Just Another REL is a presentation about judging at regular rules enforcement level. Topics covered will include an explanation for why regular REL exists, overview of the JAR, solutions to common issues, and how to spot serious problems.
1. The document discusses how concepts from Sun Tzu's The Art of War can be applied to poker strategy and decision making. It outlines seven principles from The Art of War and how they relate to poker, including use of resources, attack by stratagem, intelligence, terrain, and deception.
2. Five dangerous faults in a general are identified that can also lead to downfall for a poker player: recklessness, cowardice, a hasty temper, delicacy of honor, and over-solicitude for their chips.
3. Computing many factors before entering a hand is compared to foretelling triumph in battle, while only considering a few factors is likened to being defeated.
This document is a digital poker book written by Jason Narog that provides information and strategies for playing Texas Hold'em poker. It includes sections on rules, betting variations, hand rankings, starting hand charts, strategy for different positions, types of players to watch out for, odds calculations, and legal issues related to poker. The document is intended to educate readers about the game of poker while also including disclaimers that the author is not a professional player and readers should not risk more money than they can afford to lose.
This document summarizes playtesting sessions for a game about protest and perception. During the first playtest, no players protested or cheated as the rules were complex. Revisions simplified turn order and added a media phase where players could accuse each other of scheming. The second playtest saw different player roles emerge and more scheming, but rules confusion remained. Further tests will focus on simplifying rules to encourage strategic discussion instead of clarifying mechanics.
This document provides an introduction and overview of the rules for the card game "Phy-Force (Physics Killer)". The game involves 4-8 players taking on roles as physicists, teaching assistants, students, or professors. Players draw role cards and the objective is to achieve their role's victory condition, such as the physicist killing all other players. The game components include role, character, energy, and playing cards. Players take turns that involve drawing cards, playing cards to strengthen themselves or attack others, and discarding cards if they exceed their ability limit. The game ends when any role achieves their victory condition. Additional rules cover concepts like distance, attack range, and card areas.
Chapter 7 a market structure game theory part askceducation
This document introduces key concepts in game theory. It explains that game theory involves strategic decision making where players' payoffs depend on the actions of other players. Game theory analyzes players, strategies, payoffs, and equilibrium strategies including dominant strategies and Nash equilibriums. It distinguishes between cooperative and non-cooperative games, one-shot and repeated games, and discusses how collusion can occur in infinitely repeated games using trigger strategies.
Game theory is the study of strategic decision making. It involves analyzing interactions between players where the outcome for each player depends on the actions of all players. Key concepts in game theory include Nash equilibrium, where each player's strategy is the best response to the other players' strategies, and Prisoner's Dilemma, where the non-cooperative equilibrium results in a worse outcome for both players than if they had cooperated. Game theory is applied in economics, political science, biology, and many other fields to model strategic interactions.
Just Another REL is a presentation about judging at regular rules enforcement level. Topics covered will include an explanation for why regular REL exists, overview of the JAR, solutions to common issues, and how to spot serious problems.
1. The document discusses how concepts from Sun Tzu's The Art of War can be applied to poker strategy and decision making. It outlines seven principles from The Art of War and how they relate to poker, including use of resources, attack by stratagem, intelligence, terrain, and deception.
2. Five dangerous faults in a general are identified that can also lead to downfall for a poker player: recklessness, cowardice, a hasty temper, delicacy of honor, and over-solicitude for their chips.
3. Computing many factors before entering a hand is compared to foretelling triumph in battle, while only considering a few factors is likened to being defeated.
This document is a digital poker book written by Jason Narog that provides information and strategies for playing Texas Hold'em poker. It includes sections on rules, betting variations, hand rankings, starting hand charts, strategy for different positions, types of players to watch out for, odds calculations, and legal issues related to poker. The document is intended to educate readers about the game of poker while also including disclaimers that the author is not a professional player and readers should not risk more money than they can afford to lose.
This document summarizes playtesting sessions for a game about protest and perception. During the first playtest, no players protested or cheated as the rules were complex. Revisions simplified turn order and added a media phase where players could accuse each other of scheming. The second playtest saw different player roles emerge and more scheming, but rules confusion remained. Further tests will focus on simplifying rules to encourage strategic discussion instead of clarifying mechanics.
This document provides an introduction and overview of the rules for the card game "Phy-Force (Physics Killer)". The game involves 4-8 players taking on roles as physicists, teaching assistants, students, or professors. Players draw role cards and the objective is to achieve their role's victory condition, such as the physicist killing all other players. The game components include role, character, energy, and playing cards. Players take turns that involve drawing cards, playing cards to strengthen themselves or attack others, and discarding cards if they exceed their ability limit. The game ends when any role achieves their victory condition. Additional rules cover concepts like distance, attack range, and card areas.
Chapter 7 a market structure game theory part askceducation
This document introduces key concepts in game theory. It explains that game theory involves strategic decision making where players' payoffs depend on the actions of other players. Game theory analyzes players, strategies, payoffs, and equilibrium strategies including dominant strategies and Nash equilibriums. It distinguishes between cooperative and non-cooperative games, one-shot and repeated games, and discusses how collusion can occur in infinitely repeated games using trigger strategies.
Game theory is the study of strategic decision making. It involves analyzing interactions between players where the outcome for each player depends on the actions of all players. Key concepts in game theory include Nash equilibrium, where each player's strategy is the best response to the other players' strategies, and Prisoner's Dilemma, where the non-cooperative equilibrium results in a worse outcome for both players than if they had cooperated. Game theory is applied in economics, political science, biology, and many other fields to model strategic interactions.
