Dice and deck checks are a crucial part of maintaining competitive integrity in Cyberpunk TCG. At the start of a round of Swiss, Judge staff must select several matches that should receive a deck and dice check. The Judge team responsible for deck and dice checks will then proceed to verify the configuration of both players' decks in accordance with their decklists and the integrity of their dice.
At the start of a round, following the presenting of Legends to each Rival but before the start of gameplay, player(s) may be selected by Judge staff for a deck and dice check. Once a player is selected, Judges should work to verify a player's decklist, starting with the 3 Legends written, the 40-50 card main deck, and the 7 card sideboard.
The Judge team is to organize them as they appear on the decklist, verifying each section independently of the other. If a discrepancy is found, that is to be noted on the player's deck list. Judges should check for markings, substantive edgewear, and other discrepancies in the consistency of a player's sleeves. There should additionally be no extra cards in a player's deck box aside from what is included on their decklist, promotional cards or materials received during the event, or substitute cards (e.g. Metal Legends).
Dice are a critical play component in Cyberpunk TCG. As outlined above, all players are responsible for having a legal polyhedral set of dice (d4-d6-d8-d10-d12-d20) for play in all Cyberpunk TCG events.
Because of the existence of weighted and/or loaded dice, when performing deck checks, Judges must also simultaneously perform dice checks. Both a deck check and a dice check must be performed at the same time by a pair of Judges and verified for accuracy.
During a competition-level event, the following methods must be performed:
- Inspection of each die's faces for clear shaving/intentional wear.
- Roll each die 10 times, writing the results down. If any immediate inconsistencies appear, set the outlier die aside.
- Roll the outlier dice an additional 24 times, writing the results down. If inconsistencies continue, set the outlier die aside.
- Roll the outlier die an additional 46 times. The following dice check numbers are when to identify a die as a potential outlier:
- d20 \- 11 instances of the same number across all rolls
- d12 \- 16 instances of the same number across all rolls
- d10 \- 17 instances of the same number across all rolls
- d8 \- 20 instances of the same number across all rolls
- d6 \- 23 instances of the same number across all rolls
- d4 \- 28 instances of the same number across all rolls
- If a player who has been given a replacement set of dice on day 1 of an event qualifies for day 2 of an event, they must use the provided pair of dice and will be subject to additional dice checks.
- If a dice check Judge suspects that the set of dice has been intentionally altered, weighted, or manipulated in any way to hinder random chance, the check may be escalated to a higher Judge, and if determined to be the case, the player will receive a heightened penalty.
Any inconsistencies found in dice requires a replacement die or set of dice.
During day 2 competition and single elimination rounds at competition-level events, all players will be provided with official Cyberpunk TCG dice.
The value of a Gig die can easily be manipulated, either intentionally or unintentionally. For example, the table could be knocked or one die hits another during rolling. It is the player’s responsibility to maintain consistent, correct information across game states. In the event that players do notice a Gig die has been manipulated, it is both players’ responsibility to determine what the value of a Gig die was. If players cannot agree on what the pre-manipulated value of a die was, they must call a judge. Notetaking will be used as the primary source of evidence for a die’s pre-manipulated value. It is highly recommended that players take notes on die rolls.
See Penalties & Infractions (see section TA).
All players may appeal rulings to the Head Judge at all competition-level Organized Play events. A player is able to appeal by requesting it immediately after the Judge gives a ruling and penalty as outlined in this document. This should be done in an orderly fashion with little hindrance for gameplay. If a Judge has left the table and gameplay has resumed, the opportunity to appeal a ruling is lost.
In the event that a player has shown distinct unruliness, consistent collusion, or otherwise cheating behavior, that player may be subject to a ban from Cyberpunk TCG OP. Bans apply to all levels of OP for Cyberpunk TCG, and will be implemented via Cyberpunktcg.com. This is to be maintained internally by the OP team at WeirdCo and will be subject to final say from the WeirdCo team.
Bans are distributed by the WeirdCo team. The WeirdCo team reserves the right to apply bans as needed to any player.
A ban's duration is defined at the sole discretion of the WeirdCo team. Any player attempting to subvert a ban by creating an alternate ID for either Cyberpunktcg.com or Melee.gg will receive a lifetime ban.