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Subject: Should there be a time limit on a players turn?

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pauler81
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11/07/2006 8:16 AM  
I've played games where players conscientiously drag out their turns so that time runs out and they win by points. I've had to push some players by telling them not to take so long on their turns. It honestly matters in these time events when someone takes too long. Hopefully I used the correct terminology or I'll by Guyf'd and placed in the hall of shame. Really, what do you guys think about that? Should there be a time limit on a players turn?

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11/07/2006 8:20 AM  
According to the DCI floor rules, IIRC, a player is to be allowed "a reasonable amount of time" each turn. If you feel that a player is taking too long in a timed-format event, you're supposed to be able to let the judge know, who, upon ruling in your favor, can add time to the match clock.

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11/07/2006 8:30 AM  
If the judge determines that a player is stalling, the correct penalty is to DQ the player without prizes.

There sould be a time limit for how long a player can take a turn. If there isn't a limit, then the player can kill your 5 point figure, think for a while, get up and get a drink, sit back down and think, write the stats down of all of your cards, think some more, ask some legit rules questiions, get up go to the bathroom, come back, sit down, think again, and finally take his second action for the turn...repeat. I know thats a little exagerated, but if you have no limit, people will take advantage of that. Its tempting knowing that if you can stall for two min you will win and if you don't stall you will loose. Without a penalty, I think most people would go for the stall.

As for a set limit, thats kind of hard. Some situations require more thought than others, and sometimes you really do run into problems.

pauler81
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11/07/2006 8:33 AM  
Posted By thephoenix on 11/07/2006 8:30 AM
If the judge determines that a player is stalling, the correct penalty is to DQ the player without prizes.

There sould be a time limit for how long a player can take a turn. If there isn't a limit, then the player can kill your 5 point figure, think for a while, get up and get a drink, sit back down and think, write the stats down of all of your cards, think some more, ask some legit rules questiions, get up go to the bathroom, come back, sit down, think again, and finally take his second action for the turn...repeat.


Sadly enough this has actualy happened before...

delguidance
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11/07/2006 8:52 AM  

Adults taking bathroom breaks during a tournament bugs the daylights out of me.

You know what would cure this?  Tag team DDM.


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11/07/2006 12:44 PM  
Posted By delguidance on 11/07/2006 8:52 AM

You know what would cure this?

Bed pans & Bouncers?


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11/07/2006 2:03 PM  
the judge will give you more time if your opponent looses her time at will.Or at least this is what happens here

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New Britain, CT

11/07/2006 2:18 PM  
"Running out the clock" happens in any competitive game that involves a score and a set amount of time. I don't think that it's right but that's the way it is. I personally wouldn't want to win that way but many people simply want to win - and if there's no actual rules against it why not?

If it were to become a larger problem I imagine that actual round time limits would be enforced.

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Vrecknidj
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11/07/2006 4:00 PM  
Posted By pauler81 on 11/07/2006 8:16 AM
I've played games where players conscientiously
"consciously"?
drag out their turns so that time runs out and they win by points. I've had to push some players by telling them not to take so long on their turns. It honestly matters in these time events when someone takes too long.
It is within your rights to ask your opponent to play in a timely fashion--it's every player's responsibility to follow the rules and to point out such things where appropriate, and to call a judge when necessary.
Hopefully I used the correct terminology or I'll by Guyf'd and placed in the hall of shame.
I don't think he's still keeping that going, is he?
Really, what do you guys think about that? Should there be a time limit on a players turn?
I think that the problem takes care of itself in all the areas where the players stay on the issue and keep the judges informed of the problem.

Dave

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11/07/2006 5:14 PM  
Posted By greyhaze on 11/07/2006 12:44 PM
Posted By delguidance on 11/07/2006 8:52 AM

You know what would cure this?

Bed pans & Bouncers?


