2.4 Conceding or Intentionally Drawing Games or Matches
If a game or match is not completed, players may concede or mutually agree to a draw in that game or match. A
match is considered complete once the result slip is filled out or, if match slips are not being used, a player leaves
the table after game play is finished. Until that point, either player may concede to or draw with the other, though
if the conceding player won a game in the match, the match must be reported as 2-1. Intentional draws are always
reported as 0-0-3.
Edited Jeff S Higgins (Feb. 3, 2014 04:46:38 PM)
Originally posted by Jacob Faturechi:
This comes up constantly.
1) Like everyone else said, don't threaten. You will just look silly.
2) Unenforceable rules just penalize the honest people who try to live
by them. They also make it more acceptable to ignore other rules,
because you step over the line, doing unauthorized things tend to be
less taboo.
3) DCI rules only apply to sanctioned events. A TO can do whatever
they want in an unsanctioned event. Make sure that you point out the
distinction in any sort of discussion about this. The TO has a choice
of sanctioning an event according to DCI rules or holding a
non-sanctioned event according to “house rules.” That goes over a lot
better than “you have to do things my way!”
4) Lots and lots of people dislike what they see as not sporting and
collusionary activity. As has been pointed out lots of times, the DCI
rules just prohibit unsporting behavior, they do not require sporting
behavior. You can't call your opponent names. Nothing requires you to
wish them good luck or even talk to them at all.
5) TOs have a lot of ways of encouraging a communal atmosphere at
their events, including booting obnoxious people from the store.
Depending on the atmosphere of the local community, highly competitive
behavior can be considered obnoxious. That is not governed by the DCI.
6) There are many ways of discouraging highly competitive behavior.
Highly competitive players tend to be bad for the bottom line. They
suck up prizes on a constant basis and spend less money in general.
There are a whole host of things that can make highly competitive
players avoid your store while staying within the rules.
A. Flat prize structures. If first place only wins back your entry or
even less, you can't “go infinite.” Competitive players hate that.
B. Do not allow store credit to be used for entry fees. Competitive
players hate that, since they generally don't want to fork out cash.
Which coincidentally happens to be one of the reasons TOs don't like
to have them in the store.
C. Use fewer than the recommended number of rounds for the tournaments
that allow them, do not pair within pods for tournaments that allow
them. Use the alternative play-draw rules for tournaments that allow
them. Use Swiss+1 instead of a cut for tournaments that allow them.
Use sealed rather than draft pools when the tournament allows it.
Competitive players hate all of those.
D. Use alternative prize structures. There is nothing that says coming
first place in the rankings according to WER means you get the most
prizes. You can give out prizes based on number of match wins, number
of rares in deck, number of Forests in the deck, number of opponents
who checked off “this was a fun game” on the result slip, etc. Just
announce the prize structure before you start. I am kind of partial to
a prize structure based on the number of game wins minus the number of
Islands in your deck. :P
Originally posted by Adam Zakreski:
If Kibler walked into my store, I wouldn't be turning him away because he's too good. I'd be saying, “Oh heck yes! In fact, would you mind if I introduced you to the players and added a 1-pack prize bounty to anyone who beats you?” Now players are itching for the chance to take on the Pro. If they lose? Yeah well, he's a pro. If they win? “OH MY GOD I BEAT KIBLER AT FNM!!!”
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