DU40k Code of Conduct
The Spirit of the Game
The following guidelines and codes of conduct exist to ensure that the intended spirit and intent of the Warhammer hobby is maintained at all times.
The Warhammer hobby is primarily a means for individuals to enjoy themselves. Interpersonal actions intended to lessen this enjoyment are not within the spirit of the game. For the ITC, the game of Warhammer 40K is about sporting competition between two individuals. Any actions that are unsportsmanlike are not within the spirit of the game.
A Standard of Judging
Bias-free Justice: it’s important not to penalize players unfairly by applying the letter of a rule when that would breach the spirit or the intention of the rule.
Players attempting to abuse the Code of Conduct to their advantage will be considered to have committed a foul and will have a card and accompanying punishment applied at the Judge’s discretion.
Keeping the Flow: a Judge should let the players play with the minimum number of interruptions but without losing control of the event. Letting the players determine the outcome of the game is of utmost importance if they play within the confines of the rules and player code of conduct.
Judging Actively: Judges can actively officiate the core rules of Warhammer 40k when they are present, e.g., by intervening in measurements, die rolls, deployment etc. when a player is not performing these actions correctly.
Judging Passively: judges passively adjudicate nuanced rules disputes between players when a solution between the two is not easily reached.
An Eye on the Clock: Judges enforce and control the event clock.
Social Performance: Judges police players’ sportsmanship and their adherence to the social contract.
In gaming terms, the social contract is the agreement between players to follow basic decency and adhere to agreements made between them as part of the game.
Presumptive authority: Judges are given full authority to make a final and binding rules calls to arbitrate a dispute between players during a game, even if these rules calls are later found to be inaccurate. The judge exists to provide a swift and unbiased resolution when players arrive at a deadlock on a rules interpretation, this includes, but is not limited to adjusting/re-adjusting model position to an agreed-upon game state.
Application/Enforcement: Judges are given full authority to issue penalties to a player when they violate the letter or spirit of the event’s rules, or rules of the game.
Professional Standards: Judges are expected to perform their duties in a professional manner. Players may reach out to the Circuit Organizer, Ben Way, when they find a judge to be conducting themselves in a manner that is not in compliance with these guidelines. Judges have a responsibility to act when called upon by players and to act in a fair manner toward all parties.
Consistent Game Play
Players must announce their intent when rolling a die/dice and apply the outcome. Their opponent is responsible for listening. Any dice rolled without announced intent may be ruled as void by a present judge and the player must re-roll it.
A player must announce their intent to move a model/unit and for what purpose. Any model/unit moved without announced intent will be considered to be activated for that phase and the player cannot choose to activate another unit instead or rewind their decision. A player who purposefully moves a model/unit without announced intent and outside of normal protocol for activating a model/unit has committed a foul. Players are accountable for their mistakes, and penalizing or reporting an opponent who doesn’t give you a mulligan, or take back, is grounds for a foul.
A player may not manipulate, touch, or otherwise interact with any models currently active in the game unless they announce their intent to interact with the game state (such as charging, removing casualties, etc). When a model is placed in a precarious position, a player may adjust a model’s position slightly to avoid falling, but this must be declared first and with the opponent’s verbal authorization of acceptance. Any player interacting with models without announcing intent and in a legal manner has committed a foul and will be issued a Yellow or Red Card and an appropriate penalty at the judge’s discretion.
Dice that do not land on the playing surface, such as dice that land on the floor, do not count for game purposes and must be rolled again. Players must roll dice in view of their opponent. Consistently rolling dice in a manipulating manner, or out of sight of the opponent have committed a foul and will be issued a Yellow or Red Card and an appropriate penalty at the judge’s discretion.
A player must bring an official copy, digital or printed, of all requisite rules for his/her army. If a player cannot show a digital or printed confirmation of a rule, then he/she is considered wrong in any rules disputes involving a judge by default. 3rd party-list building applications (BattleScribe), or unofficial printouts of rules, are not considered official sources of information. Failure to bring rules to an event will result in a Yellow Card with a penalty at the Judge’s discretion
Any measurement must be acknowledged by the opponent as accurate and accepted. Once accepted, this measurement is considered to be the distance measured, regardless of what another measurement might yield. No player may move a unit without the benefit of a special rule back to its initial or an alternative position after it has been placed without the permission of that player’s opponent. A player that does so has committed a foul and will be issued a Yellow or Red Card and an appropriate penalty at the judge’s discretion.
