Tournament Rules
This is a RiftTH summary to help you learn the game. The official Tournament Rules document (updated 2026-10-09) always takes precedence. Read the official document
Golden Rule and Precedence
The Tournament Rules exist so that everyone at a Riftbound organized play event gets a fun, fair, safe and consistent experience, no matter who runs it or where. Players and officials alike must follow the rules as written and in their intended spirit, and treat everyone at the event with respect.
- At events, the Tournament Rules override the Core Rules wherever they conflict or add information.
- The English version supersedes any translation.
- Official addenda for a specific event take precedence over the Tournament Rules for that event.
- Riot Games and its official partners may change the document at any time without notice.
The current version was updated on October 9, 2026 and takes effect from the Radiance Pre-Rift on October 16, 2026.
Event Types and Organized Play Levels (OPL)
- Premier: run by Riot Games or an official organizer, with its own name and features.
- Qualifier: any event whose rewards include access to, or advantages at, Premier events (Premier events can be qualifiers too).
- Local: any event that is neither Premier nor Qualifier, such as store events.
There are two competition formats: Limited (all product for play is supplied at the event) and Constructed (players bring decks prepared in advance). Rounds are run as Swiss (players with the same record who haven't met are paired; the last round may be power-paired, seed 1 vs 2, 3 vs 4) or Playoff (seeded by standing, eliminated by losses). One event can combine several of these.
OPL (Organized Play Level) tells players and judges how strictly deviations are treated and how heavy the penalties are. There are three levels: Casual counts as low OPL, while Competitive and Professional count as high OPL.
- Casual (low): most events; focused on fun and social play. Players should know most of the Core Rules; officials focus on education and sportsmanship rather than technically precise play; penalties are lighter.
- Competitive (high): significant rewards, possibly including invitations to Professional play. Players must know the Core Rules and the Tournament Rules, though not everyone is expected to play at the most precise level; penalties are stricter.
- Professional (high): the highest rewards and prestige. Players must know all the rules completely and maintain the highest standard of behaviour and precise play; penalties are strictest.
A round cycle is the span of turns in which every player takes their normal turn once; additional turns don't affect it.
Officials and Roles
- Competition Organizer (CO): handles all logistics: sanctioning the event with Riot or its partners, venue and materials, promotion, staffing, reporting results, and keeping game and match records for at least 3 months for appeals.
- Head Judge: required at every sanctioned event; the final authority on rules, makes sure violations are handled, delegates to floor judges, and has ultimate discretion when the written rules are unclear or inadequate.
- Floor Judge: answers rules questions and provides official (Watcher) wordings, rules on violations, and steps in after they see an error happen (except Missed Triggers). May help with translation and, at low OPL, with technically precise play (not strategy).
- Scorekeeper: required at every sanctioned event; generates pairings and standings, fixes scorekeeping problems with the Head Judge, and reports on the event afterwards.
At high OPL, judges won't answer questions about the outcome of an action the player hasn't taken yet. Players need to ask about the rules in general terms instead: not 'will attacking with this card win me the game?' but 'can this kind of ability score the winning point?'
A spectator is anyone at the event without another role, including players not currently in a match. Spectators must stay silent during matches and may not point out violations to players themselves or give strategic advice. At Casual and Competitive OPL they can ask players to pause while they get a judge; at Professional they can only alert a judge. Players can ask a judge to keep a spectator from watching (at the judge's discretion, and not for strategic reasons).
Player Responsibilities and Eligibility
- Behave respectfully to everyone at the event, including officials and spectators.
- Maintain a clear game state.
- Follow the event's procedures, announcements and time limits.
- Call a judge for any rules or policy violation in their matches.
- Tell a judge about any error in their recorded results.
- Report match results to an official promptly.
- Be familiar with the Tournament Rules and any addenda.
- Be physically present for the duration of the event.
Even when officials help, the player remains responsible for all of this. In team events each member is individually responsible and must also call a judge on violations seen in teammates' matches. Neglecting these duties can lead to penalties, suspension or loss of eligibility.
- Anyone can play unless suspended.
- Officials of an event can't play in it unless the event explicitly allows it (non-Premier only), and such an event must run at Casual OPL.
- Players under 13 need a parent's or guardian's permission.
- Owners of organizations running a Premier event may not play in it.
