Changes:
* The two promo Vampires are explicitly permitted.
* Stake is removed from the Banned list. (Since it was
renamed "Wooden Stake" it follows all card text and
errata for the Wooden Stake).
* Return to Innocence is added to the Banned list.
* Action types (For the "No Repeat Actions" Special Floor
Rule) are defined.
And miscellaneous text changes.
The "As Of" date for the document as a whole remains unchanged,
but the "as of" date for section 2.1.1. is "April 1, 1999".
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html
-----------== Posted via Deja News, The Discussion Network ==----------
http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own
And there was much rejoycing! Yaa!
Peter D Bakija
PD...@aol.com
"I dunno, Marge.
Trying is the first step towards failure."
-Homer
>LSJ wrote:
><<* Return to Innocence is added to the Banned list.>>
>
>And there was much rejoycing! Yaa!
And in the end, the simplest errata works best. =) hurrah!
-- Derek
(replying by email? remove the nospam from my domain :)
If i could still breathe i would sigh deeply at this point. But there will be
NO gloating at Legbiter Hall, and not a single "we told you so" will escape
from the pursed but discernibly-smirking lips of Legbiter, Sorrow or any
other Slow- minded minion of Chaos and Entropy. Good work, LSJ! I VERY much
agree with the principle that if a card is causing problems in tournaments,
the solution is to ban it in tournaments .... it's regrettable to have to ban
ANY card but the alternative of errata amounting to a complete card rewrite
was ALWAYS a TERRIBLE idea.
Now can we see if the MJL will consider re-integrating? Might a possible
compromise be to recognise the MJL format as like a Type I Magic tournament?
Also, i think it's interesting that the first cheer for the rti ban came from
Peter, which is big of him in my view since the clan this measure hurts the
most is the Nossies. So let's all be nice to Nossies. They need another
string to their tournament bow, now, and i hope they get it soon.
Effective September 1, 1998
INTRODUCTION
The DCI Standard Floor Rules are the foundation of fair and consistent
Vampire: The Eternal Struggle (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 (7) cards from his or her library and four (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 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 April 1, 1999:
* Jyhad
* Vampire: The Eternal Struggle
* Dark Sovereigns
* Ancient Hearts
* The Sabbat
* In addition, the promotional cards Dan Murdock and Mariana Gilbert may
also be used.
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)
* Monocle of Clarity (Jyhad)
* Playing for Keeps (Dark Sovereigns)
* The Return to Innocence (Ancient Hearts)
* Rowan Ring (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 3 5 2 4
places her card in that space:
Player 1 (the highest qualifier) chooses to create a space 3 5 2 1 4
between players 2 and 4 and places his card in that space:
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 No Repeat Actions
A given minion may not repeat an action, by action type, in a single turn.
The defined "action types" are: bleed, hunt, equip, employ retainer, recruit
ally, political action, leave torpor, rescue a vampire from torpor, and
diablerize a vampire in torpor.
If an action card is used to perform one of these actions, that action is
considered to be of that type. If it is not one of these actions (i.e.,
Bum's Rush), then it is a type of its own, by card name.
If a card in play is used to perform one of these actions, that action is
considered to be of that type. If it is not one of these actions (i.e.,
enter combat via Haven Uncovered), then it is a type of its own, by specific
instance of the card in play.
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 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:
o all three of the warnings are minor in nature,
o all three are unintentional,
o 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:
o the head judge strongly believes that the player in question was
cheating,
o 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.
(c) 1999 Wizards of the Coast, Inc. All rights reserved.
*laughs* I don't see re-integration being a possibility yet. To begin with,
it wasn't one specific card that we took issue with. There were several
reasons and most of them haven't been addressed. Aggravated damage, for
example. The MJL rules have a tendency to be more brutal than WotC's. To be
honest, I'm not sure that RtI will be banned from MJL tournaments...although
I wouldn't be sad to see it go. Our fix was at least as balanced as LSJ's
and it was a less dramatic change.
Besides, we get to do things our own way and we're happy with it. Not to
mention that we're expanding. We have two additional players on our rules
team, one from Ohio and one from New Orleans and a proposal has been made to
change our name to the National Jyhad League since we are no longer a
Michigan only entity. Now if some leg-biting Scott started a MJL group in
the UK, we might have to change our name again. *grin Either way, it boils
down to what the players want. After all, it's only a game and if you don't
enjoy it, what's the point?
