Risk 2210®DCI™ Floor Rules
2003–2004 Tournament Season
Effective September 1, 2003
Introduction
The RISK 2210 DCI Floor Rules work in conjunction with the DCI Universal Tournament Rules, the DCI Penalty Guidelines, and theRISK 2210 game rules. Players, spectators, and tournament officials must follow these documents when involved with DCI-sanctioned RISK 2210 tournaments. Individuals who violate sections of these documents will be subject to the appropriate provisions in the DCI Penalty Guidelines.
Note: Please see appendix B of the DCI Universal Tournament Rules for definitions of terms in this document.
800.General RISK 2210 Tournament Rules
801.Format and Ratings Categories
The DCI sanctions the Basic RISK 2210 game format (using all materials from the original boxed set) and later, the Expanded format (Basic set plus official rules Expansions).
802.Authorized Game Materials
All game materials found in an official RISK 2210 set are legal in tournament play. Filled out blank command cards and unofficial game expansions are not legal in DCI sanctioned play. Wizards of the Coast will make official game and rules expansions available in the future.
803.Command Card Interpretations
Command card interpretations are based on the English version of the RISK 2210 game produced by Hasbro.
804.Necessary Tournament Materials
1 player or tournament organizer must supply 1 official RISK 2210 game.
Players may only use the game pieces provided in the official game set or other official Avalon Hill expansions or promo releases. Player created Command cards may not be used in sanctioned play.
810. Risk 2210 Tournament Mechanics
811.Round Structure
Each RISK 2210 tournament round consists of a single four or five player game (no fewer than 4 players). Round results are reported to the DCI in order to include them in the worldwide ratings and rankings.
812.Round Time Limits
3 to 4 hours are recommended for each round of RISK 2210 tournaments.
813.Pregame Procedures and Who Plays First
Before play begins, players determine who will play first. This may be done any time during the pregame procedure.
- Each player rolls 1 six-sided die to determine who chooses and places first (high roll wins). Example: if five players roll and three of them tie, those three will roll again. If two players then tie, then those two will roll until a winner is determined. The player who won the roll chooses which color they will play and will deploy first.
- Next the player to left of the first player gets to choose which color they will play and so on in a clockwise direction.
- 1 player will be designated in charge of the Command cards and another player will be designated in charge of the Energy chips. These players will dispense these items and collect them after they are used throughout the game. If no one volunteers then the players roll off with the 2 players who roll the lowest designated in these roles.
- Each player sets out directly in front of them the total number of M.O.D.s, commanders, space stations and energy chips that they begin the game with. This number is verified by the player to their right (each payer counts and verifies the starting pieces of the player to their left).
- After all players have their starting M.O.D.s, commanders, and energy chips verified, the game proceeds as normal.
- After the initial game set up has been completed, the tournament time rules are followed for the rest of the game (see 814. Player Time Limits).
814.Player Time Limits
Each player is responsible for playing his or her turn in a timely manner.
815.Determining a Round Winner
For Swiss tournaments using more than one round per tournament, the winner of the event is the player with the most games points earned throughout the tournament. If multiple players have the same point totals, then the Risk 2210 tiebreakers are used to determine final standings.
These are (in order)
- Number of energy player finished with
- Number of units player finished with
816.Dice Rolling
No dice may be rolled on the game board. All dice must be rolled in a location completely separate from the game board; the DCI recommends that a box be used and that the dice are thrown toward the back of the box.
Unless otherwise stated by the attacker or defender, each player will always roll the maximum number of dice allowed in a combat.
817.Command Cards Placement
The number and type of command cards that each player has must be kept visible at all times during the game (unplayed cards are kept face down). It is each player’s responsibility to make sure everyone turns his or her command cards in to the command card controller when appropriate. All played command cards must be made available to all players and judges on request.
818.Energy Chip Placement
The amount of energy chips that each player has must be kept visible at all times during the game. It is each player’s responsibility to make sure everyone turns his or her energy chips in to the energy chip banker when appropriate.
819.M.O.D. Placement
Each player is responsible for his or her own game pieces on the board and only that player is allowed to touch, place, move, or remove them.
At the beginning of each player’s turn, that player places directly in front of him or her the total number of M.O.D.s that they get to place on that turn. The other players must agree upon this number BEFORE they are placed on the board. Once they are agreed upon, that player’s turn may continue.
Once a player has placed a Unit on the board as their hand has left that figure, they are not allowed to change their mind and place it elsewhere.