- Riot employees may play Local events (they must declare themselves and the CO may refuse) but never Premier or Qualifier events; their families may if otherwise eligible.
Deck Registration
- At high OPL, decks and sideboards (if the format has them) must be registered; at low OPL the Head Judge may require it.
- Even without registration at a low-OPL Constructed event, players are expected to keep the same deck all event unless the organizer allows otherwise.
- A decklist must fully and unambiguously record the Champion Legend, battlefields, Main Deck including the Chosen Champion, Rune Deck and sideboard.
- Choices made for special deckbuilding rules must be registered too, e.g. the three Legends picked for Neeko, Blending In, and they can't be changed afterwards.
- A submitted decklist can't be changed, and in Constructed it must be in before round one starts.
Other players' decklists are normally private, but the Head Judge may run the event, or just its final rounds, with open decklists: each round you get to review your opponent's list at the start of the match and between games (never during play). Professional events typically use open decklists.
Constructed Deckbuilding and Sideboards
- Main Deck of exactly 40 cards (including the Chosen Champion).
- 1 Legend.
- 12 runes.
- Exactly 3 battlefields, each with a unique name.
- Sideboard of 10 cards or fewer, made only of valid Main Deck cards.
- Copy limits on a named card count Main Deck and sideboard together.
- Sideboard only between games of a match, never in game one.
- In Constructed, swaps are strictly one-for-one with Main Deck cards.
- While sideboarding you may switch your Chosen Champion to another from your sideboard or Main Deck that matches your Legend.
- Runes, Legend and Battlefields can't change after registration.
- Return deck and sideboard to their registered state before game one of the next match.
- If a game was a draw, or game one was skipped by a penalty, no sideboarding for the following game.
- You may count your opponent's sideboard at any time, and look at your own as long as it stays clearly separate.
A card is allowed if it comes from a set legal in the format or shares a name with a card from a legal set. A reprint numbered outside its set's normal range (e.g. 300/250) doesn't change legality. Until global release parity, legality follows the official launch date in the event's region. Cards banned in a format can't be in decks for that format.
Exception: at low OPL, a deck that exactly matches a preconstructed product may use the banned cards it contains, e.g. the Jinx Champion Deck at Nexus Nights with Fight or Flight, Scrapheap and Reaver's Row. Any change or added sideboard removes that permission. Some events may set a different list of legal battlefields, communicated in their addenda.
Standard is the most recent 5-8 sets: the current year's sets plus the previous year's. It currently contains the Origins supplemental set in Proving Grounds (OGS), Origins (OGN), Spiritforged (SFD), Unleashed (UNL), Vendetta (VEN) and Radiance (RAD), released October 23, 2026.
Limited Formats: Sealed and Draft
In Limited, only cards supplied at the event may be used (promos the Head Judge excludes don't count), but any number of the 6 basic Runes from any source and any number of 'blank' battlefields are allowed. Cards banned in Constructed are legal in Limited unless also banned in that Limited format.
- A blank battlefield has no rules text but otherwise follows normal battlefield rules. At low OPL anything agreed by the players can represent it; at high OPL it must be an official Riftbound card in an opaque sleeve, back facing out.
- At high OPL, no electronic devices for notes or strategy and no outside assistance during deck construction (the Head Judge may allow these at low OPL).
- At high OPL, register a starting configuration (including Legend, Chosen Champion and Rune Deck) with the rest of the pool as sideboard; it must be used in game one of every match.
- Best-of-one: register three battlefields to pick from at random. Best-of-three: pick any battlefield from the pool or a blank each game, but each physical battlefield copy only once per match.
- At low OPL, registration isn't required and decks can be changed freely between games and matches unless the Head Judge says otherwise.
- The best-of-one sideboarding setup does not apply to best-of-one Limited events.
- Sealed: six booster packs each; Main Deck at least 25 cards.
- Draft: three booster packs each, pods of about eight; you end with 39 cards; Main Deck at least 20 cards.
- Domain identity: any three domains, or any one domain plus the Champion Legend's domains.
- Any Champion Unit within the identity can be the Chosen Champion even if its tag doesn't match the Legend, and signature spells are allowed if fully within the identity.
- Runes must match the domain identity.
- A deck without a Champion Legend or Chosen Champion is legal; it draws 1 extra card at the start of its first Beginning Phase each game (only 1 even if both are missing).
