Booklet English V01

Page 1

BEGINNING PHASE

UNTAP STEP

INTERACTION OF CONTINUOUS EFFECTS (CR 613)

UPKEEP STEP DRAW STEP

FIRST MAIN PHASE

: Priority : Turn based effect

BEGINNING OF COMBAT STEP

(1) Copy (2) Control (3) Text (4) Type (5) Color (6) Ability (7) Power/Thoughness

»

(7a) */* (7b) Fixed value (7c) +X/+Y (7d) Counters (7e) Inversion P/T

CAST A SPELL/ACTIVATE AN ABILITY (CR 601 – 602) (1) Announce, put on the stack (2) Choose mode, announce value of variable costs, intent to play alternate, additional, and special costs, and how hybrid & (3) phyrexian mana will be paid (4) Choose target and effect per target (5) Determine costs (taxes, then reductions, then Trinisphere). (6) Play mana ability (7) Pay the cost

In the same layer : Dependence then time stamp

RESOLVING SPELLS/ACTIVATED ABILITIES (CR 608) COMBAT PHASE

DECLARE ATTACKERS STEP

MANA ABILITY (CR 605) DECLARE BLOCKERS STEP FIRST STRIKE COMBAT DAMAGE STEP NORMAL COMBAT DAMAGE

• Add mana • Doesn’t target • Activated ability » no loyalty ability Triggered ability » → has to be triggered by an activated mana ability

STEP END OF COMBAT STEP

» doesn’t use the stack (we can’t respond to them) » to activate : have priority, when a spell is cast or an ability activated, or when an effect ask to pay a mana cost

SECOND MAIN PHASE ENDING PHASE

(1) Determine target legality (Countered if no legal targets left). (2) Follow instructions in order. (3) Determine choices not made on announcement. (4) If actions require choices from multiple players, make them in APNAP order, then resolve those actions simultaneously. (5) Use LKI (Last Known Info) as necessary. (6) Do as much as you can. (7) Put into play/graveyard as appropriate.

HANDLE TRIGGERED ABILITIES (CR 603.3) (1) Active player puts their triggered abilities on the stack in any order they choose. (2) NonActive player does the same thing. (3) Resolution in order « last in, first out ».

TOURNAMENT SHORTCUTS (MTR 4.2) All these shortcuts are considered as a player statement unless they specify the contrary. • « Go » : opponent has priority in the end step. • « Declare attackers » : opponent has priority in the beginning of combat step • Whenever a player adds an object to the stack, they are assumed to be passing priority unless they explicitly announce that they intend to retain it • If they add a group of objects to the stack without explicitly retaining priority and a player wishes to take an action at a point in the middle, the actions should be reversed up to that point. • X: all mana currently available in the pool. • Cost of 0 : paid automatically • Choice made during casting instead of resolution: must adhere to those choices unless an opponent responds. • If an opponent inquires about choices made during resolution, that player is assumed to be passing priority and allowing that spell or ability to resolve • Target of an object on the stack: legal target closest to the top of the stack • Default attack: the opponent (and not their Planeswalkers) • Planeswalker targeted instead of their controller: target the controller and redirect damage at the resolution of the spell or ability. • Forgot to scry : they chose to leave cards in the same order.

END STEP

CLEANUP STEP

JAR ( JUDGING AT REGULAR )

HEAD JUDGING AT COMPETITIVE REL Prep and event flow

REQUIRED • PC with WER updated. • Printer, great amount of paper, replacement toner/cartridges, PC drivers updated. • Scissors to cut slips (cutter if possible). • Roll of tape, pens, marker. • Table numbers. • Boosters: tournament + prizes + compensation • Empty decklists + Basic Lands (sealed).

HEAD JUDGE ANNOUNCEMENT

COMMON ISSUES

ENTRY FEE (WHAT ABOUT IT?)

• Missed Trigger: If not optional and not too disruptive, put on stack. • Looking at Extra Cards: Shuffle it into unknown portion of the library. Fix must preserve known cards’ positions. • Drawing Extra Cards: If identified, put them back in their proper location. Otherwise, choose card(s) at random. Don’t shuffle library! • Forgot to draw or discard : do it now. • Other errors: Roll back if applicable and not too disruptive.

• Is there a reduction for preregistration? • When do preregs have to pay ? If they have to, how do they pay ? • Plan to have change if needed. • If a bank card terminal is planned, check if it works on site. • Plan who takes money: • If it is a TO/employee, he will have to take care only about regis- BRIEFING (IF SEVERAL JUDGES) trations. If it is a judge, beware of potential issues. • Is there a cut to single elimination, is there a change in entry fee according to that (top8 draft)? • Presentation of each member. • What is the judge compensation? Is meal included? • Assign different tasks (DC / Paper / end of round) according to preferences / experiences. HANDLING PREREGISTRATIONS • Are they registered in WER? • Provide breaks for everyone. • Will there be an internet connection on site? • Specify that backup and GL go through HJ or L2 +. • Planning a list of preregistrations on paper. • Always propose the appeal to HJ. • Are there Spare Judges? Think about briefing them. • Ask to note / discuss each situation and plan to write a review.