If the placement and number of M.O.D.s on the game board are deemed to be difficult to clearly see where they belong, a tournament judge has the right to ask you to trade up your M.O.D. units to clarify the situation.
820.Purchasing Command Cards
Once a player has declared how many and what type of Command Cards they are purchasing, they are allowed to change their mind up until they look at any of the cards. Once a player looks at any purchased Command cards they are done with this action.
821.Declaring an Invasion
As stated in the RISK 2210 rules, when declaring an Invasion the active player must announce both the territory you are attacking and the territory you are attacking from. At this point (before number of dice are declared) each player may play relevant Command Cards if they choose. Keep in mind that most Command Cards must be played PRIOR to your first Invasion.
The actual Invasion doesn’t take place until dice are rolled or Command cards are played in response to the declaration (such as Stealth Mods). Until either of these events occurs, a player can change their mind.
After Command Cards are played, the Invasion continues normally as per the game rules (Before rolling, first the attacker, and then the Defender must announce the number and type of dice they intend to roll and then they must each roll their dice at the same time.)
822.Talking during the Game
During the game, talking is and offering advice is allowed. However, during a player’s turn, that player can request that talking cease until that player completes their current action.
823.Quitting or being removed from a Game
If a player quits or is removed from a game in progress without a valid reason (judge’s discretion) that player’s M.O.D.s and Commanders remain on the board and defend against all invasions. The player to the left of the invading player will roll the defense dice for these units. All remaining Command cards and Energy chips are discarded as well.
The player who has left the game will also earn a score of 0 for that game and finish no better than tied for last place in that round.
Appendix A -Risk 2210 Penalty Guidelines
The DCI RISK 2210 Penalty Guidelines provide a structure to help judges determine the appropriate penalties for infractions that occur during the course of a tournament. Penalties exist to protect players from potential misconduct. All penalties in this document assume that the infraction is unintentional. If a judge believes that an infraction was intentional, the penalty should be upgraded as appropriate. Please remember that these are only guidelines. If the judge believes that the situation has significant, extenuating circumstances, he or she is free to modify the penalty as appropriate.
Contents
10Format of Infractions
20Definitions of Penalties
30Applying Penalties
40Repeat Offenses
110 Procedural Errors
111Procedural Error - Illegal Combat Dice
112Procedural Error - Neglecting to Collect Energy
113Procedural Error - Neglecting to Place Units
114Procedural Error - Neglecting a Turn Action
115Procedural Error - Improper Viewing of Command Cards
116Procedural Error - Illegal Combat
117Procedural Error - Playing Illegal Command Cards
120Slow Play
121Slow Play—Playing Slowly
130Unsporting Conduct
131Unsporting Conduct—Minor
132Unsporting Conduct—Major
133 Unsporting Conduct—Severe
140Cheating
141Cheating—Bribery
142Cheating—Stalling
143Cheating—Fraud
144Cheating—Other
10.Format of Infractions
Infractions are listed in the following manner:
•Infraction Type, Infraction Name—The designation of the infraction
•Definition—The description of what qualifies as an infraction
•Example—Sample incidents of the infraction
•Philosophy—The reasoning behind the penalty
•Penalty—Recommended penalties at each Rules Enforcement Level (REL)
20. Definition of Penalties
Caution:This is the smallest penalty that can be given. A caution is a verbal warning to a player. The caution must explain the infraction and the consequences if the infraction is repeated. A caution should be reported to the head judge, but does not need to be reported to the DCI.
Warning: A warning is an officially tracked penalty. The purpose of a warning is to alert judges and players involved that a problem has occurred and to keep a permanent record of the infraction in the DCI Penalty Database. Warnings must be communicated to the head judge and the tournament official responsible for the permanent tracking of the warning. Warnings must also be communicated to the players to whom they are issued, explaining the infractions as well as possible consequences if the infractions are repeated.
Game Loss:A warning is always given with this penalty. If the player is in between games, the loss should be applied to the player's next game. Game losses must be communicated to the head judge and the tournament official responsible for the permanent tracking of the warning. Judges must communicate game losses to the players to which they are issued and explain the infractions and possible consequences if the infractions are repeated.
