Judging Guidelines

Hey all!  Mathew here. I’ve been silent long enough. I’ve really taken a long break away from the game and other things. Had to get my head on straight and get promoted at my job so I could afford to live. Now that these things are taken care of, I feel coming back to this is the only logical thing to do. Currently, it seems there is no better time than now!

Today marked a spectacular move on Wizkids part. So much so, I felt I needed to share it!

Judging Guidelines

This is the first time we’ve seen Wizkids directly address those of us who find ourselves in the precarious situation of judging Dice Master events.

In this, their first post, they break down the barrier between them and us by giving four initial guidelines to help in judging:

When In Doubt, Choose the “Weaker” Option –
Sometimes there will be card text or interactions that could reasonably be interpreted in one or two ways. A random sample of players asked might get split down the middle on how it plays out. We’d encourage judges to rule that the weaker interpretation is the correct one. For example, if an effect might reroll a single character die, or every copy of that character die, but is unclear, a judge using this guidance would rule that only a single die is rerolled.

Rule of Reasonableness –
Sometimes there will be card text or interactions that could be stretched to be interpreted one way on a technicality, but probably works another way. If 100 players were asked, about 95 would probably agree, while 2-3 wouldn’t be sure, and 2-3 would try to stretch the rules for their own advantage. In cases like these, judges should feel comfortable siding with the more reasonable interpretation that would be shared by the overwhelming majority of players.

Correcting Incorrect Rulings –
Sometimes tournament staff will make rulings that they later discover or realize to be incorrect. Often the result of these incorrect rulings will be unrewindable. Judges should seek to implement the correct rule and make sure any players who might have been led to think the incorrect ruling was true are corrected so they can play the remainder of their games accordingly.

Illegal Teams –
If it comes to light that a player has an incorrect team (two examples would include dice exceeding the Max: # or two copies of a character with the same name) the team should be reduced to only include characters that would be allowed or the proper number of dice. The player may choose which copy of two characters of the same name they continue to use, but cannot change their mind later. If a game is underway when an illegal team is discovered, the judge should be notified and left to their discretion on remedy for the current match and previous matches that may have been played.

While some will gripe at not having a perfect knowledge of things, I look at this as a great handshake between Wizkids and us [the judges]. I see this allowing people to make more reliable decisions with less hesitation.

I hope those of you judging feel the same way.

P.S. I’m glad to really be back. Lets have fun.

May the rolls forever be in your favor.

About Mathew Tucker

I've played MtG for many a decade. I love board games such as Risk, Axis and Allies, and Game of Thrones TBG. I used to be heavy into RPG's and the such on consoles and PC/Mac, but as time goes by and the family supersedes the gaming part of me, I stick to more casual games I can play in 15-20 minutes.

One comment:

  1. Great article man and glad to see you back.

    I know the one rule I always use at our FLGS is “This is how it works until Wizkids says otherwise.” That way everyone knows that a change could happen and to be prepared for it.

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