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


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