The document provides guidance for judges on resolving issues that come up at Regular REL events, such as missed triggers, drawing extra cards, deck errors, and deviation from the JAR (Judging at Regular). It discusses common fixes, when deviation is acceptable, and presents scenarios for discussion, including a missed Jitte trigger, a player missing life gain, an end-of-combat misunderstanding, and an undeclared combat damage assignment. The goal is fair and fun gameplay balanced with customer service over strict adherence to policy.
This document provides an overview of game theory, including:
- Defining game theory as a way to study strategic decision-making involving multiple participants with conflicting goals.
- The major assumptions of game theory include players having different objectives, making decisions simultaneously, and knowing potential payoffs.
- Common types of games are cooperative/non-cooperative, zero-sum/non-zero-sum, and simultaneous/sequential games.
- Popular examples used in game theory include the Prisoner's Dilemma and Chicken games, which demonstrate outcomes like Nash equilibrium.
- Game theory has applications in economics, politics, biology, and other fields for modeling interactions and predicting outcomes.
The document discusses using game theory to analyze video games. It provides background on game theory, explaining that it is the formal study of decision-making where players' choices affect each other. It outlines some key game theory concepts like the prisoner's dilemma, chicken game, and Nash equilibrium. It then discusses how different types of video games like cooperative, semi-cooperative, and competitive games can be modeled using concepts from game theory.
This document provides an overview of game theory, including its history, basic concepts, types of strategies and equilibria, different types of games, and applications. It defines game theory as the mathematical analysis of conflict situations to determine optimal strategies. Key concepts explained include Nash equilibrium, mixed strategies, zero-sum games, repeated games, and sequential vs. simultaneous games. Applications of game theory discussed include economics, politics, biology, and artificial intelligence.
This document provides an overview of game theory, including definitions of key concepts like Nash equilibrium. It discusses examples of games like the prisoner's dilemma and chicken game. Solution concepts for different types of games are introduced, such as backward induction for extensive form games. Linear programming formulations are presented for solving zero-sum games. Examples are provided to illustrate equilibrium concepts and how to model games as linear programs.
This document provides an introduction and overview of game theory. It describes key concepts in game theory including the elements of a game, complete and incomplete information, perfect and imperfect information, Nash equilibrium, simultaneous decisions, pure strategies and dominant strategies. It provides examples of classic games including the prisoner's dilemma, trade war, and battle of the sexes to illustrate these concepts. The prisoner's dilemma and trade war examples show how the games have dominant strategies that lead to a Nash equilibrium that is not optimal for either player.
The document provides an overview of game theory, including definitions of key concepts. It discusses:
1) Game theory as the mathematical analysis of conflict situations where players make rational decisions. It aims to find optimal strategies.
2) Key concepts in game theory including games, moves, strategies, information, payoffs, extensive and normal forms, and equilibria such as Nash equilibrium.
3) Examples of games and equilibrium concepts including prisoners' dilemma, mixed strategies, and maximin strategies. Game theory has applications in economics, politics, and military strategy.
The document discusses several applications of game theory including the dominant firm game, Nash equilibrium, prisoner's dilemma, and a terrorism scenario. It analyzes strategic situations involving two or more players where the success of each player depends on the choices of others. Key concepts explained are dominant strategies, Nash equilibria, and how game theory can model real-world competitive interactions and predict outcomes even when players cannot communicate.
The document describes the development process of a board game called "Almost Horseshoes" which translates the mechanics of horseshoes into a card game. The designer iteratively prototyped and playtested versions of the game, refining rules and components until achieving a balanced gameplay experience that captures the strategic elements of horseshoes while being easy to learn and randomized. Feedback from playtesters showed that the final version provided opportunities for both offensive and defensive play styles while keeping rounds quick and the core concept clear.
This document provides an overview of game theory, including its founders John von Neumann and John Nash. Game theory is the study of strategic decision making among rational players where outcomes depend on the choices of all. It has applications in economics, politics, and biology. Key concepts discussed include Nash equilibrium, where no player benefits from changing strategies alone; the prisoner's dilemma game; and the tit-for-tat strategy of reciprocal cooperation and defection. The document outlines the assumptions, elements, and applications of game theory.
This document provides an introduction to decision making using game theory. It defines game theory as attempting to mathematically model strategic situations where an individual's success depends on the choices of others. It outlines the basic constituents of games including players, actions/strategies, rules, types of games, and branches of game theory. Game theory can be applied to management areas like industrial organization strategies, corporate finance, and mechanism/auction design.
The usability test plan summarizes testing done on the game Once Legendary. Testing found issues with controls not matching the menu, enemies doing little damage, character falling through platforms, and awkward sword controls. A questionnaire was used to identify casual versus hardcore gamers. Testing involved thinking aloud and answering post-level questions. Initial feedback identified issues like a lack of checkpoint indicators and enemies being ignorable. Data collected included times, deaths and errors encountered. The plan aims to help the developers improve the game based on a casual player perspective.
This presentation is an attempt to introduce Game Theory in one session. It's suitable for undergraduates. In practice, it's best used as a taster since only a portion of the material can be covered in an hour - topics can be chosen according to the interests of the class.
The main reference source used was 'Games, Theory and Applications' by L.C.Thomas. Further notes available at: http://bit.ly/nW6ULD
Pong, Mortal Kombat 9, and Twitter all have rules that create outcomes requiring effort with emotional attachments and potential consequences. For Pong, the rules are scoring points to win; for Mortal Kombat it is winning rounds; and for Twitter it is following community guidelines. All have quantifiable outcomes of winning or losing and attach value to these results. Players and users want to win and gain followers, respectively, and can experience emotions from the outcomes like anger or mood changes. Rare but possible consequences include real world violence or legal issues.