Noal McDonald
Michigan Jyhad League
--
"The time for action is past! Now is the time for senseless bickering!"
-Ashleigh Brilliant
So i can't say to Will, hey, i'll let you deflect my bleeds onto James
[giving you the VP you need to get into the finals] if you will oust yourself
to give me the last two VPs [which i need for the finals]?
Cos that actually happened, on the IoW. Will and I conspired as much as a very
conspiratorial thing. James didn't mind because he was [a] toast, and [b]
already in the finals while we were carving up his still-quivering remains.
As before, the answers to those questions are up to the tournament judge,
since the variables involved are too complicated for complete (or even
adequate) handling in the standard floor rules.
If a player has to "forfeit" the current game, he or she can either be
allowed to continue playing to the end of the game (but be awarded no
victory points or tournament points for that game), or can be removed
from the current game (with adjustments to other players' pool and/or
victory points as the judge sees fit).
For Ejection/Disqualification, the effect on the current game also up to
the Judge.
> This part of the rules still refers
> to a 'duel', for Christ's sake! I've tried to alert people to this so many
> times I'm starting to get tired of it. Am I the only one who reads it till
> the end?
There have been several changes in personel inside the DCI recently, which
is why these changes have come now instead of on March 1, as they should
have.
As new people come in, sometimes suggested changes get lost in the
shuffle. It is unfortunate, yes. But, in the case of "duel", no harm is
done. V:TES judges know that the games are not subdivided into duels, so
they should know to ignore the part(s) pertaining to duels.
> What if the round starts with less people on the table (less than
> 4)? This is also not addressed, but AFAIK the ranking system works only
> with at least 4 people on the table.
Tournaments only work with 4-5 players at each table. If the number of
participants starts at, or is reduced to, a level that prevents the
appropriate divisions, then it will simply be unsanctioned. That is
unavoidable.
The rating system works for any number of players, by the equations set
forth. The on-line javascript calculator only works for 4 and 5 player
tables, though, since the on-line calculator is for sanctioned
tournaments only.
If you wish to keep ratings for non-regulation table sizes, you can still
do so by manually applying the equations.
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html
-----------== Posted via Deja News, The Discussion Network ==----------
: Form 1.3.7: "Collusion to alter the results of a game is considered
: to be unsportsmanlike and will not be tolerated."
: So i can't say to Will, hey, i'll let you deflect my bleeds onto James
: [giving you the VP you need to get into the finals] if you will oust yourself
: to give me the last two VPs [which i need for the finals]?
: Cos that actually happened, on the IoW. Will and I conspired as much as a very
: conspiratorial thing. James didn't mind because he was [a] toast, and [b]
: already in the finals while we were carving up his still-quivering remains.
Isn't this sort of wheeling and dealing one of the best things about Jyhad?
How can methuselahs use table talk to manipulate a game or make deals -without-
colluding "to alter the results of a game"?
apathy=
--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
"It is the business of the future to be dangerous"
Alfred North Whitehead
--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
http://www-personal.umich.edu/~skywise
AD&D, Jyhad/V:tES and other high weirdness
--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
That is simply two players doing their best to win the tournament. You
both had something to be gained. This is certainly allowed.
--
Robert Goudie, Chairman rrgo...@earthlink.net
Vampire: Elder Kindred Network http://madnessnetwork.hexagon.net
_________________________________________________________________
The Official Vampire: the Eternal Struggle Players Organization
It's up to the judge, of course, but I don't see anything wrong with that
particular example.
Making Win-Win deals during the game isn't collusion.
Collusion is, in my estimation, making pre-game deals or making
"losing" deals (Like, "Hey Will, how about ousting yourself so I
can get to the finals - otherwise Bob is going to oust me and you
and go to the finals himself.").
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html
-----------== Posted via Deja News, The Discussion Network ==----------
I have to say, I really enjoy these new rules...
Hopefully, things will keep up on this vein...