Each player must endeavour to complete their turn in a timely and efficient manner. Any player found using a disproportionate amount of time, particularly if it provides a tactical advantage, will have committed a Foul and will be issued a Yellow or Red Card and an appropriate penalty at the judge’s discretion.
Other than a judge, at no time may any 3rd party physically interact with models or dice during a game. A player who knowingly allows or invites a 3rd party to do such has committed a foul and will be issued a Yellow or Red Card and an appropriate penalty at the judge’s discretion.
An opponent may never without expressed permission, move, or manipulate their opponent’s models. A player moving their opponent’s models without their expressed permission has committed a foul and will be issued a Yellow or Red Card and an appropriate penalty at the judge’s discretion.
A player may never move models, or in any way advance or change the game state while a judge is present making a ruling, or while their opponent is away from the table. Doing so is a Foul and the offending player will be issued a Yellow or Red Card and an appropriate penalty at the judge’s discretion.
Persistent buffs/debuffs, from stratagems or psychic powers, should be clearly marked with a card or token when being applied to a particular unit. Players will be given an opportunity to amend the issue. Failure to do so can result in a Foul and a Yellow or Red Card and an appropriate penalty can be issued at the judge’s discretion.
Time Management
The round timer is determined by the Tournament Organizer and maintained by the judges and only the judges.
The round timer is binding. Players may not start their games before the round has officially been called, nor may players continue to play their game after the round has officially been called. Tournament Organizers and judges are free to adjust this as needed.
If a judge calls for “Hard Dice Down”, the game immediately ends, and no further actions can be taken that result in a change in the game state. Players wilfully ignoring this have committed a foul and will be issued a Yellow, or Red, card with an appropriate penalty at the judge’s discretion.
During a “Timed Game”, only a judge may stop the timekeeping device used. During a “Timed Game”, only a judge may alter the time on the timekeeping device used.
Players are expected to know and understand the suggested timeframe for a game at the event they are attending.
Either player in a game may request to use a Chess Clock. If the event does not have any more available clocks the player(s) may use one of their own. The players need not agree on using the clock, if either player wishes to use one, it must be used.
Once they have begun to use a clock, the rules governing “Timed Game” are in effect and enforceable by the Judge.
A player has 15 minutes to attend their table and commence the game, this delay will be deducted from only their game time. Players wilfully delaying or hindering the start of a game have committed a foul and will be issued a Yellow, or Red, card with an appropriate penalty at the judge’s discretion.
A player may conceed a game when the outcome becomes overwhelmingly obvious that they cannot change or influence the final score of the game, Players may not conceded any battle points or games as an act of coercion,it is a foul and will be issued a Yellow, or Red, card with an appropriate penalty at the judge’s discretion
Player Decorum
A player may never take an action that would put the hobby of Warhammer in disrepute.
A player may never use mocking, abusive, vulgar, or derogatory language toward another player or staff at an event. Any player who uses such language has committed a foul and will be issued a Yellow or Red Card and an appropriate penalty at the judge’s discretion.
A player may never physically threaten, or use physical violence towards, another player or staff at an event. Any player who threatens or performs physical violence has committed a Red Card foul will be removed from the event and will be denied earning points at further
ITC events for a period of time determined at the sole discretion of the ITC administrative staff.
A player may never purposefully destroy property, theirs or otherwise, at an event. Any player who purposely destroys property has committed a Red Card foul.
A player may never purposefully deceive another player, whether by malicious misinformation, incomplete information, or vaguely stated information. A player who purposefully deceives or attempts to deceive another player will have committed a Yellow Card foul. Any pattern of “accidental” deception/misinformation can be considered a Yellow or Red Card foul based on the judge’s discretion.
