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elder_basilisk Sergeant
 410 Posts




 | | 07/01/2006 4:16 AM |
| A lot depends upon where the 30 seconds are and what the warbands are. In some matchups, moving two fodder pieces on the first round of the game is not a big deal, however, if my opponent has an arcane ballista or an elf pyromancer on the table, I can guarantee you that I am going to be very careful about where I move two "fodder" pieces on the first turn of the game. Unless I'm running SWarm (which has no fodder pieces), I need to consider where my opponent could move to gain LoS to one mini but not the others, how my minis are set up for the area effect attacks, and how the really obvious nearest friendly targettings are likely to work out.
It's very different if I'm facing marut+coatl, LE quad, or even Rikka snake eyes.
Lines of sight are an order of magnitude more complex than movement and attacks. Expecting the same speed when playing against (for instance) arcane ballista as quad helmed horror is ludicrous.
quote: Originally posted by IanB
I can tell you exactly where this example falls apart for me - taking 30 seconds on non-important activations seems very slow to me. That's 1 minute to move two fodder pieces on the first turn of a game? I can deal with a minute for a crucial move, but I expect non-important activations to go faster than you describe, personally.
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| Wayne Underboss
 1371 Posts




 | | 07/01/2006 4:33 AM |
| quote: Originally posted by elder_basilisk Expecting the same speed when playing against (for instance) arcane ballista as quad helmed horror is ludicrous.
Absolutely. And of course the player likely to be called for slow play had no control over whether his opponent would pick pieces that require that kind of careful positioning. (In other words, there's a difference between being called for slow play because you brought an Archmage, and being called for slow play because your opponent brought an Archmage.) | | Jeff "Wayne Laredo" Wilder | Email | Have/Want List | Trade Policies | Are You an Ethical Trader?
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|  Vrecknidj Warlord
 10445 Posts


 United States
 | | 07/01/2006 8:42 AM |
| Several people have indicated that they like the idea of round markers (and many of them have also said they think round minimums are a bad idea). I agree with both. And, given how many maxminis members there will be at things like the Grinder and the championship, we could actually make up and bring our own markers and use them. Let the judges decide for themselves whether they find them to be useful. Take a page from Francis Bacon and use empirical analysis to determine what course to eventually take. Heck, since so many of us are judges, we could do this at the maxminis Sealed event and decide for ouselves if we like it. Or, we could bring a bunch to the next few events we judge, use them, and see how we like it. I don't believe there's anything in and of Ian's posts that says "judges may not bring handy tools to help them keep track of things," or "judges may not ask playes to use those handy tools."
Some people have said they don't like threads like this because they don't resolve anything (or, they have other reasons for not liking slow-play threads). I do think they're useful. Since the last time we had one of these, quite a few of us have played a few dozen more (or a few hundred more) games, and so have an evolved opinion. Further, many, many people have added maxminis to their favorite places to dwell since then, and have the benefit of watching this issue get chewed up. It may be old news to many here, but it's a brand new thing to some, and it's good, I think, for them to watch the experienced players (esp. those who are also judges) give their reasons for their claims.
Dave | | Knowledge Arcana editor issues 5-9, Phoenix Lore Magazine editor, assistant editor for Rite Publishing; My Trade Thread and My Reference Thread; Winner of WBC IV, IX and XIII; Rule #0: bshugg is always right! | |
| tahjn Sneak
 142 Posts




 | | 07/01/2006 8:39 PM |
| OK I have a quick question and I dont mean to hijack the thread or anything and the answer is probably slapping me in the face right now but, Do you go to points before time is called to determine who wins or are you supposed to go to time and then go to points unless the other player concedes. I kind of need to know because I ahve run into the situation before where my opponent hit 200pts right before my activation and declared him the winner when if I had had the chance to activate I would have wiped out the rest of his band(unless I rolled four 1's in a row which is not likely but possible.) If its in the floor rules just give me the section number.
Also around here there has been a massive inflow of new players so alot of my more recent games haven't gotten as many rounds because of the other player not being absolutely familiar with the rules. In this case I think a game that has to go to a certain number of rounds would be frustrating to someone trying to learn the game(there are enough rulings, erratas and idiosyncracies to the game and each individual mini to learn to frustrate most people as is.) | | | |
| Dral Skirmisher
 29 Posts