Tie a knot in it.Â

 

 


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11/07/2006 5:22 PM  

This topic was extensively discussed in the Forums prior to GenCon.Â

IMO heres what I typically do:

I usually give someone a minute or two or three to make a move of a single piece.  This can vary during the game, typically getting shorter as they have less pieces to move.Â

If they go over 5 minutes I will ask them to please complete there move.Â

After a few more minutes I will warn them that I will call a judge if they do not complete there move.Â

If nothing after that, I call the judge over.Â

I will warn them again if it happens again during the game.Â

After that, I will call the judge and ask for there ruling.Â

Maybe a little more lenient than others, maybe not.Â





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Coquimbo - Chile / Italia

11/07/2006 7:14 PM  
I hate people that play slowly and waste play time....... I use to play soo quick and a lt of games I won about 20 or 30 minutes after begin........ I quick hell Hound

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Prospect Park, Pa

11/07/2006 8:27 PM  

I know what you mean. I feel 3 minute turns are good. From what I've encountered things are pretty friendly right now. But the DCI rule is unacceptable. A standard for tournament play should be instituted. A reasonable amount of time is very subjective. Let's say you call a judge over and say this guy has stalled the game. Well thanks for telling me but since everyone else is playing their game I've not been watching yours too bad you could be full of crap too. Now the game is over and your out of luck dude. If you think people aren't that stupid to stall on purpose your wrong. If people are that morally deficient to steal minis online they'll screw you at a tourney. The only reason I say the reasonable part is bad because they're aren't enough judges to watch all tables.


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md3
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11/07/2006 9:27 PM  
Hey, I've had a guy win initiative starting a round. He then proceeded to count out almost every possible permutation of movement from all of his figures. After more than 5 minutes he just sat back and said... "You can go first." I almost leaped out of my skin.

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Redcap
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11/07/2006 10:01 PM  
4 minutes per dual activation sequence during a complex situation such as the beginning of the game, If only down to a few pieces shorter. People who take forever make me crazy.

Bah!

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11/07/2006 10:16 PM  
Well, theres always the idea about using one of those 1 hour clocks used in chess matches. Someone brings up that topic every now and then.

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11/08/2006 3:28 AM  
Posted By Low Key on 11/07/2006 10:16 PM
Well, theres always the idea about using one of those 1 hour clocks used in chess matches. Someone brings up that topic every now and then.


Nooooooo!  You had to bring it up again.  Chess clocks are not the answer.Â


Inevitably there are new players learning the game who play slow.Â

And then there are others who just play slow.  Counting every square, calculating every move.Â

And then there are those who play slow specifically to win a game.Â


The first two groups are goona happen and we can handle them.  The last group of folks are very few, but these are the ones that we need to weed out.Â



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pauler81
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11/08/2006 4:22 AM  
Posted By Vrecknidj on 11/07/2006 4:00 PM
Posted By pauler81 on 11/07/2006 8:16 AM
I've played games where players conscientiously
"consciously"?
drag out their turns so that time runs out and they win by points.

Dave


Nice try Vrecknidj, but the word in this sentence is correctly used. If you look at root word "conscience" as described on the Merriam-Webster Online Dictionary it clearly states, "1. The sense or consciousness of the moral goodness or blameworthiness of one's own conduct, intentions, or character together with a feeling of obligation to do right or be good." So let me rephrase what I said before. I've played games where players lack moral goodness or blameworthiness of their own conduct and drag out their turns so that time runs out and they win the game by points. So you see, I meant the word I used. But I guess both words could work.

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11/08/2006 4:25 AM  
Posted By pauler81 on 11/08/2006 4:22 AM
Posted By Vrecknidj on 11/07/2006 4:00 PM
Posted By pauler81 on 11/07/2006 8:16 AM
I've played games where players conscientiously
"consciously"?
drag out their turns so that time runs out and they win by points.

Dave


Nice try Vrecknidj, but the word in this sentence is correctly used.
I wasn't trying anything, hence the question mark.  I noticed that you could have meant either.

Dave

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Vrecknidj
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11/08/2006 4:30 AM  
I think a reasonable question for the time issue is "How many rounds should a normal game last?" And, of course, this is impossible to answer because soemtimes a game will be down to a total of four or five remaining pieces after about five rounds and then because the rounds now go so fast, a game will get 15 rounds in.

But, from all the previous threads on this subject, it appears that the average number of rounds is somewhere between 6 and 8. Perhaps that's changing and it's increasing now. But, if the average is in that range somewhere, then we can deduce the time.