Player’s may not Model for Advantage. Modelling for Advantage, where a model has been altered from the standard composition in a way that gives the controlling player in-game advantages is not allowed.
A player who is 15 minutes late or tardier to the beginning of a round is considered to be severely tardy. A player who is severely tardy to a game has committed a Yellow Card foul. A judge can levy a penalty for this at their discretion.
The lost time to the round will be taken off the offending player’s clock.
Modeling for Advantage is a Yellow Card penalty and, if discovered after it has resulted in the owning player gaining an advantage, is a -20 Victory Point penalty. It may result in an automatic Red Card if the advantage has been taken multiple times over the course of several games.
In the spirit of the hobby, players can alter their models to be different than the standard to make them look better, more unique, fit their army theme etc. In these circumstances players should have a standard model available as a stand-in during the game where necessary for things like measurements, line of sight checking, checking for cover/concealment etc
Players must follow the ITC Basing Guide for determining what size base is acceptable for a model when multiple sizes have been available before.
A player may never engage in Angle Shooting. Angle shooting, which is defined as: “The act of using various underhanded, unfair methods to take advantage of inexperienced opponents.” What an angle shooter does may be marginally or technically legal, but it’s neither ethical nor sportsmanlike. Angle Shooting is strictly against the Spirit of the Game and constitutes Unsportsmanlike Conduct.
Angle Shooting is a serious break of decorum and will result in a Yellow Card plus a penalty of no less than -10 Victory Points.
Angle Shooting, depending upon the egregiousness of the incident, can be grounds for an automatic Red Card with either a Round DQ or an Event DQ at the judges/TOs discretion.
A spectator may never give help in a game in which they are not an active participant, and a player may never solicit or accept such help. If they do so, they have committed a foul and will be issued a Yellow or Red Card and an appropriate penalty at the judge’s discretion.
Consistent slow play evidenced through chess clocks, player reporting, or judges’ discretion, represents a severe break in decorum. A player found to be doing so has committed a foul and will be issued a Yellow or Red Card and an appropriate penalty at the judge’s discretion.
By virtue of playing in the NSW MASTERS, all players accept that the judge has final authority over all rulings. A player has the right to respectfully communicate and defend his/her position, but a judge’s ruling is binding. Any player purposefully disregarding a judge’s ruling or debating with the judge in a verbally abusive or disrespectful manner has committed a foul and will be issued a Red Card.
In the event of unsportsmanlike behavior or another break of decorum, being suspected or accused; the judges may consult with players from neighboring tables to ascertain the truth of the situation.
Stratagems/Abilities
Whenever a player uses a stratagem, rule or ability in the course of play, they must, if asked, present the written rule in its entirety to their opponent the first time asked.
Tools of War!
Dice used in the event must be whole, unaltered, and with all correct facings representing each number and easily distinguishable by both players. They must have six sides and be a standard “box” shape. Any player found to be using dice inconsistent with these guidelines have committed a foul and will be automatically disqualified from their current game and will be issued a Red Card. At a judge’s discretion, the offending player may be given either an Event Disqualifying Red Card instead.
If you are using non-standard dice your opponent has a right to examine them, you may not refuse.
Players coming to the table do so with a reasonable expectation to be able to clearly read and understand their opponent’s dice. A player with non-standard dice (wherein each facing is not either a number or a number of pips corresponding to the numbers 1 through 6, or otherwise non-standard d6) may be required by their opponent to use standard dice for that game. This requirement can only be enforced before the game begins. To this end, both players must make their opponent aware of any non-standard dice they are using prior to the game beginning. If they fail to do so, they have committed a foul.
Dice Apps or alternative rice rolling method must NOT be used.
Measuring instruments must be accurate to the distance that they purport to represent. Any player found to be using measuring instruments that are not consistent with this have committed a foul and will be automatically disqualified from their current game and will be issued a Red Card. At a judge’s discretion, the offending player may be given an Event Disqualifying Red Card instead.
Any clocks or timekeeping instruments or applications must be accurate and equally accessible to both players. Any player found to be using timekeeping instruments that are not consistent with this have committed a foul and will be automatically disqualified from their current game and will be issued a Red Card. At a judge’s discretion, the offending player may be given an Event Disqualifying Red Card instead.