This document provides guidance on writing tournament reports (TRs) as a judge. It explains that TRs describe a tournament's format, staff, and any judge calls or investigations that occurred. TRs allow many judges to provide feedback, and writing one encourages self-evaluation. The document advises taking detailed notes during events and focusing a TR around a theme. It provides examples of content and emphasizes explaining reasoning for rulings. Abnormalities, mistakes, and some humor are okay to include, but identifying details and mean comments are not.
This document provides guidance on proper etiquette and rules for tennis matches played without officials present. It discusses line calls, serves, scoring, hindrances and other procedural aspects of playing. The key points are:
1) Players are responsible for making their own line calls and should resolve any doubts in favor of their opponent.
2) Basic rules like lets, foot faults and hindrances still apply without officials to enforce them, relying on players' personal integrity.
3) The guidelines aim to make matches more fun, fair and prevent disagreements over procedural aspects when officials are not present to resolve issues.
This document proposes a solution to improve situational awareness in Team Fortress 2. It suggests adding a minimap that displays:
1) The player's location and orientation as a blue blip and arrow
2) Teammates as green blips
3) Enemies (when firing) as red blips
4) Objectives with green/red colors to indicate team control
Screenshots provide examples of how the minimap would look with these elements displayed.
- The document discusses rule interpretation and exploits in EVE Online. It provides examples of sanctioned exploits from the game's developer like botting, spamming, and using bugs to become invulnerable. The developer warns players about exploiting chat systems for an unfair advantage in PVP. However, some exploits exist in a gray area as "advantage play" that are technically allowed by game rules but considered cheating by some players. Interpreting what is an exploit versus allowed strategy depends on how rules are defined.
This document provides guidance on how to determine and handle instances of slow play in Magic: The Gathering tournaments. It defines slow play as a player taking longer than reasonably required to complete game actions or continuing to execute a loop without specifying the number of iterations. The guidelines discuss criteria for determining slow play infractions, when to issue cautions versus penalties, appropriate penalties such as extra turns, and how to respond to players' reactions. The overall philosophy is that players are responsible for playing at a reasonable pace so opponents are not at a disadvantage due to time limits.
This document discusses unporting conduct (USC) at Magic tournaments and how to address it. It defines minor, major, and aggressive USC infractions and provides examples. It emphasizes preserving tournament integrity, dealing with conflicts by using active listening and resolving the issue before assessing penalties. It also notes the importance of remaining impartial and avoiding USC in one's own responses to infractions.
This document analyzes the game Snow Way in Hell using Nielsen's 10 Usability Heuristics. It identifies several usability issues in areas such as system status visibility, matching game logic to the real world, user control and freedom, consistency and standards, and error prevention. For each issue, it provides a description, proposed solution, and reference screenshot from the game. The analysis is intended to help improve the game's usability and player experience.
The document provides guidance for judges on resolving issues that come up at Regular REL events, such as missed triggers, drawing extra cards, deck errors, and deviation from the JAR (Judging at Regular). It discusses common fixes, when deviation is acceptable, and presents scenarios for discussion, including a missed Jitte trigger, a player missing life gain, an end-of-combat misunderstanding, and an undeclared combat damage assignment. The goal is fair and fun gameplay balanced with customer service over strict adherence to policy.
This document provides an overview of game theory, including:
- Defining game theory as a way to study strategic decision-making involving multiple participants with conflicting goals.
- The major assumptions of game theory include players having different objectives, making decisions simultaneously, and knowing potential payoffs.
- Common types of games are cooperative/non-cooperative, zero-sum/non-zero-sum, and simultaneous/sequential games.
- Popular examples used in game theory include the Prisoner's Dilemma and Chicken games, which demonstrate outcomes like Nash equilibrium.
- Game theory has applications in economics, politics, biology, and other fields for modeling interactions and predicting outcomes.
The document discusses using game theory to analyze video games. It provides background on game theory, explaining that it is the formal study of decision-making where players' choices affect each other. It outlines some key game theory concepts like the prisoner's dilemma, chicken game, and Nash equilibrium. It then discusses how different types of video games like cooperative, semi-cooperative, and competitive games can be modeled using concepts from game theory.
This document provides an overview of game theory, including its history, basic concepts, types of strategies and equilibria, different types of games, and applications. It defines game theory as the mathematical analysis of conflict situations to determine optimal strategies. Key concepts explained include Nash equilibrium, mixed strategies, zero-sum games, repeated games, and sequential vs. simultaneous games. Applications of game theory discussed include economics, politics, biology, and artificial intelligence.
This document provides an overview of game theory, including definitions of key concepts like Nash equilibrium. It discusses examples of games like the prisoner's dilemma and chicken game. Solution concepts for different types of games are introduced, such as backward induction for extensive form games. Linear programming formulations are presented for solving zero-sum games. Examples are provided to illustrate equilibrium concepts and how to model games as linear programs.
This document provides an introduction and overview of game theory. It describes key concepts in game theory including the elements of a game, complete and incomplete information, perfect and imperfect information, Nash equilibrium, simultaneous decisions, pure strategies and dominant strategies. It provides examples of classic games including the prisoner's dilemma, trade war, and battle of the sexes to illustrate these concepts. The prisoner's dilemma and trade war examples show how the games have dominant strategies that lead to a Nash equilibrium that is not optimal for either player.
The document provides an overview of game theory, including definitions of key concepts. It discusses:
1) Game theory as the mathematical analysis of conflict situations where players make rational decisions. It aims to find optimal strategies.
2) Key concepts in game theory including games, moves, strategies, information, payoffs, extensive and normal forms, and equilibria such as Nash equilibrium.
3) Examples of games and equilibrium concepts including prisoners' dilemma, mixed strategies, and maximin strategies. Game theory has applications in economics, politics, and military strategy.
The document discusses several applications of game theory including the dominant firm game, Nash equilibrium, prisoner's dilemma, and a terrorism scenario. It analyzes strategic situations involving two or more players where the success of each player depends on the choices of others. Key concepts explained are dominant strategies, Nash equilibria, and how game theory can model real-world competitive interactions and predict outcomes even when players cannot communicate.