If each player gets 8 rounds in, then that's about 7.5 minutes per round. Each player has 3.25 of those minutes, which is less than 30 seconds per activation (but more than 20 seconds per activation). Sometimes an activation happens in a second or two, sometimes in a minute or more.

If one player consistently takes significantly more than 30 seconds, on every activation, then perhaps that single player is taking too much time. But, even then, it may be justified. If one player consistently takes more than, say, two minutes, on several consecutive activations, then, yes, I think he's taking too long.

Dave

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pauler81
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11/08/2006 4:33 AM  
Posted By Vrecknidj on 11/08/2006 4:25 AM
Posted By pauler81 on 11/08/2006 4:22 AM
Posted By Vrecknidj on 11/07/2006 4:00 PM
Posted By pauler81 on 11/07/2006 8:16 AM
I've played games where players conscientiously
"consciously"?
drag out their turns so that time runs out and they win by points.

Dave


Nice try Vrecknidj, but the word in this sentence is correctly used.
I wasn't trying anything, hence the question mark.  I noticed that you could have meant either.

Dave


No hard feelings, I understand what you meant to say.

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11/08/2006 7:13 AM  

I really don't care if they are playing slow because they are trying to stall or they are playing slow because they are thinking about what they are doing.

Slow play is unacceptable.

Counting every possible move and permintation is unacceptable.

Most game should only take 30 min or less.

A player taking five minutes per move is 100% unacceptable to me.

I think that the only way to solve it is to get remove the reward for slow play. In any game that goes the time limit in less that 6 full rounds both players should be given losses.

I am sure many will disagree with me, but I believe this 100%

 


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11/08/2006 7:19 AM  
absolutely, my view is that people will cheat if the reward is big enough. It's easier to prevent it by slapping on a time limit. Say one minute per mini? It would start a tad bit slow, but as activations fall away it would speed up a lot.

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11/08/2006 7:46 AM  
Posted By delguidance on 11/07/2006 8:52 AM

Adults taking bathroom breaks during a tournament bugs the daylights out of me.


If someones doing this, it is def stalling and they need a swift kick in the nuts! Â
But seriously, that is crap and they can hold it.Â

And if they have some kind of urinary disorder that makes them run to the bathroom, convince them to play poker, hehe

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Coquimbo - Chile / Italia

11/08/2006 8:21 AM  
If each palyer takes 30 seconds in each activation is 1 miniute per phase.
If each player have 8 activations has 4 phases and each player takes 4 miniutes.
Each Turn counts with 4 phases of ach player = 8 Phases = 8 Minutes
If Each round count as 8 Minutes ALL skirmish can take 7 ROUNDS in 56 minutes and the rest 4 for one final quick round

Round game is enough to take a good game...... I hope that this calculations can help to understand, How much is "Adecuated time for turn"?......

1 Turn = 30 sec
1 Phase = 2 Turns = 1min
1 Round = 4 phases per player = 8 Phases = 8 Min
1 Skirmish = Near 8 rounds = 56 mins



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11/08/2006 11:09 AM  
in competitive play,a match would not be more than 6 rounds.tier 1 matchups can be decided in 30 minutes

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Coquimbo - Chile / Italia

11/08/2006 11:16 AM  
I know a lot of USA players thats play soo slowly........ not few........all players of the Hobby center play like that. I use to play soo quick about 30 miniutes.

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11/08/2006 3:29 PM  
Posted By delguidance on 11/07/2006 8:52 AM

Adults taking bathroom breaks during a tournament bugs the daylights out of me.

You know what would cure this?  Tag team DDM.



Would quietly peeing a puddle on the floor beneath the table be more to your liking?

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11/09/2006 1:40 AM  
Careful you don't drive people from the game.Â

I came out to a pre-release recently and got accused of stalling and it left a really bad taste in my mouth.

Thing is I was playing for fun and even gave the opponent choice of map and map side.  The game went slow as we had a lot of rules questions... both of us were rusty and were both playing slow.  The difference was that when it was my turn he was very impatiant and perturbed.   Â

He played badly and I beat him soundly.  Then he complained at the end that I took too long during my turn...implying that if the game went longer he would have won.  When in fact if the game went longer I would have taken almost all his pieces.Â

Well hell...if I was so intent on winning I never would have given him his choice of map and side even!  I was there for fun.