Calling Judges
Each player is entitled to call for a judge.
Players should bring issues to the judge’s attention in a timely manner during the round in which issues are taking place and avoid attempting to have matters adjudicated after the game is finished and scores have been turned in.
Both players should be present when a ruling by the attending judge(s) is made
A judge should be called to provide a neutral measurement or adjudication of a rule’s question. A judge should also be called if a player believes that their opponent has committed a foul or otherwise acted in an unsporting manner.
Players may not abuse the judge call. If the judge decides a player is calling for a judge to delay the game (slow play) or is abusing the right to call a judge in any other way, a foul has been committed and a Yellow Card will be issued.
No player is entitled to more of a judge’s time than is reasonable to resolve an immediate dispute. A player that requires a disproportionate amount of a judge’s time is committing a foul and will be issued a yellow card with an appropriate penalty.
A judge has two rulings available to him/her: A “snap ruling” and a “comprehensive ruling”. The player calling the judge may ask for one or the other, but the decision is binding regardless of the outcome. In the instance that a chess clock is in play, the time comes off the player’s clock who called the judge unless the judge, at their sole discretion, decides to pause the clock.
A snap ruling is a judge making an assessment and decision based on initial information gathering at the table. A judge’s snap ruling is binding for that game and subject to human error. A judge’s snap ruling may contradict a previous ruling or an established tournament ruling, and if so, must be played as the judge determined.
A comprehensive ruling is a thorough review and investigation of the question in consultation with other judges, if present, and a thorough review of all official material. A judge will leave the table and determine the result. Unless the judge chooses, time does not stop for the players while the question is investigated. Any rulings made after a thorough review are binding for that event in totality and should be noted by the judge and shared with all other present judges for consistency.
Time should be deducted from both players’ clocks equally once the issue has been resolved.
A judge should not be called to settle interpersonal disputes outside the scope of the Code of Conduct. A judge should only adjudicate such if it is impossible for the players to amicably
resolve this dispute or one of the players has broken decorum; for example, they’ve become verbally or physically aggressive towards their opponent.
Except during final rounds as defined by the event, judges are not required to actively participate in the game and provide immediate corrections. If a non-championship game requires the active presence of a judge due to consistent disputes between the players, then it will be considered that both players have committed a foul and will receive Yellow Cards.
In the cases of recorded or streamed games, a judge may use recorded media to determine if a player committed a foul or otherwise engaged in unsportsmanlike behavior and apply penalties retroactively.
Chess Clock Rules
These rules are optional for those events that choose to use them, ask your TO in advance. When does time start?
Time starts when the first pregame action or dice roll happens.
When does the game end?
Games end naturally depending on the rules of the mission or at the end of a game turn when neither player has GREATER than 5:00 minutes of time left on the clock.
Rules
Each player is responsible for their own time. It is a player’s right but not their obligation to make sure that their time is being handled properly.
Only a judge may pause the clock. Players may not pause their clocks. Pausing the clock is a Yellow Card foul on the first offense and will result in a 10 point deduction to the offending player(s) victory points. A second offense is a Red Card and DQ from the event.
If a player’s time runs out, they may not perform any more actions except for those listed below. The only exception is if they are in the middle of moving a unit, they may finish so that the unit is placed legally on the board. As an example, this can include moving a unit in the movement phase, finishing moving a unit into assault (note they will not be able to attack), or consolidating a unit. Any other action is immediately stopped.
If a player runs out of time they may only perform the following actions:
Making saving throws, and taking a leadership test if required to.
Scoring objectives that they have already achieved or already hold.
Involuntary moves to keep them one inch from the enemy.
The most important rule is rule number 1. This is the most important rule because it puts time in your control, and fairly allocates time while players interact. It is each player’s right
to pass the time to his opponent whenever they are making an action or spending time making a decision.
Some examples of this are as follows:
You put 20 wounds on a unit containing models with different saving throws. Pass the clock to your opponent so he can make his saving throws in the order that he chooses.
