Code of Ethical Guidelines


 

Section I. General provisions.
1.1. This set of rules is the result of summarizing many years of experience in popularizing Dots, operating virtual gaming platforms, and conducting in-person and remote amateur competitions.

1.2. The primary purpose of this code is educational. The recommendations set forth herein are not considered mandatory for the entire gaming community. Organizations (associations) operating in the field of Dots may, on their own initiative, implement this code (or individual provisions thereof) into daily practice, establishing liability for their members for non-compliance with its provisions.

Section II. On reasonable positioning.
2.1. Dots is an intellectual game. One of many, no better or worse. It has its own specifics, which may attract or repel, but always on an emotional level. There are no objective evaluation criteria in this case. There is nothing more foolish than a dispute over tastes—avoid it when interacting with members of other gaming communities or engaging with them remotely.

2.2. You may not understand or like other games, but publicly displaying your negative attitude is not advisable. The best strategy for communicating with colleagues is respectful neutrality. If your interlocutor doesn't adhere to this strategy, it's best to leave them alone with their delusions—reason is powerless here.

Section III. On game psychology.
3.1. Dots are not war, a game is not a battle to the death, and your opponent is not your bitter enemy, no matter who they may be in the real world. Remember that when playing, or even watching others' games, you are merely having fun, not deciding the fate of humanity. You won't be able to save the universe, but you can certainly ruin your own and others' moods.

3.2. The outcome of the game is in no way related to the personal status of the opponents. Defeat humiliates no one, and victory elevates no one. Fearing the former and bragging about the latter is foolish. Encouraging such sentiments as a bystander is unseemly.

3.3. Ratings and other formalized indicators of gaming success are a good tool for monitoring your progress, but they should not become an end in themselves or a fetish. Carefully selecting opponents, manipulating your stats to distort the real status quo, and obsessively harping on the topic in a way that is conspicuous to others are not very respectable behavior.

3.4. There's nothing wrong with playing incognito. Problems only arise when hiding behind pseudonyms is motivated by a desire to wage war, humiliate, or play with ratings. The only person you can fool this way is yourself.

Section IV. On gaming etiquette.
4.1. Play is a part of life. Everything considered ethical in the real world will also be considered ethical around the playing field. Whether you play in person or online, openly or anonymously, know your opponent or not, behave like a well-mannered person, and most potential problems will be resolved before they even arise.

4.2. The only thing opponents unconditionally obligate each other to do while on opposite sides of the field is to adhere to the current rules of the game. In all other respects not governed by basic norms of human interaction, the principle of voluntariness applies.

4.3. Everyone plays with whomever they want, whenever they want, and for as long as they want. Offering someone a game or asking for an immediate rematch is normal. Pushing for it or making a claim if they refuse is considered bad form.

4.4. Although the game is meant to be entertaining, the competitive element adds a certain specificity to the process. Everyone wants to win (or at least not lose), and no one is obligated to help their opponent do so, nor to conform to their expectations of a beautiful and comfortable game. Any means of achieving the desired result are acceptable, as long as they comply with the current rules and remain within the boundaries of the playing field. Demanding your opponent to use tactics that are convenient for you, to make concessions during the game, to think quickly, to refuse grounding when possible, to agree to a draw when it is unfavorable, to resign early, and the like—let alone to complain about it—is considered bad form and a sign of weakness.

4.5. The option of undoing one or more moves deserves special mention. In friendly games, this is perfectly acceptable, but only by mutual consent. There's no shame in asking your opponent for such a favor, but insisting on it and then complaining when refused is disgraceful.

4.6. Among the methods of achieving a result that go beyond the playing field and are clearly unacceptable, the most common are outside assistance (hints) and the use of technical devices (software) that facilitate position evaluation and the evaluation of options. You might be able to fool your opponent, but you won't be able to fool yourself. Undeserved victories are neither satisfying nor conducive to skill development, a fact that should be kept in mind not only by players but also by "helpers," who in this case are doing a disservice.

4.7. Defeats are an integral part of the game, although, of course, they bring no one joy. The ability to control the outward manifestations of one's disappointment is a sign of athletic maturity and a healthy psyche. The habit of fighting to the end is commendable, but senseless resistance or simply deliberately stalling for time when the end is already obvious does not do credit to even the most tenacious fighter (the exception is situations when, playing blitz or in time trouble, you make meaningless moves in order to analyze a complex position). Even worse is abandoning the game without formally ending it. The most unsightly thing is making excuses for your defeat, trying to attribute it to external factors, or accusing your opponent of winning undeservedly. Of course, no one can forbid you from expressing your emotions in this way, but from an outside perspective, it looks pathetic.