The document describes the development process of a board game called "Almost Horseshoes" which translates the mechanics of horseshoes into a card game. The designer iteratively prototyped and playtested versions of the game, refining rules and components until achieving a balanced gameplay experience that captures the strategic elements of horseshoes while being easy to learn and randomized. Feedback from playtesters showed that the final version provided opportunities for both offensive and defensive play styles while keeping rounds quick and the core concept clear.
This document provides an overview of game theory, including its founders John von Neumann and John Nash. Game theory is the study of strategic decision making among rational players where outcomes depend on the choices of all. It has applications in economics, politics, and biology. Key concepts discussed include Nash equilibrium, where no player benefits from changing strategies alone; the prisoner's dilemma game; and the tit-for-tat strategy of reciprocal cooperation and defection. The document outlines the assumptions, elements, and applications of game theory.
This document provides an introduction to decision making using game theory. It defines game theory as attempting to mathematically model strategic situations where an individual's success depends on the choices of others. It outlines the basic constituents of games including players, actions/strategies, rules, types of games, and branches of game theory. Game theory can be applied to management areas like industrial organization strategies, corporate finance, and mechanism/auction design.
The usability test plan summarizes testing done on the game Once Legendary. Testing found issues with controls not matching the menu, enemies doing little damage, character falling through platforms, and awkward sword controls. A questionnaire was used to identify casual versus hardcore gamers. Testing involved thinking aloud and answering post-level questions. Initial feedback identified issues like a lack of checkpoint indicators and enemies being ignorable. Data collected included times, deaths and errors encountered. The plan aims to help the developers improve the game based on a casual player perspective.
This presentation is an attempt to introduce Game Theory in one session. It's suitable for undergraduates. In practice, it's best used as a taster since only a portion of the material can be covered in an hour - topics can be chosen according to the interests of the class.
The main reference source used was 'Games, Theory and Applications' by L.C.Thomas. Further notes available at: http://bit.ly/nW6ULD
Pong, Mortal Kombat 9, and Twitter all have rules that create outcomes requiring effort with emotional attachments and potential consequences. For Pong, the rules are scoring points to win; for Mortal Kombat it is winning rounds; and for Twitter it is following community guidelines. All have quantifiable outcomes of winning or losing and attach value to these results. Players and users want to win and gain followers, respectively, and can experience emotions from the outcomes like anger or mood changes. Rare but possible consequences include real world violence or legal issues.
This document provides guidance on writing tournament reports (TRs) as a judge. It explains that TRs describe a tournament's format, staff, and any judge calls or investigations that occurred. TRs allow many judges to provide feedback, and writing one encourages self-evaluation. The document advises taking detailed notes during events and focusing a TR around a theme. It provides examples of content and emphasizes explaining reasoning for rulings. Abnormalities, mistakes, and some humor are okay to include, but identifying details and mean comments are not.
This document provides guidance on proper etiquette and rules for tennis matches played without officials present. It discusses line calls, serves, scoring, hindrances and other procedural aspects of playing. The key points are:
1) Players are responsible for making their own line calls and should resolve any doubts in favor of their opponent.
2) Basic rules like lets, foot faults and hindrances still apply without officials to enforce them, relying on players' personal integrity.
3) The guidelines aim to make matches more fun, fair and prevent disagreements over procedural aspects when officials are not present to resolve issues.
This document proposes a solution to improve situational awareness in Team Fortress 2. It suggests adding a minimap that displays:
1) The player's location and orientation as a blue blip and arrow
2) Teammates as green blips
3) Enemies (when firing) as red blips
4) Objectives with green/red colors to indicate team control
Screenshots provide examples of how the minimap would look with these elements displayed.
- The document discusses rule interpretation and exploits in EVE Online. It provides examples of sanctioned exploits from the game's developer like botting, spamming, and using bugs to become invulnerable. The developer warns players about exploiting chat systems for an unfair advantage in PVP. However, some exploits exist in a gray area as "advantage play" that are technically allowed by game rules but considered cheating by some players. Interpreting what is an exploit versus allowed strategy depends on how rules are defined.
This document provides guidance on how to determine and handle instances of slow play in Magic: The Gathering tournaments. It defines slow play as a player taking longer than reasonably required to complete game actions or continuing to execute a loop without specifying the number of iterations. The guidelines discuss criteria for determining slow play infractions, when to issue cautions versus penalties, appropriate penalties such as extra turns, and how to respond to players' reactions. The overall philosophy is that players are responsible for playing at a reasonable pace so opponents are not at a disadvantage due to time limits.
This document discusses unporting conduct (USC) at Magic tournaments and how to address it. It defines minor, major, and aggressive USC infractions and provides examples. It emphasizes preserving tournament integrity, dealing with conflicts by using active listening and resolving the issue before assessing penalties. It also notes the importance of remaining impartial and avoiding USC in one's own responses to infractions.
This document analyzes the game Snow Way in Hell using Nielsen's 10 Usability Heuristics. It identifies several usability issues in areas such as system status visibility, matching game logic to the real world, user control and freedom, consistency and standards, and error prevention. For each issue, it provides a description, proposed solution, and reference screenshot from the game. The analysis is intended to help improve the game's usability and player experience.
The document discusses backups in Magic tournaments. It defines backups as correcting errors that occurred during a game. Backups are considered delicate because they can affect assumptions players made. At Grand Prix trials and other major tournaments, backups must be discussed with and approved by the Head Judge. The policy outlines what errors can be backed up (game rule violations, communication policy violations, player miscommunications) if discovered quickly before too many decisions were made. It provides factors for judges to consider, such as hidden information revealed, but also factors to avoid, like who benefits. In general, no partial fixes are allowed and it is difficult to foresee all consequences of a backup.