@#$ Adrian Sullivan $#@ Game Theorist Coffee Addict Hedonist
@#$ Cabal Rogue Team Rogue $# <thecor...@yahoo.com>
Carl
That's up to the DCI <d...@wizards.com>.
As for me, I haven't heard any time table on it.
Of interest, though, is that WotC *is* holding a "DCI sanctioned"
limited-format V:TES tournament at Origins this year. Not sure what
that means, since the DCI rules currently make no provision for
sanctioning any limited formats.
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html
-----------== Posted via Deja News, The Discussion Network ==----------
Rearranging the tables shouldn't take that long. Just randomly re-assign
everyone and then do a quick check of predator-prey relationships.
Granted, it could take longer if you wanted an "optimal" arrangement.
But, from your comments, it appears that such an optimal arrangement is
not warranted (or logistically feasible).
> b) forget about DCI sactioning and moving on with the game.
Only necessary when the ejections/MIAs bring your total number of players
below 12.
> > Since you've already dealt with these situations, why don't you tell us
> > how you handled them. Maybe you have set a precedent.
>
> [begin personal rant]
>
> I had 3 situations where there were a few people missing, and one
> "forfeiture". The first time, I had a pregnant woman missing from a table
> of 4 people. She told me she wouldn't be long and needed to eat. She took
> way longer than she was supposed to. I was just the ref back then, and the
> organizers pressed me to start the round since they had a schedule to
> keep, wich I did. There was a table with 3 players, and one pissed ref
> (with the torney organizers).
The table of three resulted from being reduced to 11 players, or just
to avoid re-arranging other tables?
> The second time something similar happened, this time without a
> pregnant girl and a 5 player table. The game started with 4 players in
> that table, and one pissed ref (with the missing player)
Sounds fine. What was the problem there?
> The third time there were 2 guys missing from a table of 4. They
> were reported to have gone for some snacks. I waited abouyt 5 minutes.
> When I was about to start the game without them, they showed up. That time
> I was *really* pissed.
Sounds fine again - you give them their notice (II.v.6., II.iv) and continue
as normal. What was the problem there?
> The "forfeiture" was voluntary and happened before the game
> actually began. It was caused by cheating. I still wonder what should I
> have done if it happened during play, and that's the main reason I'd like
> to see this addressed ASAP.
"Before the game" ejection/forfeiture is the same as the absentee problems
above (for cases of how to continue) - your rearrange the tables if necessary
and play.
> IMO None of this counts as a precedent. Leaving it to the ref is a
> huge flaw in the rules. They say when should you punish players, how
> should you punish them, but not what happens to the torney afterwards.
> It's a shot in your own foot, if you ask me.
>
> [End personal rant]
Pre-tourney ejections are certainly no problem - you just play the tourney
as if the ejected player wasn't there.
Between-game ejections are only minorly inconvenient - only only when you
have to rearrange the tables (or if you are reduced to 11 players, which is
more than inconvenient, but unhandleable by any amount of rules).
Tardiness is the most troublesome, but only because you can never tell
how long the tardiness will last. Which is why the rules state that the
penalty for tardiness increases depending on the length of the tardiness.
When you reach the point where the length warrants ejection/forfeiture,
then you are again at the point of rearranging tables, as above (only now,
you've already had time to figure out the new arrangement).
I've had tardies and mid-game dropouts in my tournaments as well, and
cannot see how they can cause the crises you've experienced. The
solution (re-arrangement as needed, notices given to tardies) was
applied, and the tourney continues.
I just use note cards (3x5 cards). It doesn't take long to shuffle and deal
out groups of 4-5 cards. I don't see any reason that the sack-and-bingo
beads would be any slower.
> > Granted, it could take longer if you wanted an "optimal" arrangement.
>
> Also, people tend to complain when they are placed with the same
> people in consecutive rounds (and rightly so).
Not rightly so. You should just inform them that this is an unavoidable
consequence of <playerX>'s actions.
Besides, with tournaments of 12-15,17-24 players (and likely others
that I don't have time to check right now), you cannot avoid seating some
people with the same people in consecutive rounds, anyhow.
> > > b) forget about DCI sactioning and moving on with the game.
> >
> > Only necessary when the ejections/MIAs bring your total number of players
> > below 12.