 | | 07/04/2006 10:11 AM |
| quote: Originally posted by tahjn
OK I have a quick question and I dont mean to hijack the thread or anything and the answer is probably slapping me in the face right now but, Do you go to points before time is called to determine who wins or are you supposed to go to time and then go to points unless the other player concedes. I kind of need to know because I ahve run into the situation before where my opponent hit 200pts right before my activation and declared him the winner when if I had had the chance to activate I would have wiped out the rest of his band(unless I rolled four 1's in a row which is not likely but possible.) If its in the floor rules just give me the section number.
Also around here there has been a massive inflow of new players so alot of my more recent games haven't gotten as many rounds because of the other player not being absolutely familiar with the rules. In this case I think a game that has to go to a certain number of rounds would be frustrating to someone trying to learn the game(there are enough rulings, erratas and idiosyncracies to the game and each individual mini to learn to frustrate most people as is.)
Tahn, it's first to 200, or whoever has the most points when time is called | | | |
| Urban Druid Warrior
 253 Posts




 | | 07/04/2006 10:40 AM |
| quote: Originally posted by Dral
Tahn, it's first to 200, or whoever has the most points when time is called
Just wanted to nit-pick by saying that this isn't entirely accurate. According to the Floor Rules, Victory Conditions are checked at the end of each creature's activation (turn) and at the end of each round. A player with 200 or more points at any of these times wins immediately unless his opponent is also at 200 or more points, in which case the game decision goes to tie-breakers.
If time is called during a play round, the game does not end immediately. Instead, play continues until a Victory Condition is met at an appropriate time or until the round ends, whichever happens first. The expiration of time does not prevent you from finishing out the current round by itself. | | *This post was recorded before a live studio audience* | |
| Shivan Darkeyes Warrior
 266 Posts




 | | 07/04/2006 1:55 PM |
| After reading this whole thread through I wanted to weigh in on this issue.
1. In the last qualifer season exactly 2 of my games went to time and I LOST this game. One was against Jason Singerland at Niles. The game went at least 8 rounds and I personally felt like the game took a very long time to resolve because neither of us were engaging the other side. I did not feel that this game was an example of slow play or stalling. Remember that out of 15+ games only two went to time and we had over 8 rounds in one of the games. The other game I will discuess below.
2. Occasionally during a game it has taken me over 2 minutes to move a piece. This is fairly rare, but it DOES occasionally happen. I played Chess before I played DDM and in Chess one took time to consider possible counter moves that an opponent can make to any move that you make. This is a very helpful strategy in DDM and almost all of the best players do this. The farther into the future you consider the possibilities the longer it takes to make a move thus at certain key points in the game MORE TIME IS NEEDED TO MAKE A MOVE!!!!
3. One of the things that makes be VERY VERY ANGRY about the DDM community, especially the judges right now is the supposed "consensus" on what slow play is. Judges CLAIM that it doesn't matter the complexity of the board position when determining the amount of time a player has to make a move. As I have stated in other threads I believe this standard is ASSININE to the EXTREME. People that claim that it takes the same amount of time for every move make me wonder if they have ever played a game of DDM in thier lives. Certain moves take longer. Period. I am a fast player, some of my "less important" activations (NOT NESSICARILY FODDER... fodder moves can be important too!) can take me as little as 2-3 seconds to make because I had considered them on my opponent's turn reducing the time I had to think about the move. If a player was within the guidelines of the rules to take 20-30 seconds to move EVERY PIECE in my mind this would certainly be stalling or at the very least slow play.
To my chagrin the PROMINANT judges of the DDM community are coming down (at least on the forums) on the OPPOSITE side of this issue. These judges claim with the heralding of trumpets, bells, and whistles, that all activations should take the same amount of time and that the COMPLEXITY OF THE SITUATION DOESN'T MATTER. This on the one hand opens the door WIDE WIDE open for slow play and stalling while at the same time arbitrarily shortens the amount of time a player has to make a legitimatly time consuming choice.
In my final round at Niles my opponent considered one move for FIVE MINUTES before finally making it. He lost the game because of this move because he improperly evaluated the situation. To claim that a player shouldn't have a good amount of time (2-3 minutes) to make a game changing move like this one is a travesty and if enforced on a consistant basis would certainly cause me to leave the competitive DDM community. I'm not saying that my opponent should have had 5 minutes like he did, in fact this situation was one of the two times during the whole tournament that I asked a player to speed up his or her rate of play, but I AM saying that the if the stupid rule of "complexity of game state doesn't matter" was enforced here it would have been a grave injustice upon this player.
4. Everyone rags on Chess Clocks. They claim that the clocks couldn't be effectively used in a game, but I want to know how many people have actually tried to use them. I have tried them out in a few games with my friends and they have worked PERFECTLY. I will go through the reasons I have heard against chess clocks and refute them one by one.
O1) Chess Clocks are too expensive.
A1) Allow the useage of Chess Clocks to be OPTIONAL. Any player has the option of registering a Chess Clock for use in the tournament when he or she registers his or her warband. If this option is taken that player must use the clock in every game he or she plays in. If both players bring a chess clock they can roll to see whose chess clock is used. Players cannot decline to use a Chess Clock if thier opponent provides one.
O2) DDM is different from Chess the turns are "interactive".
A2) This is not as large of an issue in practice as people claim it is in the abstract. It is usually VERY obvious which player "has priority" during a game.
Player 1 is moving a piece. (Player 1 has priority) Player 2 is rolling a die. (Player 2 has priority) Player 2 is writing damage on a card. (Player 2 has priority) Player 1 asks a question of player 2 on player 2's turn (Player 1 has priority)
Some might say "but what if player 2 takes a long time to answer the question"? If this happens a judge can be called over and the clock can be stopped while player 2 answers the question, additionally, if player 2 on multiple occasions "takes too long" to answer the question that play can receive a warning or match loss under modified stalling rules.
I don't think Chess Clocks are the greatest answer to the problem, but they are 1,000,000,000 times better than the current policy of "Complexity of the situation doesn't matter" standard. I THANK GOD every time a judge willfully ignores this rule (which happens all the time).
Judges only ignore rules when the rule is obviously dumb or when the judge is ignorant of the rule's existance. The complextity doesn't matter rule is obviously dumb. | | 13th Place at the 2005 DDM Championship in GenCon | |
|  Wrackspawn ChristopherGroves Warlord
 6093 Posts