- No limits on copies of named cards, and the Unique keyword doesn't apply.
- The sideboard is every card not in the starting deck; identity, runes, Legend and Chosen Champion can change while sideboarding, and the one-for-one rule doesn't apply in Limited.
- (Pool registration is required at high OPL.) Each player receives unopened product at their seat.
- Side A opens while side B watches, checking card count, rarity and condition; call a judge for a faulty pack.
- A's opened cards are placed next to B.
- Swap roles: B opens while A watches.
- Each player sorts and registers the pool beside them, then hands pool and sheet back to the other player.
- Each player checks their own pool's registration, then deck construction begins (recommended: 20 minutes to register, 30 to build, up to 45 at low-OPL events like Pre-Rifts where the cards are new).
- Sit randomly; each player opens a pack, removes the Rune or token (you can keep it), and checks for 13 undamaged cards with correct rarity.
- Pick one card onto a single face-down pile in front of you and pass the rest face down to the left; repeat until empty.
- Pass the second pack to the right and the third to the left again.
- A card on your pile is picked and can't go back; keep card faces hidden from other drafters.
At high OPL during a draft: no devices, no outside help, no revealing or discussing cards, and you may only review your picks in judge-designated breaks between packs. Trying to see other drafters' card fronts is cheating (seeing card backs is fine). Drafts are timed at Professional, at the Head Judge's discretion at Competitive, and untimed but reasonably paced at Casual.
If a pack's rarity or distribution looks wrong, tell a judge; the Head Judge may replace it. Any player-supplied product must be pooled and handed out randomly. Players who drop from Limited keep the cards they rightfully hold, including unopened packs. Preconstructed decks handed out at an event count as sealed decks and must be used exactly as provided.
2v2 Team Play
- A team is 2 players registering together; each gives their own details and the team designates an A and a B player for seating.
- If one player drops or is disqualified, the whole team is.
- Some events display team names; officials can refuse a name.
- Events can be Constructed or Sealed; in Sealed 2v2 the team shares an 8-pack pool.
- Teammates sit side by side in A-B order and may share private information, including showing each other their hands.
- Advice from a teammate isn't outside assistance, but team talk must stay reasonably quick to avoid Slow Play.
- First team's A player.
- Second team's A player.
- First team's B player.
- Second team's B player, then back to the top.
A random method decides which team picks the starting player; that team chooses where in the order above play begins. For later games the team that lost the previous game chooses; after a draw the previous order is kept.
Match Structure, Game Setup and End of Round
Most matches are best-of-three (first to 2 game wins); drawn games don't count. If round time ends first, whoever has more game wins takes the match; equal wins means a draw. Swiss rounds at competitive events are recommended at 60 minutes, and single-elimination matches are strongly recommended to be untimed, though reasonable pace is still expected.
- Before each round, players must find their pairing and seat themselves and be seated before the round starts.
- Game setup follows Core Rules 110, plus: shuffle your Main Deck and Rune Deck, then present them and your sideboard to your opponent.
- Opponents may shuffle your decks too (required at Professional) or ask a judge to shuffle instead.
- After a drawn game, the same battlefields must be used; if a game ended by Game Loss after battlefields were revealed, different battlefields must be used afterwards.
- Game-one setup can start once both players are seated, but play waits for the round clock.
Play First Rule: in game one, any random method all players agree on picks who decides to play first or last. At high OPL in playoffs after Swiss, the higher Swiss seed decides for game one of each match. In later games the loser of the previous game decides; after a draw the previous order stays.
- (Optional best-of-one setup, at the Head Judge's discretion.) Each player places their Champion Legend in the Legend Zone.
- Each player randomly picks one of their three battlefields for the Battlefield Zone.
- Use the Play First Rule to pick who chooses to go first or last.
- Players may sideboard as if between games of a best-of-three.
- Place the Chosen Champion in the Champion Zone, do the normal shuffling steps, then continue with CR 110 setup.
- When round time is called, the active player finishes their turn.
- Three more turns are played (untimed, but a judge must watch pace at Professional), and players must announce and acknowledge which additional turn they are on.
- If the game still isn't over, a player leading by 2 or more points wins it; otherwise it's a draw.
- If time is called between games, no new game starts; the match is decided on game wins.