And another thing...not everyone runs directly into melee.  That makes a quick game but some people play a more tactical game that might frustrate a hyper individual.Â

So though I don't play often I'd be for a clock.Â

Because in this case the guy took what ever time he needed for his turn...yet had no patiance for my turn.  Then blaims me because he lost by over 100pts.

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11/09/2006 2:02 PM  
Posted By Foo Fighter on 11/09/2006 1:40 AM

Then blaims me because he lost by over 100pts.

~Foo Fighter~

Well - to be fair, it is your fault he lost by over 100 points...Â

Seriously though - as the game gets played more widely there are going to be clashes between people who are going to take it very seriously and those that really could care less.

I think it is important to regulate timely play, but it is very difficult to do.  In chess, it makes perfect sense to use clocks for each player's turn, but it isn't quite as clear in DDM.  Here are a couple examples:

1.  You hit and rout one of my creatures.  There are multiple routes he could take towards the exit.  I now have to take some sort of action during your turn.  What if I count out all the different possibilities?  sometimes this can take even as long as a minute or more...  whose clock should be running?

2.  I confuse one of your creatures and you roll that it is under my control when you try to activate it.  It counts as your activation and it's on your turn but should it be your clock running when I decide what to do with him?

I'm sure we could come up with many other situations as well.  If you're going to enforce something like clocks for each player, all of these issues have to be dealt with first.

At present, I think the current method seems to work fine.  It is left up to a judge who must decide if a penalty for slow play must be taken.


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11/10/2006 11:04 AM  
@md3 - I have done this myself on more than one occasion, but it usually only takes me a few minutes and not five to reach that decision.  Sometimes a player needs to make sure all his guys are safe before he passes to you, because if he counts and discovers you could reach him he might decide to go first.  That said, five minutes is way too long.

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11/10/2006 6:16 PM  

As soon as you see delays taking place, warn your opponent that you're concerned.  If it persists, don't hesitate to tell a judge.Â

Even when this is not intentional, it can be a problem.  I played against a very inexperienced player in a recent constructed qualifier.  In that match, I positioned a piece to be sacrificed in turn 1 so that I could draw his forces into a bad position and overcome them before they could reunite.  Unfortunately, my foe played so slowly in the first round that we barely made it into the second round when time was called.  I managed to kill one of his pieces in that turn without takibng any further losses.  The other player wasn't trying to delay.  He was just being new and cautious... but the loss on my record would have been the same.


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11/12/2006 11:45 AM  

Careful you don't drive people from the game.

I came out to a pre-release recently and got accused of stalling and it left a really bad taste in my mouth.


I second the motion, eventhough I have been a casualty of slow play. I put my opponent into check, He had very fiew options to chose and the game was very close. If he completed his last activation we would have started another round before time was called. He systematically ran through every move his last piece could make with a wopping speed four. It seemed like hours, but it may have been 3 to 5 minutes. His hesitation was what caused me the game, I had him cornered, and none of his creatures could do enough damage to remove the threat even if I lost initiative.

The game was well played all up until that moment. It was very close. Was he really stalling? Where do you draw the line. At that moment, I was itching to roll initiative. Unless you were watching the game up until time was called, who would know? If I had played a little differently, I would not have gotten myself into that situation. Maybe if I used a different strategy the match would have been more favorable, and it would not have come down to the last few moments. I learned a lot from that match.

I rather keep the game friendly. I like playing the game wether I win or loose. Loosing too much can be a drag, but it can be cool to loose to someone you have just taught. I think of it as recruiting another adict (ahem)... player who will want to make trades.


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11/13/2006 8:04 PM  
I think the match should be allowed slightly more than an hour.

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11/14/2006 6:55 AM  
Posted By Sirohk on 11/08/2006 3:28 AM
Posted By Low Key on 11/07/2006 10:16 PM
Well, theres always the idea about using one of those 1 hour clocks used in chess matches. Someone brings up that topic every now and then.