Rummy - A Game of Skills & Quick DecisionsRummy Passion
It is not without reason that rummy is recognized as a game of skills and fast decisions. It is an easy to understand game that instills many a key skill in its players, with one of them being the crucial ability to decide and act fast. Those who have these attributes are able to succeed not only in the game but also in all walks of life. What a game!
Balancing Fruit - IAPA presentation 26/11/15Andrew Saul
When we first saw the analytics around the behaviour of players playing the mini games in the 5th anniversary update for Fruit Ninja we were very surprised: They weren't playing them as we had designed them to be played.
When we looked further into the numbers we saw that players had found new, un-fun ways to interact with the mini games that we hadn't anticipated. We acted fast and pushed an update to save our players' fun.
This is an expanded version of the presentation deck I presented at a recent IAPA meeting.
Excerpt from the IAPA website:
"IAPA (Institute of Analytics Professionals of Australia) QLD Chapter Event 26 November 2015 - An Australian Analytics Story
Please join us for our last IAPA Chapter Event for 2015!
We've lined up a selection of local lads to all share a slide of Australian history - four presenters who will each give us a personal story of adversity to triumph - Fruit Ninja Triumphs at that!!"
http://www.iapa.org.au/Event/QLDChapterEvent26NovemberAnAustralianAnalyticsStor
This document provides instructions for playing Classic Indian Rummy. It describes how to start a game on the PokaBunga site by joining a points game with 2-6 players. Players are dealt cards and try to form valid melds by suit or rank. A joker card can substitute for other cards. The game proceeds clockwise as players draw from the discard pile or deck and discard one card. To win, a player must form melds for all their cards or have the lowest remaining point value. The winner collects the total pot minus fees from the other players.
BB LTI Game™ Intro for Facilitation - 1608 v3_3 for slideshareUlrik Ramsing
Facilitators slides when introducing the LTI Game for leadership groups.
The LTI Game is a challenging board game where the players work together across 4 months of a project towards a dynamic finish line — without cutting corners and risking a LTI, a Lost Time Incident...
LAFS Game Design 10 - Fun and AccessabilityDavid Mullich
The document discusses various factors that contribute to fun in games, including surprise, anticipation, progress, rewards and punishments, meaningful choices, and avoiding issues like micromanagement, stagnation, and arbitrary events. It also examines specific examples of fun mechanics in games like Monopoly, Tetris, and World of Warcraft. Game designers are advised to get feedback from playtesters and address issues that are preventing their games from being fun.
The document discusses policies around backing up a game state after a game play error. It provides guidance on when backing up may be allowed, such as if the error was recently discovered and the game state is simple, and how to back up by undoing actions until just before the error. It also discusses alternatives if backing up is not done, such as continuing with no fix. It then provides examples of different game situations where a judge was called to determine if backing up would be appropriate.
The document discusses game-based reward systems and proposes ideas for incentivizing user behavior on Yahoo Answers. It outlines different types of rewards, including currency, rank, mechanical, narrative, emotional rewards. It also discusses behavioral reinforcement using positive and negative stimuli. The key points are:
1) Rewards are more effective when distributed using varied intervals rather than fixed intervals.
2) Rewards work best when given based on number of interactions, not time alone.
3) Real-time reward notifications increase transparency and help users optimize their experience.
The document discusses characteristics of games and social media platforms that involve rules, quantifiable outcomes, and consequences. Pong is described as one of the earliest video games, with the goal of scoring points against an opponent. Mario Kart involves racing against other characters to place first. Twitter has guidelines around acceptable content and a character limit, with the goal of gaining followers and retweets that influence social status. Both games and social media can elicit emotional responses from players/users and influence mood, though real-world consequences may vary in severity.
The document discusses Jesper Juul's definition and analysis of what constitutes a game. It summarizes Juul's view that a good definition of games should describe three aspects: 1) the game system defined by its rules, 2) the relationship between the game and the player, and 3) the relationship between playing the game and the outside world. The document then examines each of Juul's six proposed features of games: rules, variable outcomes, assigned values to outcomes, player effort, player attachment to outcomes, and negotiable consequences.
A good game provides players with control and freedom through meaningful decisions that influence progress towards clear goals. It challenges players at an appropriate level through goals that become incrementally harder to achieve as the game advances. Failure results from mistakes that players feel they could have avoided, rather than being overly punitive. The game maintains balance by regularly introducing new elements that match the developing skills of players, while still delivering surprises throughout.
This document discusses common problems that occur at Friday Night Magic (FNM) tournaments and provides suggestions for addressing them. It identifies issues such as slow play, poor shuffling, damaged sleeves, inappropriate language, spectators advising players, drafting errors, no-shows, and lost items. The document emphasizes that FNM has a more relaxed atmosphere focused on fun and player education, and provides guidance for judges and organizers to help resolve problems and ensure players have a positive experience.
Deccan rummy – how to play indian rummy?DeccanRummy
Indian Rummy is a card game where the objective is to arrange cards into sequences and sets. Players are dealt 13 cards each from a deck and take turns drawing and discarding cards from a closed and open deck. To finish, a player must declare at least two sequences, one being a pure sequence. Scoring is based on cards remaining in a player's hand at the end, with points assigned to different cards. The player with the lowest score wins.
The document defines slow play and stalling in Magic: The Gathering tournaments, provides examples of behaviors that indicate slow play, and outlines the proper procedures for judges to address slow play, including warnings, penalties, and common excuses given by players. It also describes scenarios judges can use to demonstrate slow play behaviors to help spectators identify and understand when slow play occurs.
