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Besides Rules Knowledge, Player Management is a very important part of judging. Therefore, we now look at some main points regarding Player Management. Notes Generally, during a Match, it is not allowed to take notes, neither by writing them down NOR by using other methods. There are just few exceptions:
Time out Time out means the ending of a non-decided game after the time limit. After the time limit is over, there exists a fair way to determine the winner of the Match if he has not been decided yet. Time Out on big tournaments (Tier 2) in Preliminary Rounds
First, we have to define what a "big tournament" (tier 2) is. Tier 2 tournaments are all those official tournaments that qualify for a bigger final tournament like Nationals. The YCS is also counted in in this.
If time is called in the preliminary rounds of such an event, we use the following procedure: First, the current turn is conducted as normal. After ending this turn, both players continue to play for 5 more turns. If there is no winner after this 5 additional turns, Life Points are compared. The player with the most Life Points is the winner. If both players have the same Life Points, the Duel ends in a Draw. Now, we look after the number of wins in this Match. The player that won most of the Duels (1:0, 2:0 or 2:1), of course he wins the Match. If both players have the same number of wins, the Match is considered to be a draw. Time Out at Tops and Smaller Events (Tier 1)
This procedure is conducted at smaller local tournaments on which you DO NOT qualify for bigger official events (e.g. leagues or Turbo Pack tournaments). Also, it is used for determining a winner at Tops.
If time is called at such an event, we use the following procedure: First, the current turn is conducted as normal. If there is no winner until now, both players play an additional 3 turns. If there is no winner after these 3 turns, the player with the most Life Points is the winner. If Life Points are equal, the game continues until there is a change in Life Points. Every chain resolves completely before Life Points are compared. If afterwards the number of wins is equal, there is still no winner. Therefore, we start a shortened extra game, "Sudden Death". Before this Duel, players MAY NOT change their side deck. Both players play toghether 4 turns (so 2 each), and after these 4 turns, Life Points are compared. If Life Points are equal, the game is processed as described above. If both players are in between rounds when time is called, the player with more wins wins the game. If the Match is 1:0 and players are side decking, the player with more wins is determined the winner. If both players have the same number of wins when time is called during two games, both players may continue using their side deck. If the Match is 0:0 and the current turn is decided through the "usual way" or by comparing life points, the player to win the Duel in time out is the winner of the Match. Tournament Policies Basics of Player Management
This chapter is supposed to be a small guide to how to handle different issues according to Turnament Policies. At less important tournaments (hobby league, ..) it might be you see softer penalties to solve a problem.
Because information regarding Player Management might be important, we will mention some more important points. Every player at an official tournament has to stick on the same rules to ensure a fair and smoothly run tournament. This should also be in the interest of the players. If a player does an infraction to tournament policies, there is a penalty for almost every situation. When determining the penalty, you generally have to assume the infraction was UNINTENTIONAL. This is to help players, so if a player wants to complain about a penalty, you can argument: "I assume the infraction was done unintentional. If the infraction had been intentional, the penalty might have been more severe." We have the following penalties:
The disqualification without prizes always suspects a player to INTENTIONALLY inflict an infraction. Differing by the severity of an infraction, the above penalties are applied. A penalty is never given arbitrary, but alwas according to the official penalty guidelines. At this point, Player Management might seem complex. So we now have a look at different infractions. A note to upcoming judges: Those that are interested in judging at tournaments should always prepare themselves well. This mostly means to exchange with other judges. Also, it can be helpful to consider with an experienced judge at the first tournaments to gain experience at every tournament. Every judge started small. Also, you'll always learn new things and see new situations. The more you see such new situations, the more you'll learn and therefore you'll get more secure in the course of time. Infractions and Penalties
Now we will take a look at some common problems that occur at almost every (bigger) tournament. In addition, we added a possible penalty and a procedure. But before this, we have to say:
Upgrading a penalty means raising the penalty to the next instance. Warning -> Game Loss -> Match Loss -> Disqualification with prizes Example: Right: Warning -> Game Loss Wrong: Warning -> Match Loss In the wrong example, the Game Loss is left out. This should never happen when upgrading a penalty. Upgrading from a Warning to a Game Loss is the right upgrade. If there is a similar case that is to be weighted more than the first one, this might lead - depending the situation - to a different conclusion and therefore lead into a higher penalty. A penalty is only upgraded when the same infraction is repeated. You first have to examine the situation and then to apply the penalty. Now, we go to the different infractions:
Final Words regarding Player Management All infractions and penalties described here are only guidelines. A lot of situations are to be examined and weighted differently. In other words: In certain situations, especially those regarding small children, you can also show humanity. But always keep calm and use the hints given here as a guideline.
Remember: Always FIRST determine the infraction, THEN apply the correct penalty for this infraction. Doing this the other way around would mean you choose penalties arbitrary. This would be wrong, so you should always consider this. It is also important to speak with a player after an infraction. In doing so, you create trust and you have the chance to point out the mistake again, so that he might remember it and will not do it again. To say: Always make clear what happened, that the penalty might be upgraded if repeated and how to avoid this in the future. |
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