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Ask the Judge, 04/15/2005: Feature Friday

Sheldon Menery

By Sheldon Menery
04/15/2005

ASK THE JUDGE 04/15/2005: Feature Friday

Governing Principles: Situational Control

In this open-ended series of articles, I'm going to discuss what I've dubbed Governing Principles of Judging. The idea sprung from a discussion on #mtgjudge, in which our own editor took part, and coincided with something that's been in my mind for a while. Successful application of the principles should leave Judges, especially those with a little less experience, in the correct philosophical mindset for making rulings. Certainly not all Principles can or need be applied to every ruling, but the weapons in this arsenal will well arm you for your tournament battle.

The first Principle is Situational Control. It will be the foundation upon which all other principles are built. Control is not a stranglehold. It is not abusive authority. It is maintaining equilibrium, and not allowing the details or emotions of the situation to cloud one's judgment. It is remaining fair, balanced, and lucid.

When issuing a ruling, dictate from the beginning how the entirety of the situation will go. Again, an iron fist isn't neccessary, but some level of firmness might be. Especially when players disagree or there is a contentious ruling, everyone involved will want to speak at once. Insist that they do not do so. Tell both players how you will be handling this situation--you will be taking statements from them one at a time, you may gather additional information and/or ask additional questions, and then you will make a ruling, after which you will explain or clarify the ruling, if needed.

Pick a player, either player will do, and get his story. For example, I always start with the player on my left, so that I know where I am at any given point in the interview. If the other player wants to interrupt, remind him that you will be taking his statement momentarily. If that player insists on repeatedly interrupting, Warn him for Unsporting Conduct. We'll assume for the moment that the player does not incur any penalties for being disrputive.

When the player has finished telling you his side of the story, repeat back to him what he has told you. It's not neccessary that you remember his testimony verbatim, just that you got the important details. Repeating back his story has two functions: it lets the player know you understood what he told you, and gives you the opportunity to consider the depth of what he said.*

Repeat the process for the second player. At the end, once again repeat back to the player what he has told you. If what the players have told you brings up new questions, ask them now. Again insist that the players speak one at a time.

If a spectator is involved in the situation, take the spectator out of earshot of the players and ask for an account of what went on. After hearing the story, ask the spectator if they have any relationship with either player, which should give you some insight as to the color of the spectator's story.

Finally, recap the entire situation, repeating again to both players what they told you. Then ask the players one at a time if they have any last things they'd like to add that they haven't already said. This keeps them from just repeating their story again. If you need to think about the answer or consult with the Head Judge, inform the players that you will be back momentarily, step away from the table, and do what you need to.

When you render the ruling, follow the ABCs: accurate, brief, clear. Give them as much rules information or background as you think they need to understand the situation, but don't over-analyze. If they would like to have an in-depth rules discussion, tell them to play on and you will discuss the ruling in detail after the round is over or when time otherwise becomes available. Do everything you can to get them back to playing the match in a timely fashion. Remember that if you're not the Head Judge, then they have the right to appeal.

Now let's step back to controlling the situation if one of the players becomes unruly, whether during the initial interview or later during the ruling. In this event, make sure that you're controlling both the situation and yourself. Don't allow the player's emotions to impact your own. Don't allow pride to get in the way of making a good ruling. You don't need to puff out your chest and "prove" yourself; you are already holding all the cards here.

It's important to nip this situation in the bud as early as possible. The more it escalates, the more likely it is to disrupt the event. Take the player aside and insist that they behave appropriately. This serves the dual purpose of getting them away from the source of their distress (and perhaps the people that they want to show off in front of) and giving them the opportunity to cool down and think about the situation. Do not make threats. Simply inform the player of the consequences of his actions should they continue--and give the player ownership of the situation. Instead of taking an adversarial stance ("Keep it up and I'm throwing you out"), take a neutral ("Come on; you know I can't let you talk to me like that") or even friendly one ("I'd really like to keep you in this tournament."). Try to refocus their attention on the important issue: getting the ruling resolved and continuing play.

With the unruly player, control means diffusing the situation, and getting the player back to playing his match as quickly as possible. Sometimes the player will continue his unacceptable behavior. In this situation, issue appropriate penalties, up to and including disqualification, without changing your demeanor or raising your voice. Stay businesslike and factual. Again, do not threaten, simply inform. Under no circumstances apologize to a player for penalizing him for Unsporting Conduct. This one is all on them.

Maintaining positive situational control allows players to have confidence that your answer will be well thought-out and carefully considered, and that you have the best interests of tournament integrity in mind. It allows you to run or help run the smoothest event possible, and allow matches to be decided how they should be--two players playing Magic.

See you next week.

* There's actually a third function here. Drop by #mtgjudge and ask me what it is!


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