 | | 07/04/2006 2:22 PM |
| quote: 3. One of the things that makes be VERY VERY ANGRY about the DDM community, especially the judges right now is the supposed "consensus" on what slow play is. Judges CLAIM that it doesn't matter the complexity of the board position when determining the amount of time a player has to make a move. As I have stated in other threads I believe this standard is ASSININE to the EXTREME. People that claim that it takes the same amount of time for every move make me wonder if they have ever played a game of DDM in thier lives. Certain moves take longer. Period. I am a fast player, some of my "less important" activations (NOT NESSICARILY FODDER... fodder moves can be important too!) can take me as little as 2-3 seconds to make because I had considered them on my opponent's turn reducing the time I had to think about the move. If a player was within the guidelines of the rules to take 20-30 seconds to move EVERY PIECE in my mind this would certainly be stalling or at the very least slow play.
I don't think there's consensus right now ... that's why this discussion is still happening 5-pages after it started.
The complexity of the board situation and bands are absolutely important in determining the overall speed of play.
Let me ask a question ... if I could build a band that I could nearly guarantee to win as long as the game went two rounds or less and I didn't make mistakes would that be a good thing for the game? I'd have to play slow to ensure I didn't make mistakes. Now, keep in mind - I'm not trying to stall ... I'm playing slowly ... maybe over the course of the first 30 minutes we complete one round but I make literally hundreds of notes, etc. I've marked spaces where you could show up on a small map I have with me, computed exact odds for certain situations, etc. Each decision or note I'm making quickly - no stalling - but I'm making a huge amount of them and I'm doing so two or three rounds out ... odds, position of all pieces, expected damage, etc.
Would folks here consider that slow play? | | Triangle DDM Skirmish Group | My Email | 45-ish trades and counting | Stuff for Trade * * * Show your brother some love and click here * * * | |
| Shivan Darkeyes Warrior
 266 Posts




 | | 07/04/2006 2:46 PM |
| I think everyone would certainly consider that slow play, but slow play is inherently subjective. What one player thinks is "taking an acceptable amount of time" another might view as "clearly stalling".
Time is a RESOURCE. Each player should be given the same amount of that resource and should have the ability and opportunity to use that resource however he or she sees fit. When judges interfer with that, ESPECIALLY if that interference is based on an abstract principle that may or may not relate to other components of the game one player gains an unfair advantage, especially if a match loss occurs.
This is why I am in favor of Chess Clocks. They might have problems, but they are the fairest way considered so far to allocate the resource of time. | | 13th Place at the 2005 DDM Championship in GenCon | |
| Felagund Sergeant
 922 Posts