If single-elimination rounds must be timed, an altered procedure applies: between games, more game wins takes the match; mid-game, finish the turn plus 3 more, then the points leader wins the game. If both points and game score are tied, play on until the next point is scored (Final Point restrictions still apply). If a new game is needed while tied, start it as though time had already run out, with 5 additional turns after the first player's turn before sudden death.
Tiebreakers, Concessions and Dropping
- Higher opponents' mean match-win percentage.
- Higher game-win percentage.
- Higher opponents' mean game-win percentage.
- If still tied, the scorekeeper breaks the tie randomly.
- Any player may concede a game or match before it ends, or all players may agree to a draw.
- Concessions and draws can't be traded for anything (that's Bribery).
- You can't scout other results before deciding to concede or draw, and must stay seated during your match; doing so is Unsporting Minor.
- Refusing to play counts as conceding the match.
- You may drop at any time by telling the scorekeeper before the next pairings; dropping before the event begins means you never took part.
- No-shows are dropped automatically unless they report to the scorekeeper.
- A drop after a top cut isn't replaced; the highest-ranked remaining player gets a bye if it happens before pairings.
- Re-entry before the next round is at the Head Judge's discretion, but not if you missed a deck-construction portion or after a top cut.
Shuffling, Sleeves and Table Layout
- Decks must be randomized at the start of every game and whenever a card or official requires it; random means no one has any information about card order or position.
- Pile shuffling can be used to count but can't be the only randomization.
- Presenting your deck signals you believe it is legal and random.
- If you think an opponent's deck isn't random enough, call a judge; you may also shuffle it further, taking care not to damage or mark cards or sleeves.
- When two or more cards are recycled in one action, randomize that group before putting it on the bottom.
- All sleeves must be identical, applied the same way with the same number of layers and orientation, with opaque backs.
- At high OPL, sleeves are required for the Main Deck, Rune Deck and Battlefields, and may not be highly reflective or holographic (the Head Judge may require sleeves at low OPL).
- A distinct sleeve or extra layer may mark your Chosen Champion during setup, but it must match your Main Deck sleeves if it would enter a private or secret zone.
- You may ask a judge to inspect an opponent's sleeves; judges can require sleeves to be removed or replaced at any time.
- Players are responsible for cards and sleeves not being marked (identifiable without seeing the face), checked while sleeved.
- Keep cards above the level of the table during matches.
- Make a reasonable effort not to reveal secret information. You may reveal your own private information unless the Core Rules forbid it; at high OPL you needn't tell an opponent they accidentally revealed theirs.
- At high OPL, lay out the table: runes nearest you, Main Deck and trash together on one side, Rune Deck on the other, Legend between your other cards and the Chosen Champion, with both on the same side.
- Attached cards must be clearly associated with what they attach to; tokens must be card-like objects that can show ready state and be understood by everyone; buffs must use an object that unambiguously means a buff.
- Ready objects face their controller; exhausted ones turn 90 degrees, all in the same direction.
Communication and Hidden Information
- Communicate honestly with opponents about the game state, and honestly and completely with officials.
- You don't have to help your opponent play.
- Answer questions about public information truthfully, never misrepresent public or derived information, and point out mismatches between announced and recorded information.
- You needn't share private information and may bluff about it.
- When your effects change public information in a way that matters, communicate it clearly to everyone, e.g. by saying or pointing.
Information levels follow Core Rules 128 (public, private, secret), plus derived information: what you can work out from public information. You don't have to help opponents derive it, and judges only help with public information. Extra public information includes the turn player, phase, step, who has priority and focus, where you are in end-of-round additional turns, rune pools and their resources, all scores, permanents' current state, the Chain and choices on it, and what resolved earlier in the turn. Derived information includes which public cards have been recycled, the order of runes in a Rune Deck, and likely future consequences.
- Shortcuts: skipping obvious steps is fine when everyone understands. Introduce new shortcuts clearly with the start and end state; interrupt one by saying where you want to act (never just to do nothing).
- Common shortcuts: channeling runes or drawing at the start of turn means you've passed through the Beginning Phase; putting something on the Chain passes priority unless you say you're keeping it; announced resolution choices must be kept unless the opponent reacts; asking about resolution choices passes priority.
- Sequencing: out-of-order actions are fine if they reach the correct state (e.g. drawing before channeling), but opponents can ask for the proper order, and you can't reorder to learn information early.
