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Reload this Page How do you other judges handle timing tourneys?
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Old 05/19/2012, 18:58
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How do you other judges handle timing tourneys?
Hey, im judge at our local gaming hole and for a while now ive noticed alot of lagging on turns and battles stretching past the set time. Normally we set the time for 45min a round. Once the times up we let the current player finish the turn and let them each have 1 turn until 5 turns are over, then we take score. I have always wondered how timed turns would feel. ex:2min turns. I ask since the venue closes at a set time and I dont like to have anyone working to have to stay past his shift until we finish our games, if we do they get rushed at the end and its throws off the chi. How do you other guys deal with timing at your venues? im just lookn for suggestions or what you all do.
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Old 05/19/2012, 19:24
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Quote : Originally Posted by Rottingghost View Post
Once the times up we let the current player finish the turn and let them each have 1 turn until 5 turns are over...
Five whole turns without a time limit, and knowing exactly how many turns you and your opponent get? There's absolutely no incentive to hurry, and plenty of reason to take your time and carefully weigh out each of those limited actions. No wonder you're running late!

Me, I follow the standard rules -- time's up, resolve any actions which were already declared, and stop right there.

I don't want to turn this into another "what to do when time stops" debate, since there are plenty of those. I would, however, suggest that your Judge evaluate whether that many bonus turns are truly necessary.

-J

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Old 05/19/2012, 19:26
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Quote : Originally Posted by Rottingghost View Post
Hey, im judge at our local gaming hole and for a while now ive noticed alot of lagging on turns and battles stretching past the set time. Normally we set the time for 45min a round. Once the times up we let the current player finish the turn and let them each have 1 turn until 5 turns are over, then we take score. I have always wondered how timed turns would feel. ex:2min turns. I ask since the venue closes at a set time and I dont like to have anyone working to have to stay past his shift until we finish our games, if we do they get rushed at the end and its throws off the chi. How do you other guys deal with timing at your venues? im just lookn for suggestions or what you all do.
Why not just have it be over when the timer goes off? If you want to make it a little more random then take the standard 50 minute round, roll 2d6 and add that many (or half that many) minutes onto the round.
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Old 05/19/2012, 19:26
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Quote : Originally Posted by RavenProject View Post
Five whole turns without a time limit, and knowing exactly how many turns you and your opponent get? There's absolutely no incentive to hurry, and plenty of reason to take your time and carefully weigh out each of those limited actions. No wonder you're running late!

Me, I follow the standard rules -- time's up, resolve any actions which were already declared, and stop right there.

I don't want to turn this into another "what to do when time stops" debate, since there are plenty of those. I would, however, suggest that your Judge evaluate whether that many bonus turns are truly necessary.

-J
i agreee. Like i made mention, its really about staying longer than the store is open (on my end anyway)
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Old 05/19/2012, 19:29
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Quote : Originally Posted by absolutvt69 View Post
Why not just have it be over when the timer goes off? If you want to make it a little more random then take the standard 50 minute round, roll 2d6 and add that many (or half that many) minutes onto the round.
your on the track ive been thnkin. just cut off the 5 turns after and just getting the scores.
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Old 05/19/2012, 20:07
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Timer rings, game stops. Any rolls in the air count. No extra time, no extra turns. If a player complains that their opponent is purposely killing time I observe a couple of turns to verify and set a turn time limit if I feel its necessary.

-V


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Old 05/19/2012, 20:09
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Quote : Originally Posted by darkshadow1369 View Post
Timer rings, game stops. Any rolls in the air count. No extra time, no extra turns. If a player complains that their opponent is purposely killing time I observe a couple of turns to verify and set a turn time limit if I feel its necessary.

-V
yea, im leaning this route. i should just randomly yell "times up!" haha
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Old 05/19/2012, 20:28
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I do 45 minute rounds. Once time is called players continue until player 2 finishes their turn.
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Old 05/19/2012, 20:44
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Quote : Originally Posted by darkshadow1369 View Post
Timer rings, game stops. Any rolls in the air count. No extra time, no extra turns.

-V
THIS times a million. The only thing I'd add is if an action has been declared before te bell rings they can finish the action.
It's how we have always played.
I don't like giving ANYONE an advantage by giving them one more turn.
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Old 05/19/2012, 23:52
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Quote : Originally Posted by krusticlese View Post
I do 45 minute rounds. Once time is called players continue until player 2 finishes their turn.
I do 45 minute rounds as well. The only reason I stop it when time runs out instead of allowing the turn to end is that the player may push for points without fear when they would probably clear if their turn wasn't the end of the game. No complaints yet.


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Old 05/19/2012, 23:53
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Quote : Originally Posted by MattPetersen View Post
THIS times a million. The only thing I'd add is if an action has been declared before te bell rings they can finish the action.
It's how we have always played.
I don't like giving ANYONE an advantage by giving them one more turn.
I may switch from dice in the air to allowing a declared action to resolve. Seems fair enough.


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Old 05/20/2012, 02:02
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Quote : Originally Posted by krusticlese View Post
I do 45 minute rounds. Once time is called players continue until player 2 finishes their turn.
This, except I do 50 minutes.
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Old 05/20/2012, 02:08
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The only thing I've noticed is recently, with the new rules that state whomever wins map roll can choose whether to be Player 1 or Player 2, is that some of the more competitive players (I have a few world champs that play at my venue) will forgo being player 1 knowing that they will get last actions.

It wasn't much of an issue when highest roller *had to* be player 1, but I started noticing the trend during the last 2 IG games we ran.

If I change the house rule back, I'll have to keep an eye on stalling and perhaps do the 45 min + 1D6 roll for the timer. Currently I don't announce exact time remaining, I just give the 2 warnings before time expires.
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Old 05/20/2012, 09:23
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Quote : Originally Posted by darkshadow1369 View Post
Timer rings, game stops. Any rolls in the air count. No extra time, no extra turns.
-V
Quote : Originally Posted by MattPetersen View Post
THIS times a million. The only thing I'd add is if an action has been declared before te bell rings they can finish the action.
It's how we have always played.
I don't like giving ANYONE an advantage by giving them one more turn.
This, basically. It works amazingly well, which is probably why it's been the official WizKids method for ~12 years.
I set a timer for ~50 minutes: it's the same each round, but it may be as short as 45 or as long as 55. I do time calls at roughly mid-point and "less than 10 minutes". I never give specific time remaining.
You can make a case for a lot of other ways of doing this, but none are objectively more fair and this is the easiest way to be sure you end the tournament at a specific time.
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Old 05/20/2012, 09:26
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Set a timer on a phone, iPad, whatever and announce milestones like 15,10,5 minutes remaining. Seems to work easily enough for us.

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