Intro
The Level Three Policy Exam is a very challenging test to determine the candidate’s knowledge of tournament policy as it applies to Competitive and Professional REL events. The exam is comprised of twenty questions, requires at a score of at least 80% to pass, and has a cooldown of ninety days.
On questions involving the IPG, candidates are encouraged to especially focus on remedies, upgrades and downgrades, exceptions to rules, and the distinction between two potential infractions. While there are no questions directly testing candidates’ knowledge of policy philosophy (this is tested during the interview), candidates with extensive understanding of policy philosophy will excel as they’re likely to understand the reasoning behind questions and answers.
On questions involving the MTR, questions will revolve around situations that come up while running Competitive REL events, including questions that a Head Judge for a 1k might be asked by a tournament organizer and questions to help players resolve situations in-game. Every exam will include one or more questions about communication policy, so studying MTR section 4 is an absolute must.
Many questions on this exam are “select all that apply.” For these questions, at least one answer will always be correct; in some cases, all answers may be correct. These questions require candidates to have excellent policy knowledge, as they can’t be easily defeated by test-taking strategies, and there will generally be about five to seven multi-select questions per test, enough that you cannot pass without completing at least some of them correctly. Candidates are strongly encouraged, when they first sit for the test, to identify these questions on the exam and notate them on the answer sheet so they fully answer them.
Policy
- Infraction Procedure Guide (IPG)
- 1. General Philosophy
- 2. Game Play Errors
- 3. Tournament Errors
- 3.0 Overview
- 3.1 Tournament Error – Tardiness
- 3.2 Tournament Error – Outside Assistance
- 3.3 Tournament Error – Slow Play
- 3.4 Tournament Error – Decklist Problem
- 3.5 Tournament Error – Deck Problem
- 3.6 Tournament Error – Limited Procedure Violation
- 3.7 Tournament Error – Communication Policy Violation
- 3.8 Tournament Error – Marked Cards
- 3.9 Tournament Error – Insufficient Shuffling
- 4. Unsporting Conduct
- 4.0 Overview
- 4.1 Unsporting Conduct – Minor
- 4.2 Unsporting Conduct – Major
- 4.3 Unsporting Conduct – Improperly Determining a Winner
- 4.4 Unsporting Conduct – Bribery and Wagering
- 4.5 Unsporting Conduct – Aggressive Behavior
- 4.6 Unsporting Conduct – Theft of Tournament Materials
- 4.7 Unsporting Conduct – Stalling
- 4.8 Unsporting Conduct – Cheating
- Magic: the Gathering Tournament Rules (MTR)
- 1. Tournament Fundamentals
- 2. Tournament Mechanics
- 2.1 Match Structure
- 2.2 Play/Draw Rule
- 2.3 Pregame Procedures
- 2.4 End of Match Procedures
- 2.5 Conceding or Intentionally Drawing Games or Matches
- 2.6 Time Extensions
- 2.7 Deck Registration
- 2.8 Deck Checks
- 2.9 Appeals to the Head Judge
- 2.10 Dropping from a Tournament
- 2.11 Taking Notes
- 2.12 Electronic Devices
- 3. Tournament Rules
- 4. Communication
- 5. Tournament Violations
- 5.2 Bribery
- 7. Limited Tournament Rules
- 8. Team Tournament Rules
- 8.3 Team Communication Rules
- 9. Two-Headed Giant Rules
- 9.2 Communication Rules
- 10. Sanctioning Rules
- 10.4 Pairing Algorithm
Questions or comments? Contact us at StudyGuides@JudgeFoundry.org.