This Code of Conduct will be in effect for
the 1998 Star Trek (TM) Customizable Card Game (TM) World Finals.
Any rule addressed in this code can be extended to regular sanctioned
tournament play outside of the Finals, but it is not mandatory to
do so.
1. We
insist that everyone count their opponent's cards before and after
each game. It may seem discourteous to your opponent, but there
have been instances where people have accidentally left cards out
of their decks. It is also easy in this game to misplace a card
in your opponent's territory and forget to retrieve it after a game.
It is of benefit to everybody to have his or her decks double-checked.
If it is discovered that a player's deck has more than 30 seed cards
(not counting those that seed for free) or fewer than 30 draw deck
cards, a penalty may be levied.
2. Shortcuts such as speed seeding
(batch seeding of dilemmas) will not be allowed.
3. When a player takes an action it
can only be taken back if the action has not resolved yet and has
not been responded to by the opposing player. You must allow your
opponent time to respond to your actions with their own actions.
4. When players place cards in their
discard piles or take a card from their discard pile to their hand
or play, the opponent must have the opportunity to see the cards
(except for cards taken to seed under Q's Planet or re-seeded with
Hide and Seek).
5. No writing is allowed during play,
except to record information that is readily available to both players,
such as the scores or the skill selected for the Borg Queen. The
only exception to this rule will be in the case of a hearing-impaired
player.
6. Distracting your opponent during
play, stalling or other disruptive behavior will not be tolerated.
An example of this would be constantly asking your opponent questions
during their turn.
7. If any form of misplay (accidental
or intentional) is suspected, it is up to the player to call over
a judge right away. The only opportunity to correct an error is
to catch it during play. Complaints raised after a game or several
turns after the incident are too late. Once a game is finished,
the result stands.
8. After a game, players must remain
at their seats with their hands raised. This will inform the judges
that the game is completed. All score sheets must be filled out
by the tournament score keeper and the results signed by each player.
You are responsible for verifying the accuracy of your recorded
score.
9. After completion of a game, players
are not allowed to "view" other games in progress. Players must
leave the designated playing area immediately after each game is
scored.
10. Only clear card protector sleeves
will be allowed in Championship play. All sleeves must be of the
same type, and any logos on the sleeves must be on the face-side
of the cards.
11. In addition to your play and
side decks, you should have with you at the start of each day's
rounds any cards that may be required by your strategy to come from
"outside the game." This includes any universal missions you may
need to replace duplicated unique missions, a Phoenix to seed under
Montana Missile Complex or [univ.] Space missions for a Black Hole
reversed by Persistence of Memory. Any such cards added to your
deck must be removed at the end of each game and your deck restored
to its original condition.
12. Once Saturday's rounds begin,
players will not be allowed to adjust their decks for that entire
day. After each game, all decks (including your "outside the game"
cards) must be left at the scoring table. After the first day of
preliminary rounds, the top 12 players will be allowed to make any
changes they like to their decks before they begin the semi-final
rounds on Sunday. No further changes to any decks will be allowed
throughout the semi-final rounds and final duel.
13. Forfeiting is not an option.
You will be expected to play out all your games. The only time players
may be excused from a game will be in the case of an unavoidable
situation (medical, etc.).
14. Regarding warnings from a judge:
A judge has the right to issue a warning to any player for violating
any of the above conduct rules. If a judge deems it necessary, they
may disqualify a player from their current game, issuing a victory
to that playerÕs opponent with a differential determined at the
judgeÕs discretion. If a judge deems it necessary, they may disqualify
a player from the tournament if they continue to violate any of
the above conduct rules after having received previous warnings.
A judge may also disqualify a player from the tournament if that
player is deemed to have violated any of the above conduct rules
deliberately and to the detriment of the tournament environment.