4.8. Victory inspires, sometimes so much so that you want to share your joy with the whole world. And, of course, to beg for praise along the way. This behavior, again, is not punishable and doesn't leave a painful impression like the tears of a defeated person. However, if you overuse such emotional stimulation, you can come across as ridiculous, which doesn't help your reputation either.

4.9. Communication during the game is acceptable, but not required. Greeting your opponent at the beginning and thanking them at the end is commendable. Discussing the game and analyzing mistakes is useful. However, turning this into a ritual performed regardless of mutual consent is not very wise. If your opponent is unwilling to be polite, leave them alone—the game itself comes first.

4.10. Outright hooliganism, such as writing offensive words on the field with dots or intentionally damaging game equipment, requires no further explanation. People who indulge in such behavior are prohibited from participating in intellectual games due to their lack of intelligence.

Section V. On tournament etiquette.
5.1. Sports competitions are the showcase of the gaming subculture. The circle of regular tournament participants is always smaller than the community as a whole, and their average skill level and motivation are higher. Results are paramount, and achieving them requires significant effort. The psychological stress and potential for conflict are significant. All this necessitates more stringent regulations and places increased demands on players in terms of discipline and self-control.

5.2. In addition to the universal moral norms and rules of the game, tournament participants are obliged to strictly adhere to its regulations (in full, not selectively), as well as the requirements of the referee stipulated by the regulations.

5.3. Compliance with the regulations begins with studying them. Ignorance of the tournament rules can negatively impact your results and, more importantly, create additional problems for the organizer, referee, and other participants. This isn't just frivolity; it's disrespectful.

5.4. While expressing your personal opinion regarding the contents of the regulations is permitted and appropriate, it should be done politely, understanding that the final decision always rests with the organizer. Protests and ultimatums are inappropriate. Ultimately, participation in the tournament is voluntary.

5.5. Arbiter decisions made during the tournament are not subject to discussion. Attempts to interfere with these decisions, arguing, or appealing to the community to exert pressure are absolutely unacceptable. You may voice your position if the arbiter specifically requests it. If you are certain that their actions are incorrect, appeal them in accordance with the established rules.

5.6. Tournament registration isn't just a formality; it's an action with tangible consequences. The organizer processes your application, it influences the tournament bracket and schedule, potential opponents consider you during their preparation, and fans look forward to your games. Understandably, against this backdrop, withdrawing from participation looks quite unsightly. If you're not sure you can and want to play, don't register.

5.7. The highlight and main content of any tournament are the games. It's hard to imagine anything more boring than technical results due to the absence of one or both opponents. This diminishes the sporting value and entertainment value of the competition and calls into question the organizer's efforts. Clearly, the reason for absence may be valid—in which case, it's advisable to notify the opponent and arbiter in advance. However, experience shows that more often than not, it's either a matter of irresponsibility (failing to check the schedule, forgetting, being late) or a simple lack of desire to play (registering on a whim, not being satisfied with the opponent, the game having no tournament significance, lost chances for a high placing or advancing to the next stage, or simply getting bored). Neither of these factors reflects well on the player. If you don't consider tournaments serious and aren't prepared to play with full dedication, don't participate.

5.8. Tournaments offer ample opportunity to demonstrate a commitment to fair play principles. A player may agree to a game postponement or a replay, extend a mandatory pause, or stop the timer if the opponent experiences connection problems (during online correspondence), commit a foul (during paper play), fail to notify the arbiter of a minor regulation violation, conscientiously play a game that is insignificant to them, thereby preserving the tournament's intrigue, and so on. However, such behavior should not be perceived as mandatory. Your reputation is your free choice. If you strictly adhere to the rules of the game and the tournament regulations without displaying any inclination toward chivalrous behavior, no one has the right to demand more from you, much less criticize you.

Section VI. On corporate solidarity.
6.1. The gaming community is not monolithic. It may comprise a large number of formal and informal associations: gaming platform developers, information resource owners, clubs, competition organizers, national teams, and various interest groups. Clearly, they are not subordinate to one another and have no obligations to one another, often having diametrically opposed interests and directly competing. Nevertheless, we would like to hope that the people who shape the ideology and work style of these groups understand the most important thing: not harming the common cause is already success. And for us, the individual players, the common cause is the development and popularization of the game.

6.2. Everyone has their own ideas about the correct paths to development. However, firstly, no one possesses absolute truth, so dialogue, as free of emotion and personal ambition as possible, is absolutely necessary. Secondly, there are certain things that should be treated with the utmost respect, avoiding even minimal interference in traditionally established forms without extreme necessity and universal consensus. These include, firstly, the basic rules of the game, and secondly, the universally recognized highest sporting titles, both individual and team.

Compiled by Alexander Parfenov with the participation of Dmitry and Ksenia Dementyev
First published on August 1, 2019