of four categories:
* Unintentional and nondisruptive: minimum penalty is a caution*
* Unintentional but disruptive: minimum penalty is a notice*
* Intentional but nondisruptive: minimum penalty is an official single
warning*
* Intentional and disruptive: minimum penalty is an official double
warning*

("Disruptive" in the context above refers to any disturbance of an
event's integrity and/or the flow of a duel.)

* See "ii. Warning Definitions" for more information.

v. Sample Infractions
The guidelines specified by "Infraction Classifications" (Section iv)
allow judges to gauge the severity of an infraction and determine what
type of penalty will best fit that situation. All penalties are the head
judge's decision, and he or she makes the final ruling. Below is a list
of sample infractions and how the DCI believes judges should handle
them. (Use the bold, italicized words below to decide which Section iv
classification that infraction falls under.)

1. Previous opponent's card found in player's deck
This infraction is almost always unintentional, but it is disruptive.
This infraction carries a minimum penalty of a loss of one-half (.5)
Victory Point per occurrence, which may be increased at the judge's
discretion.


2. Deck not returned to original configuration
In most cases this is unintentional but disruptive. In some cases,
however, this infraction is intentional and disruptive. The head judge
decides under which category a given infraction falls.

3. Failing to report deck correctly on decklist
This infraction assumes that the deck played was legal and was
misrecorded on the decklist in a manner that is not illegal. In most
cases, this infraction is unintentional and nondisruptive. However, due
to the judicial necessity of accurate deck lists, this infraction's
minimum penalty is the loss of one-half (.5) Victory Point, which may be
increased at the judge's discretion. In rare cases, this infraction is
intentional and disruptive. If a head judge comes across one of these
rare cases, harsher penalties are at his or her discretion.

4. Illegal deck
In most cases this is unintentional-a card was lost or the decklist was
misrecorded as an illegal deck. However, due to the disruption to the
tournament's integrity, this infraction carries a baseline penalty of
ejection. In some cases, illegal decks are intentional and should result
in the responsible player's disqualification.

5. Misrepresenting cards or rules
This infraction includes not paying the correct pool cost for a card.
Infractions of this nature can fall under any of the four categories and
should be judged on a case-by-case basis.

6. Tardiness
This infraction is almost always unintentional but disruptive. Due to
the nature of the infraction, the penalty typically increases depending
on the length of tardiness.

7. Failing to agree on reality
This infraction includes timing of events and pool totals. In some
cases, this infraction may be unintentional but disruptive on both
players' parts. In other cases, however, this infraction is intentional
on one player's part. If the judge cannot determine which player's
activities are intentional, he or she should issue official single
warnings to both players.

8. Cheating
This covers any infraction that is intentional and disruptive.


--
Robert Goudie, Chairman rrgo...@earthlink.net
Vampire: Elder Kindred Network http://madnessnetwork.hexagon.net
_________________________________________________________________
The Official Vampire: the Eternal Struggle Players' Organization

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