- Recycled cards go to the bottom of the deck immediately; e.g. you can't keep recycled runes face down on the table to track Energy (that's a Communication Violation).
- A loop may be shortcut only if every iteration is the same non-conditional actions on the same cards and fully deterministic (no probability or decision trees). Non-deterministic loops must be done by hand at a reasonable pace or it's Slow Play.
- Each maintaining player, in turn order, picks a number of iterations; others accept or name the point where they'll break it. If no one breaks it and no one maintains it, the game is a draw.
- Using loops to stall, or refusing shortcuts to burn time, is cheating.
Triggered abilities: the accountable player must acknowledge a trigger by the time it would have an observable impact, or it's forgotten. A forgotten trigger never goes on the Chain but still counts as having triggered for 'first time' style limits. The other players needn't point it out (encouraged at low OPL). For battlefield triggers, the accountable player is whoever controls the battlefield, not who brought it. Triggers 'at the start of each player's first Beginning Phase' can be acknowledged any time that turn.
- It would change a point total or rune total.
- It would add a Buff, or cause a draw or discard.
- It would exhaust or ready something, or move a unit.
- It would affect combat (e.g. a +Might bonus matters once Might is relevant).
- A player asks for public information the trigger would affect.
- A choice is needed on whether to put an optional trigger on the Chain.
- Something must be chosen, even with only one legal choice.
- A player would gain resources such as XP or floating Power/Energy.
- A card would change zones, such as a unit taking lethal damage (non-lethal damage doesn't count).
Gameplay decisions: once communicated, an action generally can't be taken back. At low OPL you may reverse your most recent action if no new action has happened. At high OPL you may only do so immediately after choosing targets for a spell or ability, after playing a unit or gear to a location, or after a choice like moving a unit or discarding, and you may ready/unrecycle the runes you spent. You can't reverse once your opponent has had to reveal information showing the decision was a mistake: if you move a unit and pass focus and your opponent points out their unit's Might rose from their Legend, the move stands. Reversing decisions to fish for information from an opponent's reaction is angle shooting.
Notes, Devices, Score Tracking and Card Materials
- Everyone tracks everyone's score, announces and acknowledges changes, and records scores legibly in writing (apps, dice, etc. are fine at low OPL).
- Resources like XP and floating Energy/Power needn't be written but must be shown clearly, e.g. with dice or counters.
- Any score or resource discrepancy must be raised immediately; if players can't resolve it, call a judge.
- You may take notes during a match; the sheet must be blank and visible at the start. Opponents can't demand to see them, but judges can.
- Notes from outside the match can't be used during games; prepared notes may be consulted between games during sideboarding and after battlefields are revealed, until opening hands are drawn (before mulligans).
- Electronic devices are allowed at events but not during matches (at low OPL they may replace note sheets; the Head Judge may adjust this).
- Some high-OPL events are broadcast and may require players on camera; spectators may record if they don't interfere. At Professional the Head Judge may consult video, but a player's request to review footage is never honoured.
- Proxies are banned at every OPL, except an official proxy issued by the Head Judge for an unusable card.
- Altered cards are allowed if the name, Might/Might Bonus and cost stay visible, the art stays recognizable, and they carry no strategic advice or offensive content; on broadcast matches you may be told to swap to unaltered copies.
- Official cards in any language are allowed, and you can ask a judge for the Watcher wording in your preferred language at any time.
Infractions and Penalties
Errors are assumed unintentional; if a judge believes one was deliberate it becomes cheating. Judges are neutral: they don't prevent errors but deal with them afterwards, and step in when they see a violation, when asked, or for unsporting conduct. Penalties exist to educate and deter. Only the Head Judge may deviate from the guidelines. If an official's mistake caused a penalty, the Head Judge can downgrade it or rewind the game.
- Warning: records that an error happened; give a time extension if ruling and fixing takes over 1 minute.
- Game Loss: the offender and teammates concede the current game (or the next one if not in a game); simultaneous multiple game losses count once; if everyone gets one at once, the game is a draw.
- Match Loss: when the whole match is compromised; applied to the current or next match.
- Disqualification: for integrity-damaging errors or severe misconduct. The player loses the current match and is removed from the event and standings; prizes already received are kept but no more are awarded. Any attendee can be disqualified, the Head Judge can issue it without conclusive proof if integrity is compromised, and every DQ triggers an investigation that may lead to suspension.
