Game Play Errors
Tournament Rules section 702 — 112 rules. From Riot's Tournament Rules for sanctioned events, last updated October 9, 2026.
- 702.1.
- Overview
- 702.1.a.
- A game play error is caused by incorrect and inaccurate play of the game that violates the Core Rules.
- 702.1.b.
- Except for 702.17, repeated game play error [Warnings] can upgrade to [Game Loss].
- 702.1.b.1.
- If a player commits the same exact category of game play error [Warning] 3 or more times in the same event, the penalty is upgraded to [Game Loss].
- 702.1.b.2.
- At competitive OPL, if a player commits a total of 6 or more of any category of game play error [Warning] in the same event, the penalty is upgraded to [Game Loss].
- 702.1.b.3.
- At professional OPL, if a player commits a total of 5 or more of any category of game play error [Warning] in the same event, the penalty is upgraded to [Game Loss].
- 702.1.b.4.
- Even if a player has not yet met the threshold to upgrade their penalties, a head judge may initiate a cheating investigation if they feel it is appropriate. See 704.8 for more information about cheating.
- 702.1.c.
- At low OPL, penalties should generally be less harsh and rewinds may be applied even if the erroring player gains an information advantage.
- 702.1.c.1.
- At low OPL, penalties that require an opponent of the erroring player to make a choice are made at random by a judge when they can’t be avoided by a rewind.
- 702.1.d.
- Certain penalties, such as Forgetting to Draw Cards, that would usually be disadvantageous to the erroring player can upgrade in severity if they occur in a situation where the error is obviously advantageous for them.
- 702.1.d.1.
- Judges should only upgrade these penalties when the advantage is obvious. If it is ambiguous, judges should not upgrade.
- 702.1.e.
- Certain penalties, such as Channeling Too Few Runes, refer to a “full round cycle”. A full round cycle completes when the player whose turn the error occurred on begins their next turn.
- 702.2.
- Missed Trigger [No Penalty]: The accountable player for a triggered ability doesn’t demonstrate awareness of the trigger before the first time it would have an observable impact on the game.
- 702.2.a.
- See 506 for definition of triggered abilities.
- 702.2.b.
- After the initial point at which a triggered ability is missed, any further errors related to that trigger are considered a General Error instead. See 702.16 for more information about General Errors.
- 702.2.c.
- Players may not attempt to cause triggered abilities where an opponent is the accountable player to be missed by taking game actions or otherwise prematurely advancing the game, including through otherwise acceptable shortcuts.
- 702.2.d.
- A triggered ability is considered to have triggered even if it was subsequently missed. Effects that count or restrict the number of times that ability can trigger will count the missed one.
- 702.2.e.
- If a mandatory trigger is missed by its accountable player and missing that trigger is advantageous for them, this penalty is a [Warning] instead.
- 702.2.f.
- Remedies:
- 702.2.f.1.
- If the trigger was missed during a previous turn, instruct the players to continue playing.
- 702.2.f.2.
- Otherwise, the next opponent in turn order of the player who missed the trigger chooses whether to resolve the trigger immediately or miss it altogether.
- 702.3.
- Forgetting to Score a Point [No Penalty]: A player is entitled to a point from conquering or holding a battlefield but fails to track it.
- 702.3.a.
- This does not apply to points that would be scored from card triggers such as Ahri, Alluring.
- 702.3.b.
- Remedies:
- 702.3.b.1.
- If the correct score can be determined and no more than a full round cycle has passed, increment the appropriate player’s score to that total.
- 702.3.b.2.
- Otherwise, instruct the players to continue playing.
- 702.4.
- Forgetting to Draw Cards [No Penalty]: A player is obligated to draw a card, either as part of their draw phase or instruction from a card, but fails to do so.
- 702.4.a.
- Remedies:
- 702.4.a.1.
- If the missed draws can be determined and no more than a full round cycle has passed, the appropriate player draws the missing cards.
- 702.4.a.2.
- Otherwise, instruct the players to continue playing.
- 702.4.b.
- If forgetting to draw was advantageous to the erroring player (example: the player is near burning out), this penalty is a [Warning] instead.
- 702.5.
- Looking at Extra Cards [Warning]: While taking a game action that allows a player to look at cards from a deck, they look at more cards than they are entitled to.
- 702.5.a.
- Cards being looked at from secret information such as a deck are added to a private information group while they are being looked at.
- 702.5.b.
- Once extra cards being looked at have touched a new private or secret group from their original source, they become part of that group. If the extra cards have not touched a new group, this is instead a Looking at Secret Information error. See 702.10. for more on Looking at Secret Information errors.
- 702.5.b.1.
- For example, if a player plays a Stacked Deck and adds a fourth card to the private set of cards they are looking at, it is Looking at Extra Cards. If they correctly look at the top three, but knock the top card of their Main Deck over without adding it to the private group, it is Looking at Secret Information.
- 702.5.c.
- Remedies:
- 702.5.c.1.
- If the error is caught while the erroring player is looking at the extra cards, the next opponent in turn order of the erroring player looks at the private group and chooses the appropriate number of extra cards to shuffle back into the randomized portion of the appropriate deck.
- 702.5.c.1.a.
- If one or more of the cards has already been added to a new group of cards, the next opponent in turn order of the erroring player looks at that group and chooses the appropriate number of cards to return to the original group of cards being looked at. Then perform 702.5.c.1
- 702.5.c.2.
- If the error is caught at a later stage in the game, instruct players to continue playing.
- 702.6.
- Channeling Too Many Runes [Warning]: A player channels a number of runes greater than they are entitled to under the Core Rules as the result of a limited action.
- 702.6.a.
- Errors of this sort are generally public, and all players are expected to be mindful of game state.
- 702.6.b.
- Remedies:
- 702.6.b.1.
- If the additional runes have been used to pay for actions, rewind if possible. If rewinding is not possible, this is a General Error instead. See 702.15 for more information about General Errors.
- 702.6.b.2.
- If the additional runes are caught and no more than a full round cycle has passed, shuffle them appropriately into the rune deck.
- 702.6.b.2.a.
- If the specific runes can’t be identified, shuffle random runes instead.
- 702.6.b.3.
- Otherwise, instruct the players to continue playing.
- 702.7.
- Channeling Too Few Runes [No Penalty]: A player channels a number of runes less than what they are entitled to under the Core Rules as the result of a limited action.
- 702.7.a.
- Errors of this sort are generally public, and all players are expected to be mindful of game state.
- 702.7.b.
- Remedies:
- 702.7.b.1.
- If no more than a full round cycle has passed, allow the player to channel the appropriate number of runes.
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