Your opponent must make 3 leadership tests. Pass the clock to your opponent while he makes these tests and adjusts the units which fail.
You destroy a vehicle and your opponent has a large squad inside that he wants to be positioned just right. Pass the clock to him while he arranges his models.
You do 5 power fist wounds and 5 regular wounds to a unit. Pass the clock to your opponent while he decides what saves to take on which models.
These examples are limited but show the basic concept. You manage your own time and it is up to you to pass the clock. If you waste your own time, it is not your opponent’s fault.
Index of terms
The Spirit of the Game: The Warhammer hobby is primarily a means for individuals to enjoy their time. Interpersonal actions designed to lessen this enjoyment are not within the spirit of the game.
Slow Play: when a player takes actions to intentionally slow the pace of a game for advantage.
Standard Game: A game played between two players using the guidelines of the tournament without any additional stipulations from the Judges or TO.
Timed Game: A game that is “on the clock”, generally using a chess clock. This can be because it’s a late-round game, both players have requested a clock, or the clock could be Judge imposed.
Championship Rounds: Generally the top 8 of a large event. These games are all Timed Games, and actively judged by the judges.
Championship Game: These are timed games with a dedicated active judge.
Angle Shooting: “The act of using various underhanded, unfair methods to take advantage of inexperienced opponents. The difference between an “angle shooter” and a “cheater” is only a matter of degree. What a cheat or thief does is patently against the rules; what an angle shooter does may be marginally legal, but it’s neither ethical nor sporting. Nor is it in the spirit of the game.
Modelling for Advantage: is when a model has been altered from the standard composition in a way that gives the controlling player in-game advantages
Tabled: or “tabling” is when a player has had all the models in their army destroyed or otherwise removed from play and is left with nothing on the board, or in reserves, to make actions with.
Penalties
A Foul is defined as an action taken by a player that violates the spirit of the game, the rules of the game, and/or the rules and guidelines set forth in this document. Fouls can range in severity and generally fall within two categories: Yellow Card and Red Card. If a player commits a Foul, the card will be accompanied by an appropriate penalty. A judge is free to apply whatever penalties he/she feels are necessary.
Yellow Cards are given for non-disqualifying offenses.
Yellow Cards are an indication a foul has taken place, a Yellow Card is accompanied by an appropriate penalty, such as the removal of Victory Points for the offending player.
A player may only accrue 1 Yellow Card during an event. If they receive a second yellow during the event it then becomes a Red Card and an appropriate penalty for receiving a Red Card is applied
A player who receives an additional Yellow, or Red Card, after a first Red Card is automatically Disqualified from the event.
Red Cards are given for a disqualifying offense, or in the case of multiple Yellow Cards.
If a player receives one or more Red Cards in an event they will be ejected from that event and can be removed from future events at the Organizer’s sole discretion.
Yellow Card:
When a judge has decided a foul has occurred a yellow card is issued to the offending player. Along with the yellow card a penalty is assessed to the player.
The Judge will remove points from the offending player’s score between 5 and 20 points depending on the infraction. Some of this is up to the judge’s discretion but specific instances are listed below.
Incorrectly submitting a list, submitting an incorrect list, or failing to meet the submission deadline: -20 Victory Points
Unsportsmanlike conduct: -20 victory points
Dice infraction: -10 victory points
Mismeasurement issues: -10 victory points
Illegally moving/placing models: -10 victory points
Misplaying a rule: -10 victory points
Misrepresenting a rule to your opponent: -20 victory points
Slow play or clock related infraction: -20 victory points
Angle Shooting no less than: -10 victory points
Red Card:
Game Disqualification – A judge may disqualify a player from his/her current game. That player receives 0 points for that game, a loss. The opponent of the disqualified player receives a Bye score unless the opponent’s current score would be higher. Event Disqualification – A judge may disqualify a player from his/her event. That player is immediately removed from the roster of active players, removed from the event venue, his/her current game is scored a 0, his/her current opponent is scored as a Tabeling (defined below) unless the opponent’s current score would be higher. No ITC points are awarded for any games played during the event for the penalized player.