Some remedies shuffle only the randomized part of a deck: the judge separates cards whose positions are known first (if that can't be determined, they may shuffle as much as needed; these judge shuffles aren't game shuffles). A simple rewind undoes only the latest action, including readying/unrecycling the runes paid, and any judge can do it. Bigger rewinds need the Head Judge or an appeals judge and undo each action in reverse order, choosing non-public cards at random.
- Missed Trigger No Penalty: the accountable player didn't acknowledge a trigger before its impact. If missed on an earlier turn, play on; otherwise the next opponent decides whether it resolves now or is skipped (Warning if missing a mandatory trigger helped the player). Don't rush the game to make opponents miss triggers.
- Forgetting to Score a Point No Penalty: a conquer/hold point wasn't tracked; add it if within one full round cycle.
- Forgetting to Draw Cards No Penalty: draw the missed cards if within one full round cycle (Warning if not drawing was advantageous, e.g. near burn out).
- Looking at Extra Cards Warning: the next opponent picks which extra cards get shuffled back.
- Channeling Too Many Runes Warning / Too Few Runes No Penalty: corrected within one full round cycle.
- Overpayment for Cost No Penalty / Mispayment for Cost Warning: simple rewind if possible.
- Looking at Secret Information / Opponent Private Information Warning: re-randomize the exposed cards, or reveal the information to everyone.
- Drawing Extra Cards Warning: shuffle the extras back, or the opponent picks cards from the hand to shuffle in.
- Facedown Card Error Warning: a card illegally enters or leaves a face-down zone (e.g. hiding a card without Hidden); upgrades to Game Loss if it can't be fixed.
- Mulligan Procedure Error Warning: more than 2 cards mulliganed; the opponent picks cards to recycle up to the excess.
- Forgetting to Ready During the Awaken Phase No Penalty: ready things if still that turn (triggers from this readying don't go on the Chain).
- General Error Warning: any other game-rule violation; rewind if possible.
- Failure to Maintain Game State Warning: not calling out an opponent's error; mainly for tracking and never upgrades unless the Head Judge says so.
Upgrades: the same category of Warning 3 times in one event becomes a Game Loss; at Competitive 6 Warnings of any category, and at Professional 5, also become a Game Loss (game play errors and tournament errors are counted separately). At low OPL penalties are lighter and rewinds may happen even if the offender gains information. Penalties that are normally disadvantageous only upgrade when the advantage is obvious, and a 'full round cycle' ends when the player whose turn the error happened on starts their next turn.
- Slow Play Warning: unreasonably slow setup or play; you can ask a judge to watch. Deliberate stalling is cheating.
- Decklist Error Game Loss: an illegal decklist (wrong count, illegal cards, more than 3 copies across main and side, cards off the Legend's domain, or a deck not matching the list); fix the list with as little change as possible.
- Deck Presentation Error Warning: the deck is illegal when presented or during play, e.g. a battlefield already used this match, not de-sideboarding, forgetting to set aside the Chosen Champion, wrong deck size, or stray cards in the deck box. It upgrades to Game Loss if someone else catches it after opening hands, or if it can't be fixed.
- Communication Violation Warning: unintentional miscommunication; supply the correct information and rewind if possible.
- Marked Cards Warning and Insufficient Randomization Warning: replace sleeves or cards, or re-randomize.
- Late to Match: within 2 minutes, Warning plus extension; within 10 minutes, Warning (Game Loss at high OPL); after 10 minutes, Match Loss; never arriving, Match Loss and drop. You can request up to 10 minutes before the clock starts or between games, e.g. for a restroom break.
- Outside Assistance: refuse the advice by calling a judge and it's a Warning; otherwise Match Loss. Soliciting advice is cheating, and breaking the device policy earns an Outside Assistance Warning.
- Improperly Determining a Winner Match Loss: deciding a result any way other than playing the event's format, e.g. a coin flip (Disqualification at Professional). Knowingly attempting it or goading an opponent into it is cheating.
Conduct and Unsporting Behaviour
- Unsporting Minor Warning: e.g. disrespect, bullying, poor hygiene, offensive play materials. The same category twice becomes a Game Loss and may go further.
- Unsporting Major Disqualification: e.g. slurs, violence or threats of it, aggression, intentionally misgendering someone; often comes with ejection from the venue.