• Welcome + Name of judges • Check decklists (60 / up to15) • Collect decklists/distribute product • # of players / # of Rounds • REL (Regular / Competitive) • PW-points multiplier • Time for listing/building (20 min / 30 min in sealed; 20/60 en 2HG ; 25 min in total in draft) • Time for each round (50 min; 55 min in Commander) • Beware of tardiness (0-3 min/10mn) • There will be a break after round x. • Information about food, restrooms etc. • Shuffle thoroughly! • Play fast! • Communicate! • If you have a question/problem: Call a judge • Specific rules for the edition / changes in policy • Have fun !! • Before the last round : Beware of bribery and dice rolling

• Make proper announcements (forums, websites, Facebook etc) • What are the opening and closing times? For players? • Is the room big enough for the expected number of players? • Plan time and manpower for setting up and cleaning the room? • Is there a shop and/or catering? Who takes care of it? Where will it be? • Plan a place (e.g. empty box) to collect paper slips? • Will there be Side events organized? (prepare lands and prizes if necessary).

PLAYOFFS:

GENERAL UNWANTED BEHAVIORS Slow Play, Insufficient Shuffling, Outside Assistance, Tardiness. • Ask to the player to change behaviour • If they continue, insist and warn them they risks a Game Loss • Game Loss if no change in behavior

SERIOUS PROBLEMS Aggressive Behavior, Cheating, Improperly Determining a Winner, Bribery & Wagering, Theft. • Disqualification

HTTP://BLOGS.MAGICJUDGES.ORG/REGULAR/

PREPARE THE VENUE

DURING ROUNDS • Print the end-of-round timing. • Provide the prize structure based on the number of players. • Perform deck checks without neglecting coverage of the room. • Collect papers from 10 minutes before the end of the round. • Before the last round, remind players of risks of bribery. • Seat the top 8 (draft, construction, play) and define the policy for the spectators.

8 players : no top ; single elimination. 9-16 players : Sealed : 4 rounds + top 8 Constructed : 5 rounds + top 4


TREAM TRIO

TWO HEADED-GIANT (2HG)

PREPARE THE VENUE • Number of chairs per row: multiple of 3. • Create a phantom round for the seat-all (to not renumber the room). INSTALL PLAYERS • Post seat-all players and ask players to sit down. • HJ announcement • Distribute product and only ONE decklist. Tell players to not open product (or have it distributed during announcement) • Team A opens the boosters in front of team B then puts cards in an unique pile faced down. Then Team B does the same. • Player A writes their name in “player registering the pool” • Start listing (20 min). • Team A gives the pool and the list back to team B and team B gives the pool and the list back to team A. • Player A writes their name in “player playing the deck” • Start construction (60 min). • Distribute 3 decklists by team. Each player lists their deck and their sideboard. Every card must be registered in one pool, non-listed card should not be used. • Pick-up lists in order master list/player A/playerB/player C ADVICE • Announce: one player seeing pairings is enough. • Beware of Slow Play • Check in end of round scores of 2 players when the third is the last one to play (2-0 or 2-1 doesn’t matter for WER) • When a player finishes their match, they can move between their partners, but not stand up. If they leave the table, they cannot come back.

PREREQUISITES FOR A GAME • Starting team skips their first draw step. • Free mulligan, then Vancouver Mulligan (scry 1 after effective Mulligan). • 30 life shared by the team. A team’s resources (cards in hand, mana, etc.) are not shared. The players of the same team can communicate. SPECIFIC RULES TO COMBAT • Each creature of active team attacks the other team as a group. • Every effect and ability refering to the « defending player » or to the « attacking player » refers to one player, chosen by the controller of the effect. Any other case applies to both players.

A TEAM LOOSE WHEN: • One of the players concedes the game. • Its life total is 0 or less. • It has accumulated a total of 15 poison counters. • One of the players can’t draw because of an empty librairy.

DUEL COMMANDER DECK BUILDING: 1 Commander defining the allowed color identity of the 99 other cards (all different but basic lands). No sideboard. Game starts with 30 life. PLAYING • Vancouver Mulligan (scry 1 after mulligan(s)) • Cast a Commander: mana cost + (2) for each time it was played before. • Loss: 0 life or 10 poison counter or 21 combat damage from a Commander or trying to draw more cards then are left in the library. • A deck may not generate mana outside its color identity. • If a Commander would be put into a library, hand, graveyard or exile from anywhere, its owner may choose to move it to the command zone instead COLOR IDENTITY : Color or colors of any mana symbols in the card’s mana cost or rule text plus any colors defined by its characteristic-defining abilities or color indicator. RECOMMENDED TIME LIMIT: 55 MIN

OTHER RULES • Damage and life loss applies to each player individually. Result applies to shared life total. • If a cost or an effect needs a life total of a player, life total of the team is used instead. • If an effect says that a player can’t win or lose life, this effect applies to the team.