Nooooooo!  You had to bring it up again.  Chess clocks are not the answer.Â


Inevitably there are new players learning the game who play slow.Â

And then there are others who just play slow.  Counting every square, calculating every move.Â

And then there are those who play slow specifically to win a game.Â


The first two groups are goona happen and we can handle them.  The last group of folks are very few, but these are the ones that we need to weed out.Â



1) New players don't actually know enough about the game to gain anything by playing slowly.

2) Slow players can loose (they would in chess). And they would in a real war (instead of a wargame)

3) As for deliberate cheats. Whats the poker saying "a smith & weston beats five of a kind".

Chessclocks however won't work for ddm, there are too many opponents re-actions during a players turns (moral checks, route movement, AoO etc)
Possibly if the rules were altered;
Morale checks made by the phaseing player (for both players figures). A D20 is a D20 it should be equally random whoever roles it.
Rout movement is conducted by the phasing player (it's supposed to be automatic after all)
And a rule change on AoO so that the phaseing player rolls it.
Remove every decission by the non-phaseing player & have the phasing player roll every dice. And you could use chess clocks.  But not otherwise.

Posted By Foo Fighter on 11/09/2006 1:40 AM
Careful you don't drive people from the game.Â



Actually, I'd prefer rules which "drive" cheats out of the game.

The cause of this problem, is that the DCI floor rules insist on awarding a victory to one or other player. no matter how marginal their lead or incomplete the game is. i.e. the DCI floor rules activly reward stalling.


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11/14/2006 8:36 AM  
As soon as you see delays taking place, warn your opponent that you're concerned. If it persists, don't hesitate to tell a judge.


Definatly communicating is a good idea...but by what measure are you claiming delays? Without an objective measure your complaints are just a subjective observation and will serve to pressure your opponent. Maybe you are an impatiant person.

In my case, it seemed that to my opponents impatiant mind, that ANY time I took to move was too long. The guy was very hyper. 

Thing was he did NOT move very quickly himself or have a sense of urgency when it was his turn. We both played slowly and the game went at least 5 full rounds. I think you'd agree that 5 rounds is slow but not outrageously slow.

That's the point...subjective vs. objective. If a person has a significant issue with play speed of others they should be timing themselves and welcome a play clock.

Also, different rounds or entire games play out at different speeds depending on if there is a lot of tactical movement or if there is a lot of rolling and slugging. So one or two rounds might play out very slowly followed by a couple that go quick. Shrug.

A tactical game with a lot of movement (as I was engaed in) will seem slower than a roll-roll, hit-miss, melee slug fest.

So if time is of the essence both players need to be held to the same standard and the criteria for slow play shouldn't be one players opinion.

I'm taking my own clock next time just for my on information...I'm not having a bad experience due to another poor sport that loses big-time then complains about time.

~Foo Fighter~

A Repo man is ALWAYS intense.

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11/14/2006 12:11 PM  
Posted By XAos on 11/14/2006 6:55 AM
Posted By Sirohk on 11/08/2006 3:28 AM

Posted By Foo Fighter on 11/09/2006 1:40 AM
Careful you don't drive people from the game.Â



Actually, I'd prefer rules which "drive" cheats out of the game.

The cause of this problem, is that the DCI floor rules insist on awarding a victory to one or other player. no matter how marginal their lead or incomplete the game is. i.e. the DCI floor rules activly reward stalling.



So true.


Cheating is unacceptable and should be handled harshly and immediately (roughly in my neck of the boondocks).

It is the DCI floor rules that reward stalling that are an issue.


Stalling, is not, however, cheating. The game was designed as a timed event so timing is a factor. While I have never played at GenCon slow play is a frequent standard there by many reports. This is a natural factor in many competitive events. Stalling is a regualr part of football for example.


New players play slow, hoping to see something they might otherwise be missing. As an experienced player, I indulge them in this as I want more people to play with. If they push past 4 minutes on a turn I will break protocol and "suggest" a move or a possible gambit. I then respond with what my most likely reaction is. In a tournament I would suggest quietly they just get on with it.


When experienced players play slow, I get irritated. Some folks however are just slow. Angelfire era Chraal bands were notoriously slow. The pilots were constantly checking to make sure their commanders weren't being overexposed. This is a fact of the game.


As a judge, I will warn players playing very slowly to pick up the pace. If a game isn't up to round 4 by the 40 minute marker I will point out that the dragging is ridiculous. I will also add time to a match if it is obvious that one player is deliberately stalling.