- Angle Shooting Warning: using the letter of the rules against their spirit, e.g. asking an opponent to state resolution choices before you decide to react, acting fast to deny priority, misleading about errata'd cards, baiting violations, or sloppy play to obscure information.
- Bribery Match Loss: offering or accepting out-of-game incentives for a game outcome or in-game action (you must report an offer you receive).
- Wagering, Theft and Cheating Disqualification: betting on any part of the event, stealing, and any cheating, including deliberately causing errors to exploit remedies, lying to officials, or knowingly hiding a teammate's error.
Prize splits aren't bribery if not traded for a result, in-game action or drop. In single elimination with cash, store credit or sealed product, all remaining players may agree to split evenly with the organizer's permission (major streamed events still play out for rankings), and in the final round players may agree on a winner and the split, with one player dropping.
Players at Premier and Qualifier events are bound by the Disciplinary Code, which applies worldwide and can reach conduct outside play that could harm the game. Players must report violations in good faith, cooperate with investigations and obey rulings. Sanctions range from warnings, prize forfeiture, venue bans, forfeits, loss of ranking points and suspensions or bans, up to Riot account termination. Key prohibitions: cheating or helping others cheat, unauthorized coaching or communication, hateful or discriminatory speech, harassment and bullying, credible threats, match-fixing or manipulation, retaliation against reporters, and breaking the law or Riot's Terms of Service.
Judge Calls, Deck Checks and Appeals
- You may pause to call a floor judge at any time; calls totalling over 1 minute should get a time extension.
- During a match you can ask a judge to check an opponent's deck for legality, e.g. if you suspect a sideboard card in game one.
- At high OPL, judges should randomly check at least 10% of decks over the event, ideally at the start of a round after decks are randomized and presented but before opening hands, verifying every registered element (after mulligans is fine if play hasn't begun and hands are preserved), with a matching time extension.
- Wait for the judge's full ruling; you can't appeal before it.
- If you disagree, appeal to the Head Judge.
- At high OPL the Head Judge may appoint appeals judges (wearing the Head Judge's uniform) to hear appeals.
- Rulings by the Head Judge or an appeals judge are final.
Penalties applied outside the scope of a single event (such as suspensions) are appealed through the process on Riot Games' official website.
October 2026 Tournament Rules Changes
This update takes effect with the Radiance Pre-Rift on October 16, 2026. It is mostly small corrections and extra clarity for judges, driven by judge-community feedback. The team stressed that changing gameplay decisions isn't meant to undo mistakes after an opponent has had to reveal information exposing them (at Casual, letting an opponent take it back isn't required but is encouraged), and a companion document explaining each rule's intent is in the works.
- Clearer limits on changing gameplay decisions (509.5-509.6).
- Deck Presentation Error remedies rewritten, including missing Chosen Champion remedies for every OPL.
- Loops must be fully deterministic with no random elements, with examples.
- Knowingly Improperly Determining a Winner is cheating, with a harsher penalty at Professional.
- Floor judges must correct errors they see even if no player calls them.
- When to upgrade a penalty because the error helped the offender, and a definition of 'full round cycle'.
- Radiance added to Standard.
- Facedown Card Error now covers cards illegally leaving a face-down zone.
- Alters must not obscure Might/Might Bonus.
- Bluffing about private information is allowed, and the state of additional turns must be communicated.
- Tokens must be card objects that can show ready state.
- More examples of observable trigger impact (choosing, lethal damage, gaining resources).
- Penalties added for scouting other matches and using devices at the wrong time.
- Random deck checks should happen at the start of a round and verify everything.
- Overpayment that can't be simply rewound no longer gives the offender floating resources.
- Outside notes may be consulted during sideboarding and after battlefields are revealed, until opening hands.
- Best-of-one sideboarding doesn't apply to Limited, and one-for-one swaps don't apply to Limited sideboarding.
- Battlefields can't be reused if a Game Loss is applied after they were revealed.
- Choices from special deckbuilding rules such as Neeko must be registered.
- Chosen Champion sleeves must match when entering secret zones too.
- Wording implying low-OPL deck registration was removed; players should keep the same deck all event.
- Simple rewinds include readying/unrecycling spent runes, plus guidance for shuffling a fully known deck.
- Failure to Maintain Game State excludes missed-trigger cases, plus several typo and cross-reference fixes.