The document provides guidance for judges on their roles as Floor Judges (FJs) and Head Judges (HJs) during investigations. As an FJ, the key goals are to gather initial facts and player statements, and identify any disagreements between players. The FJ then briefs the HJ before fetching them. As HJ, the goals are to understand the initial situation from the FJ, listen to both player stories, determine if an investigation is warranted, identify inconsistencies, base decisions on evidence rather than certainty, and make timely rulings including any disqualifications. Both roles are important to the investigation process.
This story follows a Head Judge (HJ) as they manage a 2HG Sealed Side Event that grows larger than expected due to poor planning and communication from the Side Events Lead (SE Lead). The HJ struggles to run the event smoothly due to constantly changing priorities from the SE Lead and lack of support from the Scorekeeper (SK). In the end, the HJ and their floor judges (FJs) are able to run the event to completion despite the challenges, but are immediately asked to support an even larger new event with no notice. The moral of the story is about the importance of planning, priorities, and communication for running successful Magic events.
This document outlines the roles and skills expected of an International Level 2 judge in Magic: The Gathering. It lists responsibilities such as running competitive tournaments, floor judging at large events, mentoring and testing lower level judges. It also discusses skills like developing other judges, conducting investigations, demonstrating leadership, managing logistics and tournaments, and having a strong penalty and policy philosophy. Finally, it provides examples of growth options for Level 2 judges such as improving existing tasks, taking on additional responsibilities, or learning new roles.
This document provides guidance on writing self-reviews. It begins by introducing the presenter and stating the goal of helping the reader get started on their first self-review. It then covers the five Ws (why, who, what, when, where) to consider for self-reviews. Key points covered include why self-assessment is important for self-development, what should be included like achievements and areas for improvement, and when and where self-reviews should take place. Steps for effective self-reviews are outlined, including collecting information from different sources and setting follow-up goals. An exercise is provided for participants to write and discuss self-reviews in small groups. Quick tips are given to get started, including listing goals
This document discusses encouraging diversity at sanctioned Magic: The Gathering events. It notes that approximately 38% of players feel unwelcome at events due to problematic behaviors. Judges are responsible for avoiding harassing behaviors and creating an inclusive environment where all players feel welcome. Behaviors to watch out for include slurs, swearing, and casual discrimination. For regular REL events, it's best to quietly speak to players to educate them if an issue comes up, while comp REL events warrant upgrading to an official penalty if necessary. The overall goal is to promote diversity and inclusion to make the player experience more positive for all.
The document discusses different chapters about bribery and splitting prizes among players named Brad, Todd, Gerry and Tom during a tournament. In Chapter II, Brad's record was 7-1 while Todd's was 6-1-1. In Chapter IV, it asks if the top 8 players would like to split prizes equally, listing the prizes of a house and car if they do so.
Hard skills refer to technical abilities that can be taught, such as understanding rules and processes, while soft skills involve emotional intelligence and adapting to fluctuating situations. For judges, hard skills are important for properly enforcing fixed penalties, but soft skills are also necessary when dealing with players, such as during deck checks, matches, and events requiring leadership. To improve soft skills, judges can reflect on past experiences where soft skills were important and discuss ways to strengthen abilities like adaptability and emotional awareness.
This document discusses how to balance judging and playing Magic: The Gathering. It notes that several factors like travel time, cost, and social pressures influence whether one judges or plays. Judging and playing require different skills and can be draining in different ways. The document advises hitting the right balance to avoid burnout and frustration from doing too much of either judging or playing. It provides tips for remaining impartial when judging friends and how to conduct oneself when playing as a judge or judging as a player. The overall message is that one should find the right balance that works for them and remember to have fun.
This document discusses working with disabilities in the Magic community. It begins by looking at the prevalence of disabilities at Magic events and then discusses approaches to ensuring tournament integrity and equality of opportunity for disabled players. It outlines some common conditions such as processing disorders, psychological conditions, physical disabilities, sensory impairments and nonvisible disabilities. For each type of condition, it provides examples and suggestions for accommodations. The document also addresses judging with disabilities and provides resources for further information.
The document discusses alternative mentoring styles that focus on engaging learners through activities, discussions, and hands-on practice rather than purely lecturing. It recommends using visual, auditory, reading, and kinesthetic teaching methods. Specific techniques mentioned include card sorting activities, online tools like Tarsia Formulator, and progressive questioning based on Bloom's Taxonomy. The closing emphasizes the importance of investing in the future, how teachers can learn from each other, and that collaboration reduces duplication of efforts.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Training: ISO/IEC 27001 Information Security Management System - EN | PECB
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11. What enters into it
1. A player making an honest mistake should not _________ from it
12. What enters into it
1. A player making an honest mistake should not Benefit from it
13. What enters into it
1. A player making an honest mistake should not Benefit from it
2. The fix should _________ the game as close as possible to the original
14. What enters into it
1. A player making an honest mistake should not Benefit from it
2. The fix should Restore the game as close as possible to the original
15. What enters into it
1. A player making an honest mistake should not Benefit from it
2. The fix should Restore the game as close as possible to the original
3. The fix should be _______ to apply by any L2 judge in the world
16. What enters into it
1. A player making an honest mistake should not Benefit from it
2. The fix should Restore the game as close as possible to the original
3. The fix should be Easy to apply by any L2 judge in the world
17. What enters into it
1. A player making an honest mistake should not Benefit from it
2. The fix should Restore the game as close as possible to the original
3. The fix should be Easy to apply by any L2 judge in the world
4. A player can’t _________ the penalties or fixes
18. What enters into it
1. A player making an honest mistake should not Benefit from it
2. The fix should Restore the game as close as possible to the original
3. The fix should be Easy to apply by any L2 judge in the world
4. A player can’t Abuse the penalties or fixes
19. What enters into it
1. A player making an honest mistake should not Benefit from it
2. The fix should Restore the game as close as possible to the original
3. The fix should be Easy to apply by any L2 judge in the world
4. A player can’t Abuse the penalties or fixes
5. The fixes should be ___________ so that players don’t feel they’re treated
differently and thus unfairly
20. What enters into it
1. A player making an honest mistake should not Benefit from it
2. The fix should Restore the game as close as possible to the original
3. The fix should be Easy to apply by any L2 judge in the world
4. A player can’t Abuse the penalties or fixes
5. The fixes should be Consistent so that players don’t feel they’re treated
differently and thus unfairly
21. ● No Benefit
● Restores the game
● Easy to Apply
● Can’t be Abused
● Consistent
BREAC
22. No Benefit
“A player making an honest mistake should not Benefit from it.”