Complete rules and banlist : http://mtgcommander.net/rules.php : Multiplayer Commander http://www.duelcommander.com/ : Duel Commander

TYPES OF INFORMATION (MTR 4.1) FREE INFORMATION • Details of game actions & past game actions that still affect the game state. • Name of any visible object. • Type of any counter in a public zone. • Status (tapped, flipped, attached, phased-in/out) and current zone of any object. • Life/poison totals & game score of match. • Content of each player’s mana pool. • Current step and/or phase and active player(s).

DERIVED INFORMATION • The number of objects in any game zone. • All objects in public zones and any of their characteristics that are not defined as free information. • Rules, Policy, Oracle and any other official information pertaining to the current event. Cards are considered to have their Oracle text printed on them. PRIVATE INFORMATION • Any information that is not free or derived is automatically private information. At REL Regular, derived information = free

http://blogs.magicjudges.org/francais/2015/08/12/ le-format-team-trio-sealed/

IPG

HANDLE GPES STEPS 1. Identication of the infraction

REVIEWS

( 2 OCTOBRE 2015 )

HOW TO PREPARE A REVIEW ? 2. Giving the penalty

• Observation: takes notes • Identification: Strengh or Area of improvement ? • Analysis: Why did it occur?

3. Fix if necessary

FIX, BUT HOW ? Missed Trigger: resolve if default action or delayed zone change. Otherwise, within a turn, put the ability on the stack (opponent’s choice). Looking at Extra Cards: shuffle it in the random part of the deck. Drawing Extra Cards: if known or placed in an empty hand, put the card back to the right place. If GRV, CPE, confirmation or OoOs, back-up or leave the state as it is. Otherwise, shuffle a card chosen by the opponent back in the deck. Improper Drawing at Start of the Game: Shuffle random cards in the deck to leave the player with the correct number of cards minus 1. Game Rule Violation: if no special fix possible (see below), then back up (if it doesn’t change the game in another version of reality!) or leave the state as it is.

GOOD PRACTICES • Be useful • Be balanced • Don’t exagerate

PARTIAL FIXES ALLOWED FOR GRVS • Illegal choice for a static ability ->→ do it now. • Forgot to draw, discard, or return cards from their hand to another zone -> do it now. • If an object changing zones is put into the wrong zone and the identity of the object was known to all players -> move it now. • If attacker or blocker order has not been declared -> do it now. UPGRADE • (GPE-GRV) : W->GL : If a face-down card cast using a morph ability is discovered during the game to not have a morph ability. • (GPE-MT) : Nothing-> W : detrimental triggered ability has been missed.

• Assistance: Give advice • Discussion: review = feedback • Transcription: better when written

CHEATING To be considered Cheating, the offense must meet the following criteria: • The player must break a rule. • The player must be attempting to gain advantage from their action. • The player must be aware that he or she is doing something illegal.

• Refer to actual examples • Justify your point of view • Give advice

USEFUL LINKS DOCUMENTS IN ENGLISH : HTTP://BLOGS.MAGICJUDGES.ORG/TRANSLATEDRULES/?LANG=EN DOCUMENTS IN EVERY LANGUAGE : HTTP://BLOGS.MAGICJUDGES.ORG/TRANSLATEDRULES DOCUMENTS FOR DISQUALIFICATIONS : HTTP://BLOGS.MAGICJUDGES.ORG/O/DISQUALIFICATION-PROCESS/

IDEAS ?

HELP FOR WER : HTTP://WIKI.MAGICJUDGES.ORG/EN/W/WIZARDS_EVENT_REPORTER

level 1 • Knows how to solve issues between players in regular REL. • Knows main interactions in Standard • Help TO (e.g. with WER). • Knows who contact/where to look to solve an issue.

A QUESTION : HTTP://CHAT.MAGICJUDGES.ORG/MTGRULES/ HTTPS://WWW.FACEBOOK.COM/GROUPS/MTGASKTHEJUDGE/?FREF=TS

level 2 • Knows IPG and MTR. • Perform a deck check. • Head-judge a tournament, work with a team • Mentor. • Diplomate, active, take initiatives. • Lead an investigation. Head-judge / Team leader • Briefing, Debriefing. • Mentoring. • Task sharing and Delegation. • Announcements. • Task explanation and realisation.


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