Penalty Guidelines of Magic-League

Penalty Guidelines of Magic-League

Penalty Guidelines v 5.0

Introduction:

This document indicates how rules infractions are penalized. The penalties for these are standard, and should not be deviated from except during extreme circumstances.

Index

Rules Enforcement:

There are 3 levels of rules enforcement, each corresponding to a type of tournament/match. They are as follows:

Casual - League matches (8K) are subject to Casual rules enforcement. The focus here is for testing and having fun, so the penalties are more lenient. When ruling in these matches, the emphasis is on instructing the players in proper play habits and techniques.

Regular - Minis (16K) are subject to Regular rules enforcement. Players in these events should have a reasonable idea how the rules operate, and should be able to use the basic functions of the selected play application. Penalties are not severe, but are strict enough to serve as a correctional tool.

Competitive - Trials, Masters, and Invitationals are subject to Competitive rules enforcement. Players in competitive events should have a good working knowledge of the rules, and should be proficient with the operation of the selected play application. Players in Competitive events are held to a higher standard of technically correct play, so the penalties tend to be more severe, even for minor errors.

Types of Penalties:

*Caution (C ) – The smallest penalty that can be given. This is an untracked verbal warning. Cautions are used for very minor errors and mistakes that have a very low potential for abuse. The judge giving this penalty must explain the infraction, and the consequences of repeating the infraction.

*Warning (W) – A warning is an officially tracked penalty used to inform league staff that a problem has occurred. All warnings are kept in the Magic-League Penalty Database. The judge issuing this penalty must explain the infraction, the consequences of repeating the infraction, and if possible how to avoid the infraction.

*Game Loss (GL) – The player will lose the game in progress. If a game loss is given between rounds of a tournament, the game loss is applicable to the first game of the next round. Sideboarding is allowed after a game loss penalty, except when the penalty was issued prior to the start of game 1. The player who receives the penalty will have the decision of play/draw. Game losses are used in situations where the game cannot be continued due to a player’s actions or where the potential for abuse is high. A warning is always given with this penalty.

*Match Loss (ML) – The player loses the match in progress. If this penalty is given between rounds, the player loses the next match of that tournament. Match losses are used in situations involving repeat offenders, or situations that have a very high potential for abuse, but are not worthy of a disqualification. A warning is always given with this penalty.

*Disqualification (DQ) – The player is removed from the tournament immediately. Disqualifications are used in situations that damage the integrity of a tournament, for people who excessively repeat offenses, or for severe unsporting conduct. As part of the disqualification, the player automatically loses their match if it is still in progress. If the disqualification is in regards to a match which just completed (for example, it is determined that a player supplied false information to a judge for a ruling during the match), the player’s last match will be changed to a loss if necessary. Judges do not need proof to disqualify a player if they are reasonably convinced that the integrity of the tournament is damaged. Disqualifications also may warrant a ban depending on the situation. A warning is always given with this penalty. If a player is disqualified after the cut to single elimination, no additional players are added to replace the disqualified player. Most disqualifications specify that the player is to receive no prize, but if a player is disqualified due to an escalation in penalization they may be eligible for prize at the discretion of League staff.

Escalation of Penalties:

The normal order of penalties for repeat offenders is caution – warning – game loss – match loss – disqualification, unless the penalty dictates otherwise. At casual and regular rules enforcement, the judge may at their discretion repeat a penalty.

Player Communication

As it is the goal of Magic-League to emulate DCI policy when possible, you are referred to section 50 of the DCI Penalty Guidelines for player communication issues, and section 51 for shortcuts. You are also advised to look at section 52, which governs taking actions in an illegal order. For the purposes of sections 50-52, we will treat Masters as Professional level events.

Infractions:

100. Deck Problems

Players are considered to have presented their decks when they connect to each other in a play program. This is signified by the deck’s card count and security code being listed by the program.

101. Illegal Main Deck: A player’s deck is illegal if it contains an illegal number of cards (40 min limited, 60 min constructed); contains cards illegal in the format played; or contains cards that would violate a game rule (such as the 4 card limit, or multiples of restricted cards). As part of the penalty, the player is required to make their deck legal for the format played. This involves removing all cards in violation and using only basic land to reach the minimum card limit for the format. The player then messages the TC the new security code, and continues play.

Penalty:

All Levels – Game Loss

102. Illegal Sideboard: A player’s sideboard is illegal if it contains an illegal number of cards (sideboards must contain 15 or 0 cards for constructed events); contains cards illegal for the format, or contains cards that would violate a game rule (such as the 4 card limit, or multiples of restricted cards). If a player’s sideboard is illegal, all illegal cards are removed, and the player adds basic land to reach 15 cards.

Too many cards – The player is not allowed to sideboard.