● Hidden Card Error: the opponent removes my best card. Maybe the one I
just drew, maybe a better one, never a worse one.
● Missed Trigger: if beneficial, my opponent denies it. If detrimental, I still
get the effect.
23. Restores the game
“The fix should Restore the game as close as possible to the original.”
● AP casts Divination for RRR. The cards are returned to the top of the
library with no shuffle. In two turns, the game is back on track.
● NAP sees AP’s morph by mistake as she was picking it up to read an Aura
enchanting the morph. LEC and no fix.
○ Shuffling the card would change the game
○ Revealing something else “in exchange” might feel like justice, but drifts even further
away from the game
24. Easy to Apply
“The fix should be Easy to apply by any L2 judge in the world.”
● Multiple iterations of Missed Triggers
● More important as we move towards decentralized tournament system
● Many PPTQs have one judge who has never been to a GP or a judge
conference
● IPG should stay small and simple
25. Can’t be Abused
“A player can’t Abuse the penalties or fixes.”
● I count my opponent’s deck and find 39 cards.
○ What if I tell them immediately?
○ What if I wait?
● Proving intentional waiting is often hard.
26. Consistent
“The fixes should be Consistent so that players don’t feel they’re treated
differently and thus unfairly.”
● Complete guidance on many mistakes
● No deviations
● No single-card rulings
● Similar situations should be ruled similarly
28. Disclaimers
● This is my own research, no input from the authors
● I have personal experience from 2005, not before
● This is not criticizing the past, but trying to learn from it
○ Einstein vs Newton
29. PG 1999
● First complete set of infractions for Magic I could find
● Already full breakdown:
○ Deck, decklist errors
○ Marked cards
○ Shuffling
○ Tardiness
○ Slow Play
○ Unsporting Conduct
30. PG 1999
● Focus on procedure violations
● Very little guidance on play errors
○ One paragraph
● Big penalties
● Big reliance on judge discretion
31. PG 1999 - Philosophy
While uniformity is highly desirable, the goal of each penalty should be that it
fits the infraction. Judges must always use discretion, and if a penalty listed in
this document is not appropriate for an infraction they are adjudicating, they
should issue the penalty they see fit.
32. PG 1999 D.2. Illegal Decks & Sideboards
Level 1 or 2
First Offense: Single warning and duel loss. The player committing the
infraction has ten minutes to correct the deck, or the penalty is upgraded to a
double warning and a match loss.
Second Offense: Double warning and match loss.
Level 3
First Offense: Double warning and match loss.
Level 4 or 5
First Offense: Double warning and ejection.
33. PG 1999 H.2. Card Misrepresentation
A player is in violation of the floor rules section 1.3.18--Card Interpretation if
he or she misrepresents a card.
Note: If more than one turn has elapsed since the violation occurred, it is
generally better to let the current game situation stand (despite the error).
Correct the mistake if feasible.
34. PG 1999 H.4. Failure to Agree on Reality
Players fail to agree on reality if they disagree on a central fact of the
game--such as life totals, mana in the mana pool, what one player said, and so
on--and the truth cannot be successfully determined.
The judge should always first try to reconstruct the actual events using
whatever means are available (...). If the players agree on what happened or
the judge successfully demonstrates the reality, do not invoke any penalties.
General: In all failure to agree on the situation, the judge determines who is
correct using whatever means he or she sees fit.
35. PG 1999 D.3.2. Receiving a Misrecorded Decklist--Limited
In the event of deck swapping, the player who will play the deck receives a misrecorded decklist in
which one or more cards is mismarked in the "Total" column.
Note: The player receiving the misrecorded decklist receives a penalty because, in many cases, it
cannot be clearly determined whether the error came about as a result of the recorder or the player.
In all such situations, therefore, enforcing a penalty against both players is deemed necessary to
deter cheating.
Level 5
First Offense: Single warning and duel loss.
Second Offense: Double warning and ejection.
36. PG 1999 G.8.Drawing Extra Cards
Whenever a player draws too many cards, choose cards at random from that
player's hand and shuffle them into his or her library until that player holds
the proper number of cards.
37. ● No Benefit
● Restores the game
● Easy to Apply
● Can’t Abuse
● Consistent
PG 1999
38. ● No Benefit => I can get free brainstorms by drawing extra cards
● Restores the game => Unclear
● Easy to Apply => “Determine who is right using any means available”
● Can’t Abuse => I can misregister my Limited decklist and penalize
someone else
● Consistent => Only instruction is “correct the mistake if feasible”
PG 1999
39. PG 2000-2006
● No more disproportionate penalties
○ Illegal main decklist now Match Loss at most
○ No more penalties for mistakes you have no control over
● Big “Procedural Error” section
○ Judge discretion still used
● No more guidance on game errors than PG 1999
● Little evolution until 2006
○ More examples of game errors appear in Procedural Errors, but still judge’s choice to give
Caution, Warning or Game Loss
● A Pithing Needle with no choice… never gets a choice.