Disqualification:A warning is always given with this penalty. When this penalty is applied, the player loses his or her current match and is dropped from the tournament. Players will still receive whatever prizes they have earned before the disqualification. In certain situations, a disqualification without prize is appropriate. A disqualification without prize is defined as a disqualification with the player receiving no prizes and receiving no additional awards (such as pro points, event invitations, and so on). Disqualification without prize is recommended for severe unsporting conduct and cheating. The head judge must issue the disqualification and must inform the tournament official responsible for the permanent tracking of the warning.
When a player is disqualified without prize during a tournament, they are removed from the tournament and they do not take up a place in the standings. This means that all players in the tournament will advance one spot in the standings when someone higher in the standings is disqualified without prize. The player who advances a spot in the standings is entitled to any prizes that the new standing would offer. If the disqualification without prize takes place after a cut it made, no additional players advance in place of the disqualified player although they do move up a spot in the standings. For example, if a player is disqualified without prize during the quarterfinal round of a Pro Tour Qualifier, the former 9th place finisher does not advance into the single elimination top 8, but they do move into 8th place in the standings.
Disqualifications that are the result of accumulated infractions are not without prize. For example, a player who receives many warnings for procedural errors would only receive a disqualification. They would never receive a disqualification without prize.
30. Applying Penalties
The DCI RISK 2210 Penalty Guidelines apply to every game the DCI sanctions.
REL 2 and higher should be used only for more competitive events, such as Regional or Championship events. Tournament organizers and judges are welcome to run events at higher RELs, but most events should be run at REL 1.
If players bring an infraction to the attention of the judge, a penalty should be applied for that infraction in the round in which it occurred, whenever possible.
A player does not need to be disqualified from an event to be subject to a DCI investigation.
40.Repeat Offenses
The recommended penalty for the first offense is listed in the "Penalty" portion of each infraction. For the second offense of the same infraction, the next highest penalty is recommended. Note that this increase of penalty does not take into consideration the penalties assigned to other RELs, but instead follows the order of:
Caution—Warning—Game Loss—Disqualification
If a baseline penalty is a warning, the second offense should receive a game loss, and the third offense should receive a match loss. For example, at REL 1 a player's penalty for the first offense Rolling Incorrect Dice would be a caution and reroll. The player's penalty for a second offense would be the next highest, which is a caution and combat loss. His or her third offense would result in a warning and combat loss, fourth offense a game loss, and fifth offense would result in the player's disqualification.
The Judge should also take into account the overall game effects of the offense and its severity and can adjust the penalties accordingly. For example, if a player has been using incorrect combat dice and it is not caught until several rounds of combat have taken place, the Judge can choose to escalate the penalty if it is deemed particularly egregious to the overall game state (to a higher REL penalty or more).
Disqualifications that are the result of accumulated infractions are not without prize.
At lower RELs, judges may find that, in the interest of education, it's more appropriate to repeat a level of penalty before escalating to the next level.
110.Procedural Error
This section provides penalties for procedural errors. Many infractions fit into this category, although it is impossible to list them all. The head judge should use his or her discretion when deciding which penalty applies to an unlisted procedural error.
111.Procedural Error - Illegal Combat Dice
Definition
A player is found to have rolled the incorrect number or type of dice in a combat.
Examples
(A)A player in a RISK 2210 tournament attacked a water territory with a naval commander and a lunar commander and rolled 2 eight sided dice.
(B)A player has 1 M.O.D. in a territory they are defending and he or she rolled 2 six sided dice for defense.
Philosophy
The number and type of dice rolled in a combat situation is a core rule of the game. Rolling better or more dice than a player is allowed gives an unfair advantage and can alter the course of a combat and of the game. However, since the majority of incorrect dice rolling is due to clerical error, it is not in the best interest of the event to start off with unduly harsh penalties.
Penalty
At the lowest level of rules enforcement, the situation should just be corrected (correct number and type of dice are rerolled). At higher levels, that player is considered to have lost that round of combat to the worst possible degree (regardless of the actual dice results).
REL 1 / REL 2 / REL 3Caution & Reroll / Caution & Combat Loss / Warning & Combat Loss
112.Procedural Error - Neglecting to Collect Energy
Definition
A player neglected to collect all of their energy chips for their turn.
Examples
(A)A player in a RISK 2210 tournament neglected to count a bonus from a controlled continent and has already purchased and placed commanders.
(B)A player successfully played Hidden Energy, ended their turn, and neglected to collect the energy bonus.
Philosophy
Energy is the currency of the game, and as such neglecting to collect your full amount can put a player at a serious disadvantage. It is the responsibility of each player to make sure they collect their full-earned amount.