Penalty:

All Levels – Game Loss

103. Incorrect Security Code - Constructed: A player’s security code is incorrect if the code that appears in Apprentice / MWS is different than that which appears on site. Since the security code is the online equivalent of a deck list, if the code changes we must assume the deck has also changed. Players are responsible for ensuring that all of the cards in their deck have the same card name as listed on site.

It is the responsibility of each player to check their opponent’s security code BEFORE THE MATCH BEGINS! We will not penalize a player for incorrect security code after both players keep their opening hands for game 1.

To correct the incorrect security code, the player should either load the correct deck file or recopy the deck from the site.

Penalty:

All Levels – Game Loss

104. Incorrect Security Code – Limited: A player’s security code is incorrect if the code that appears in Apprentice / MWS is different than that which appears on site. Since the security code is the online equivalent of a deck list, if the code changes we must assume the deck has also changed. Since the security code for limited events are generated based on the pool from the website, having an incorrect security code in a limited event has a much higher potential for abuse than it does in constructed. Most often the cause for an incorrect security code in a limited event is due to an error in the player’s patch containing the set in question, or a name being too long for the site to recognize. It is the player’s responsibility to ensure that they have the most recent and updated patch.

It is the responsibility of each player to check their opponent’s security code BEFORE THE MATCH BEGINS! We will not penalize a player for incorrect security code after both players keep their opening hands for game 1.

Penalty:

Regular and Competitive – Game Loss if the security code issue can be corrected within a reasonable time frame as determined by a judge. If the player cannot correct the issue, the penalty is upgraded to a Match Loss.

105. Failure to De-sideboard: If a player keeps their play application open between matches, it is possible to have your deck in a sideboarded state for game 1. It is recommended that you close your play application between rounds, after saving logs.

Penalty:

Regular and Competitive – Game Loss

110. Game Play Errors

Game Play Errors are those which occur during the course of a game, which result directly from actions taken during the game. Since both players are responsible for game state, both players may receive penalties for game play errors. It is assumed that these errors are unintentional. If a judge believes that they were intentional, they should first address the Cheating infractions.

111. Game Play Error – Incorrect Representation: A minor clerical error which does not affect game play.

Example: Failure to put a +1/+1 counter on an Arcbound Ravager when it comes into play.

If this error causes an illegal game state or confusion, upgrade the penalty to Game Play Error – Game Rules Violation.

Penalty:

Casual and Regular – Caution

Competitive – Warning

112. Game Play Error – Illegal Game State: Prior actions have made the current game state illegal.

Example: Two Flagstones of Trokair have been in play for a while, with neither player noticing that they are legendary.

Immediately apply state based effects to make the game state legal. Judges are not to rewind the game. The opponent should be issued a penalty for Game Play Error – Failure to Maintain Legal Game State.

Penalty:

Casual - Caution

Regular and Competitive – Warning

113. Game Play Error – Missed Mandatory Trigger: A mandatory trigger has been skipped by a player.

Example: A player has Dark Confidant in play, but fails to reveal before drawing for the turn.

If a turn cycle has not passed (a turn cycle being from the beginning of a step until the end of the next identical step of the same player), immediately place the trigger on the stack. In the case of the example above, the top card of the library is revealed as though it were from the trigger, then put in hand.

For mandatory triggers which have a default action (usually specified by “if you don’t”), resolve the trigger immediately and assume that the player made the choice not to fulfill the ability.

Optional triggers (which contain the word “may”) that are missed are assumed to not have been exercised.

Example: A player forgets to pay the upkeep cost on a Pact. In this case, the trigger has a default action (If you don’t, you lose the game). The trigger is then immediately resolved, and the player loses the game for not fulfilling the trigger.

Penalty:

Casual - Caution

Regular and Competitive – Warning

114. Game Play Error – Failure to Reveal: A player forgets to reveal when required to by a spell or ability. For effects where both failure to reveal and missed trigger are applicable (such as Dark Confidant), the infraction defaults to Game Play Error – Missed Trigger. Since it is significantly easier to hide these cards on MWS/Apprentice than it is in paper Magic, the potential for abuse is significantly high, and is penalized as such.

Example: A player plays a Kodama’s Reach and puts at least one of the selected cards in their hand without revealing it.

Example: A player forgets to reveal his face down “morph” creature when it is returned to his hand.

Penalty:

All Levels – Game Loss

115. Game Play Error – Game Rule Violation: Game Rule Violation is a catch-all category for game play errors which do not appear in any other place. These are commonly the result of making plays which are against the rules of the game.

If the game has not significantly progressed, and reversing the game would not undo potentially complex plays, the judge may rewind the game to the point where the illegal action occurred. Judges are not to implement partial fixes, or fix games where game affecting decisions have been made.