40. PG 2007
● Toby Elliott rewrites PG completely and is promoted to Level 5
● More detailed game play fixes
● Big push on consistency
41. IPG 2010
● Regular REL split into its own 2-page document (thank you James Mackay)
42. IPG 2012
● In the middle of reforming Missed Trigger
● Peak of complexity
43. IPG 2016
● Minimal penalties: almost never Game Loss thanks to Hidden Card Error
and downgrades for Deck/Decklist Problem
● Simpler than 2012
46. A simple mistake: 2. Delayed version
NAP notices after AP has drawn 3
47. A simple mistake: 3. Intentionally delayed version
NAP notices before AP draws but chooses to wait
48. AP draws 4 because they take all the cards at once
A simple mistake: 4. Extra card version
49. PG 1999 H.2. Card Misrepresentation
A player is in violation of the floor rules section 1.3.18--Card Interpretation if
he or she misrepresents a card.
Note: If more than one turn has elapsed since the violation occurred, it is
generally better to let the current game situation stand (despite the error).
Correct the mistake if feasible.
50. PG 1999 G.8.Drawing Extra Cards
(Level 3: Warning)
Whenever a player draws too many cards, choose cards at random from that
player's hand and shuffle them into his or her library until that player holds
the proper number of cards.
52. PG 1999: Original
NAP notices before AP draws.
“Correct the mistake”, which could be:
● Tap blue instead
● Tap blue in addition
● Unplay
● Counter
53. PG 1999: Delayed
NAP notices after AP has drawn 3.
Extra cards at random are shuffled away.
If I have no blue, I will try this.
If my opponent tries this, I’ll let him.
54. AP draws 4 because they take all the cards at once.
Shuffle one random card away.
If I draw all lands, I’ll try one more.
PG 1999: Extra card
55. PG 2005 Procedural Error - Major
(E) A player in a Magic tournament plays Wrath of God (mana cost: 2WW) using one
white mana and three colorless mana.
Procedural errors vary significantly. The judge should adjust the penalty appropriately
to reflect the level of tournament disruption.
If the procedural error makes it impossible for a player to effectively complete the game
or match in the allotted period of time, the judge should upgrade the penalty to a
match/game loss.
56. PG 2005 Drawing Extra Cards (Level 3)
(...) When it is obvious which extra card was drawn, the card should be placed back on
top of the deck. If it is unclear which card is the “extra” card, a random card should be
selected from the player’s hand. (...) The opponent of the player committing the
infraction should be allowed to see any cards the other player has seen due to this
infraction.
An automatic game loss should be applied if a player has drawn so many cards that a
judge is unable to correct the situation. If the judge feels that the player has received
enough of an advantage by drawing an extra card (for example, the player has had his
or her library modified by his or her opponent or the player sees the next card, which
reveals some crucial strategic information), the penalty should be upgraded to a game
loss.
57. PG 2005: Original
NAP notices before AP draws.
No guidance, but likely PE - Major.
Fix = depends on judge
58. PG 2005: Delayed
NAP notices after AP has drawn 3.
Automatic Game Loss.
I will not try this.
If my opponent tries this, I’ll let
them and win the game.
59. AP draws 4 because they take all the cards at once.
Game Loss.
No abuse possible here.
PG 2005: Extra card
60. PG 2007 Game Play Error - Game Rule Violation
If the error was caught immediately, back up the game to the point of the
error. If not caught immediately, leave the game state as it is. Additionally, if
not caught immediately, the opponent should receive a Game Play Error —
Failure to Maintain Game State penalty.
61. PG 2007: Original
NAP notices before AP draws.
GPE - GRV.
Fix = back to hand, untap mana.
62. PG 2007: Delayed
NAP notices after AP has drawn 3.
Automatic Game Loss.
I will not try this.
If my opponent tries this, I’ll let
them and win the game.
63. AP draws 4 because they take all the cards at once.
Game Loss.
No abuse possible here.
PG 2007: Extra card
64. IPG 2012 Drawing Extra Cards
A player illegally puts one or more cards into his or her hand and, at the
moment before he or she began the instruction or action that put a card into
his or her hand, no other Game Play Error or Player Communication Violation
had been committed, and the error was not the result of resolving objects on
the stack in an incorrect order.
65. IPG 2012 GPE - GRV
Each action taken is undone until the game reaches the point immediately
prior to the error. Cards incorrectly placed in hand are returned to the
location in the zone from which they were moved (if the identity of the
incorrectly drawn card is not known to all players, a random card is returned
instead).
66. IPG 2012: Original
NAP notices before AP draws.
GPE - GRV.
Fix = back to hand, untap mana.
67. IPG 2012: Delayed
NAP notices after AP has drawn 3.
GPE - GRV.
Put 3 cards at random on top.
I will try this.
If my opponent tries this, I want to
stop them before they do.
68. AP draws 4 because they take all the cards at once.
Game Loss.
No abuse possible here.
IPG 2012: Extra card
69. IPG 2016 Hidden Card Error
Excess cards are returned to the correct location. If that location is the library,
they should be shuffled into the random portion unless the owner previously
knew the identity of the card/cards illegally moved; that many cards, chosen
by the opponent, are returned to the top of the library instead. For example, if
a player playing with Sphinx of Jwar Isle illegally draws a card, that card should
be returned to the top of the library.
(Thank you Matt Johnson).
70. IPG 2016: Original
NAP notices before AP draws.
GPE - GRV.
Fix = back to hand, untap mana.
71. IPG 2016: Delayed
NAP notices after AP has drawn 3.
GPE - GRV.
Put 3 cards at random on top.
I will try this.
If my opponent tries this, I want to
stop them before they do.
72. AP draws 4 because they take all
the cards at once.
HCE.
Opponent shuffles my best card
away.
I will not try this.
IPG 2016: Extra card