As a player, I will accept some stalling, to a point. If however I catch some one dragging it out deliberately I start nagging. Then I call a judge. Sometimes however that does not work. After nagging, comes berating followed by outright insinuations about my opponents intelligence. It is bad sportsmanship to be sure. *Insults are a part of gamesmanship in certain sports* and I will use all of the tools at my disposal when confronted by a bad sport. I was very good at drawing offsides penalties as a defensive back once, a skill I still dip into from time to time. Only one player in my DDM experience ever warranted the above action. He was guilty of the above; count every move twice, get up for a soda, and hit the head mid game. He complained that I was threatening ( I was). Afterward I dropped myself and offered to help the judge keep an eye on time. (He declined) I stayed to watch the rest of that opponents matches (quietly), he continued his behaviour to the finals where an Archmage put a sword on his biggie ending the game.

While I despise it, point denial and stalling are part of DDM. The developers are aware of it and consider it a problem. This is likely the reason that the "speed 2" rule went away. Oddly the only people to complain about this in my earshot were the most notorious stallers. Part of the game is figuring out how to handle these matchups.


Temsry showed 2 examples of why chess clocks are inadequet. Though one sitting on the table would be a psychological nudge to some. Some turns take longer than others, Hextor and the Marilith roll several times in an attack action for example. Speed 4 dwarves take a while to actually get into a fight. Some maneuvers require careful counting of squares to set up right. Players should not be penalized for not playing whatever superfast straight beater squad is in vogue at the moment.


If you play fast ( I do ) be aware that some folks are more deliberative than you.


At present 2 minutes a phase is more than enough time. I would be wary of artificial time constraints however, as they may prove inadequet in a great many situations.


It may be up to the judges ultimately to eliminate stallers. Either by DQing them or assigning penalties point wise for slow play. I do not believe that DCI really offers that option however. Perhaps a minimum round requirement could help. What that would do to big tournaments is a potential nightmare.
 

 

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Aravar
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11/15/2006 4:45 AM  

Having all dice rolls made by the active player and using chess clocks seems to me like a very good idea to stop stallling.

It would no doubt be controversial in some respects: we'd probably end up having only dice porivded by the tournament organiser allowed, probably shaken in clear plastic boxes to avoid actual player contact (I'm only half joking). However that to me would be better than the kind of game where one person takes ages over his moves.

Anybody with half a brain should, IMO, have an overall idea of their strategy for the round (if not the game). I've never understood players, in DDM and in other games/wargames who seem to need to react afresh to every new situation. I can understand it when something really unexpected occurs either becuase of an outlandish move or a lucky dice roll, but not every single turn. 

 

 



XAos
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11/15/2006 6:57 AM  



Stalling, is not, however, cheating. The game was designed as a timed event so timing is a factor. While I have never played at GenCon slow play is a frequent standard there by many reports. This is a natural factor in many competitive events. Stalling is a regualr part of football for example.
DDM is not american football. Which requires a huge team of unpires to keep track of everying, including all the timing rules. ddm cannot afford one umpire per game let alone a whole team of umpires for each game.

And Stalling is specifically defined as cheating in ddm (because DCI says so)

The fact that you don't even realise it's cheating, pretty much proves that DCI need to tighten up the rules on this subject.

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CIUDAD DE PANAMA, AMERICA CENTRAL, EL CARIBE

11/15/2006 9:36 AM  
Just for pure factoids:
let´s say that in a 200pts constructed game, the players use 8 activations each, and the average play in an hour of equally experienced playesr is 10 rounds.

so each player has 4 turns per round. That would be 80 turns in 10 rounds or an hour game. Then by dividing 80 between let´s say 45 minutes, because in the early rounds the players decide faster how to move the figs.That will give an average of 1.77 that could be resume in 2 minutes at most per turn in any given round.

That will be the ideal timing of a game, but still it could be more because warbands have less activations or less time because your opponent decide to use a horde zombie band.


Dude, becareful with that Axe...

-Icharius
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Forums > Dungeons & Dragons Miniatures > D&D Minis 2.0 Skirmish Discussion > Should there be a time limit on a players turn?



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