Since these errors involve actions currently undertaken, judges are allowed to reverse illegal actions to make game state legal. If the rules violation involves hidden information (such as failure to reveal a creature played using the morph ability), upgrade the penalty to a game loss.

Penalty:

Casual – Caution

Regular and Competitive – Warning

116. Game Play Error – Failure to Maintain Legal Game State: A player’s opponent has made an illegal play, or a play which causes an illegal game state. It is the philosophy that both players are responsible, though the player who undertakes the action is held more accountable. Players are required to remind opponents ONLY WHEN the game state has become illegal. If a judge believes that a player intentionally withheld this information to gain advantage, or to bring it up at a more advantageous time, the player is guilty of Cheating.

Example: A player does not remind his opponent that Faith’s Fetters cannot enchant an Akroma, Angel of Fury when played.

Example: A player fails to pay the upkeep cost on a Pact before drawing. The opponent is NOT required to tell the player that the pact’s trigger is on the stack, since the game state is legal up until the ability would resolve (losing the game is a legal game state). They ARE required to notify the player if the opponent fails to pay, but plays on, since the game state is then illegal (the player lost, but continues playing)

Penalty:

Casual and Regular – Caution

Competitive - Warning

120. Tournament Errors

Tournament Errors are those which take place outside of the normal game. These are generally violations of Magic-League tournament rules.

121. Tournament Error – Tardiness: A player fails to respond to their opponent’s message, or connect within the specified time limits set by Magic-League for their match. If a player receives a match loss during Swiss rounds, they are dropped from the tournament unless they specifically tell the TC not to drop them. It is important to note that players must attempt to contact their opponent, up to and including doing a /query for an opponent not in channel.

Penalty:

Regular and Competitive – Game Loss at 5 minutes; Match loss at 10 minutes.

122. Tournament Error – Inactivity: A player does not respond to their opponent during a game within the specified amount of time. This penalty also includes announced inactivity.

Penalty:

All Levels – Game Loss at 5 minutes; Match Loss at 10 minutes.

123. Tournament Error – Exceeding Deck Construction Time Limit: A player has not finished building their sealed deck on site after the allotted time has elapsed. Players entering a limited event are expected to be able to construct their deck within 20 minutes. This can easily be seen because that player will have an on site security code of 0 listed until they finish. If building takes them more than 5 minutes extra (the time allotted for inactivity), a game loss is added to the penalties listed below (2 game losses = match loss).

Penalty:

Regular – Warning

Competitive – Game Loss

124. Tournament Error – Disconnection: If a player disconnects from their opponent, they are considered to be inactive. If a player can contact their opponent within 5 minutes, and the game can continue as normal, the player is not penalized. Opponents are required to acknowledge their opponent’s attempts at contact, and reconnect with them. This penalty is only applied when the game cannot be recovered and the cause is linked to an action performed by a player. As a guide, you are referred to CMA – Flippi’s article on Known MWS Bugs. The player who causes the issue leading to the disconnection will be penalized. If the judge feels that a player intentionally caused a disconnection to gain an advantage, that player is guilty of Cheating.

Penalty:

All Levels – Game Loss

125. Tournament Error – Inappropriately Messaging the TC: If a player does not need to message the TC, they shouldn’t. TC’s don’t need 50 people messaging them asking for pairings.

Penalty:

Regular – Warning

Competitive – Warning, but upgradeable to Game Loss if announced by the TC.

126. Tournament Error - Failure to Draft: A player signs up for a draft mini, but doesn’t start the draft. These infractions are very inconvenient and time consuming, and as such will come with a severe penalty. This penalty applies only to minis.

Penalty

All Levels – Removal from the draft, and possible ban from #draft4you.

127. Tournament Error – Slow Play: A player takes longer than is reasonable required to complete game actions. Players are required to play at a reasonable pace even if they are involved in an untimed round or turn. If this action is intentional, see section 152 Cheating – Stalling.

Penalty:

All Levels – Warning, plus a time extension of up to 3 minutes.

130. Card Drawing

131. Looking at Extra Cards: A player either looks at cards when they shouldn’t, or looks at too many. The player stops looking at their cards, then looks at the correct number.

Example: A player looks at the top 5 cards while resolving an Impulse.

Penalty:

Casual and Regular – Caution

Competitive - Warning

132. Drawing Extra Cards: A player draws a card when they shouldn’t have. MWS draws are always traceable via the Action --- Undo Last Draw option (Ctrl – R), assuming that nothing else has transpired after the illegal draw. If the draw is untraceable, the player does the same as above, but with a card selected at random from cards which were not previously known. Players also shuffle the unknown portion of their library after returning a card. If this was intentional, see section 151 Cheating - Fraud

Example: A player controls both Dark Confidant and Standstill. The player has resolved Confidant’s trigger for the turn revealing a Grizzly Bear. Their opponent then plays a spell which triggers Standstill. The player accidentally draws 4 cards instead of 3. Since the Grizzly Bear is known to be in that player’s hand, it cannot be randomly selected to be put back.