>
> Or tables start with less than 4 people.
Which only happens when you have less than 12 people.
> > > I had a pregnant woman missing from a table
> > > of 4 people. She told me she wouldn't be long and needed to eat. She took
> > > way longer than she was supposed to. I was just the ref back then, and the
> > > organizers pressed me to start the round since they had a schedule to
> > > keep, wich I did. There was a table with 3 players, and one pissed ref
> > > (with the torney organizers).
> >
> > The table of three resulted from being reduced to 11 players, or just
> > to avoid re-arranging other tables?
>
> The second. I wasn't even the one making the table arrangements,
> therefore that was out of the question.
?
The table arrangements for all three rounds shouldn't be set in stone
before the tournament begins. If a player is ejected, then the remaining
rounds should be arranged appropriately.
The person making the table arrangements should be informed when an
ejection occurs that requires table reassignments.
If he choses not to reassign the tables appropriately, then he is
effectively chosing to lose the ability to conduct a sanctioned
tournament. Which would be very strange, indeed.
> > > The second time something similar happened, this time without a
> > > pregnant girl and a 5 player table. The game started with 4 players in
> > > that table, and one pissed ref (with the missing player)
> >
> > Sounds fine. What was the problem there?
>
> The problem is that I got lucky. All this can be repeated in
> following tournaments and if things go effectively bad I can be stuck with
> a lame tournament because the rules don't protect it's integrity like they
> should.
How can they "protect integrity" like they should? - there are too
many variables to consider. They "protect integrity" by allowing the
judge to handle the situations as they arise.
> What *isn't* covered by the rules is the event of
> mid-game occurences. My point in my previous email is that things *can* go
> bad and the rules aren't ready for it. My experiences ended up more or
> less the way they should, but I was *lucky* (and therefore wno't help to
> set any precedence, like I said). If at some point I was required to evict
> a player from his table in mid-game, or if someone pure and simply decided
> to leave, I'm not sure I'd react in the better way because the SFR don't
> cover that event propperly. Obviously I'd come up with something in order
> to go on with it, but that sounds awfully bad to me. Makes me wonder what
> the hell SFR are for.
There are no "general rules" for mid-game ejections, because there are no
"general" mid-games. The tourney Judge is supposed to handle this kind of
(infrequent) situation as he sees fit, since he knows more about the
mid-game state of affairs than the DCI rules can possibly know.
If anyone has a suitable suggestion for how to handle all possible
mid-game ejections appropriately, I'm sure the DCI would be very
happy to consider including it in the DCI floor rules.
We use cards, too. We have cards, where the players name is noted and
there is a table for filling in his results for the three rounds. This is
very convenient. Arranging the tables takes less than 2 minutes. Just
shuffle the cards and put them on the table, state which player was first
drawn and go to the next table.
> > > Granted, it could take longer if you wanted an "optimal" arrangement.
> >
> > Also, people tend to complain when they are placed with the same
> > people in consecutive rounds (and rightly so).
>
> Not rightly so. You should just inform them that this is an unavoidable
> consequence of <playerX>'s actions.
>
> Besides, with tournaments of 12-15,17-24 players (and likely others
> that I don't have time to check right now), you cannot avoid seating some
> people with the same people in consecutive rounds, anyhow.
In PS: Vienna 99 we had 27 players. Often two or three played together in
more than 1 round, though in different positions. That's OK.
Tables should be arranged prior to each round, not at the beginning of
the tournament for all three rounds! I think that's better, cause if
you know who you're playing against in the next round, you could spy
on his deck if you are finished early. Also, you are very flexible with
your arrangements. We had 2 players showing up for the second round, and
1 leaving before the last. It was no problem at all.
What happens if a player on a table of 4 is ejected mid-game? Does the
round become illegal? Does the tournament become illegal? There would be
a table of 3....
Carl
The game is then reduced to the 3 remaining players.
A game is also reduced to 3 players when the fourth is ousted.
Neither of these situations qualifies as a "table of 3"; neither
of these situations creates an "illegal" or "unsanctionable"
tournament.
"Table of X" is naturally referring to the number of players
at the table at the start of the game.
--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html
-----------== Posted via Deja News, The Discussion Network ==----------