Penalty:

All Levels – Warning

133. Improper Draw at the Start of Game: This occurs when a player draws too many cards in their initial hands, or when resolving mulligans. As part of this penalty, the player is given a forced mulligan (drawing one less card then they should have drawn when the infraction occurred).

Penalty:

All Levels – Warning

134. Failure to Draw: If a player fails to draw a card when required to do so, apply this penalty. The player draws the card if a turn cycle has not passed. If intentional, see section 151 Cheating - Fraud.

Penalty:

All Levels – Warning

135. Failure to Discard: A player does not discard when instructed to by an effect or game rules. The player immediately discards the appropriate number of cards.

Penalty:

All Levels - Warning

140. Unsporting Conduct

Note: The final authority on what level of unsporting conduct an action is covered by is the judge that applies the penalty.

141. Unsporting Conduct – Minor: Unsporting Conduct — Minor is action taken by an individual that is disruptive to the tournament or its participants. This includes such items as excessive profanity, pushing the pace of play, requesting that their opponent receive a penalty, taunting or asking that a certain judge not rule for them. Players are also penalized for Unsporting Conduct – Minor when they fail to report the results of their match, or intentionally do so inaccurately.

Penalty:

All Levels – Warning

142. Unsporting Conduct – Major: There are three major categories of major unsporting conduct. They are: 1. not accepting or following the instructions of a judge (including not joining #judges4you when asked). 2. Exhibitions of bigotry or intolerance. 3. Highly aggressive actions not directed at any person. Players committing this infraction may be banned at the discretion of a channel operator if this occurs in a league channel.

Penalty:

All Levels – Game Loss

143. Unsporting Conduct – Severe: Severe unsporting conduct is an action which meets one of the following criteria: Flagrant or excessive defiance towards a judge; highly aggressive actions which are directed at an individual; or actions which a judge determines compromise the integrity of either a tournament, or the league as a whole.

Penalty:

All Levels – Disqualification and potential ban

144. Unsporting Conduct – Bribery and Wagering: A player offers anything in exchange for a result, or two players agree that the winner receive something after a match is played.

Penalty:

All Levels – Disqualification and potential ban.

145. Unsporting Conduct – Randomly Determining a Winner: Both players agree to use some random method to determine the winner of a match. Flipping an apprentice match via #flips is the only exception to this rule.

Penalty:

All Levels – Disqualification and potential ban

150. Cheating

Note about cheating: A judge does not need concrete proof to find a player guilty of cheating. The judge only needs to be reasonably sure that cheating took place.

151. Cheating – Fraud: Fraud is cheating through any intentional act of misrepresentation. This includes lying to a judge, intentionally violating communication protocols, intentionally misreporting a match, intentionally making illegal plays hoping the opponent won’t notice, and evading bans to join tournaments.

Example: A player plays a Pyroblast on his opponent’s Psychatog, with a Chalice of the Void set at 1, hoping that the opponent wouldn’t notice and bury his creature.

Penalty:

All Levels – Disqualification and potential ban)

152. Cheating – Stalling: Stalling is the intentional act of taking advantage of a time limit. This is not the same as playing slowly, and this requires more evidence to prove.

Penalty:

All Levels – Disqualification and potential ban

153. Cheating – Other: This covers all forms of cheating not previously mentioned. This includes running cheat programs.

Penalty:

All Levels – Disqualification and potential ban

Document History

v 1.0 – Initial Penalty Guidelines

v 2.0 – Change from 4 REL to 2 REL

v 3.0 – Change from 2 REL to 3 REL. Document brought into line with DCI practices.

3.1 – Added penalties for Failure to Draft and Slow Play. Added more in depth discussion.

v 4.0 – Document changed to mirror the recent overhaul of the DCI guidelines. Added Document History.

4.1 - Added Failure to De-sideboard. Corrected disagreement with infraction names.

4.2 – Differentiated between different types of missed triggers. Included not joining j4y as Unsporting – Major. Clarified the wording of Failure to Maintain Legal Game State. Added hidden information section to Rules Violations.

4.3 - Added Incorrect Security Code – Limited. Clarified descriptions to be less ambiguous. Rules enforcement levels renamed to more accurately match DCI descriptions.

4.4 – Added Failure to Build Sealed Deck. Included non-reporting as Unsporting Conduct. Changed Illegal Sideboard to a more universal penalty. Restricted the penalization of Incorrect Security Code to the beginning of the match.

decreased NoShow limit to 5/10 minutes

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