 | | 07/04/2006 3:57 PM |
| quote: Originally posted by Shivan Darkeyes
This is why I am in favor of Chess Clocks. They might have problems, but they are the fairest way considered so far to allocate the resource of time.
I disagree. If chess clocks are optional, those who play with chess clocks will have a significant advantage over those who do not. Managing the clock is a skill unto itself.
Chess clocks would create far more problems than they solve. | | Champion of Gnomes | |
| Shivan Darkeyes Warrior
 266 Posts




 | | 07/04/2006 6:00 PM |
| You don't give any problems with chess clocks in your post besides
"People that want to use chess clocks will be better with them"
This, in my opinion is a really really silly arguement. Your claim is that people that take more time to make there moves will be at a disadvtange over the other player, yet in the rest of this thread you claim that these same players should be given a warning or MATCH LOSS for an arbitraily determined "slow play standard set by a judge based on nothing more than whim.
Chess clocks provide a set amount of time that the player knows he or she has, they are substancially better than the player having no idea if a particular judge on a particular day is going to enforce slow play rules or how the judge is going to enforce slow play rules.
You say players that bring chess clocks will have an advantage over those that don't because the player that brings the clock will have more practice with it? I say: Good, that means that player has been "practicing" to not play too slowly.
In any sort of game there will be a certain threshold of money spent= better at the game. It happens all the time right now. The player that can afford to purchase multiple helmed horrors can elect to play that band, while a player that does not have the money to buy these figures has his or her options constrained. The advantage gained from practicing with a clock would be negligible if the player plays at a good rate anyway, the only players that chess clocks would hurt (i.e. the only players that would need to PRACTICE with the clock) are the ones that play too slowly anyway. | | 13th Place at the 2005 DDM Championship in GenCon | |
| Dagni Sergeant
 870 Posts




 | | 07/04/2006 7:48 PM |
| I would love to see chess clocks used. That would be so awesome.
And, remember, many, many players in these kinds of threads chime in with... 'my games never go to time, I always finish with 15 min left on the clock' or 'is this even a problem? I don't know of anyone that fails to get a good number of rounds in'
If that's the case, then the chess clock won't matter anyway.
I think that I would possibly be in favor of a normal, strict enforcement of chess clocks. That is, when one person runs out of time, he loses the game. I believe that's the normal penalty in games with a clock. However, I know many people would NOT be in favor of that. By weakening the strict power of the chess clock, you truly wouldn't get anything that hasn't been proposed by many people in this thread already - only you'd get a more fair penalty, because it wouldn't always be applied to both players unfairly.
This is the proposal, then, to allow chess clocks to help in tournaments without allowing them to redefine tournament play completely.
1) As Shivan stated; use of a chess clock is optional. If either player brought and registered a chess clock with his warband, a chess clock must be used. If neither player registered a chess clock, one cannot be used. 1b) Tournament organizers may optionally provide 1 chess clock for every two players, and require every game to use a chess clock. Likewise, organizers may provide chess clocks for the single-elimination portion of the tournament, and require their use in the finals games. 1c) A judge may require a player or players that have received a slow play Caution to use a chess clock at the start of any or all later matches, so long as the judge provides a chess clock.
2) Each person is given 30 minutes. When one person runs out of time, a judge must be called over. He evaluates the state of the game, including the amount of time left on the other person's clock, and may give a Slow Play warning to one or both players, based upon very specific guidelines. That guideline could be as simple as a 6th round minimum. Generally the Slow Play warning would only be given to the player whose clock ran out, but, for example, if it's only round 4 and the other clock shows less than 2 minutes left, then it would be reasonable to give both players a Slow Play warning.
3) From that point on, the chess clock no longer has any effect on the game.
-----
The above guideline could be more specific than a 6 round minimum. Obviously the goal would be EXACTLY what we've been talking about in this thread. If one player has taken more than 30 minutes, and it doesn't look like the game will reach a satisfactory resolution, that player is guilty of Slow Play.
Likewise, rule #3 would be improved slightly, though adding a little complexity, if the chess clocks were still used even after both players played in a timely manner and reached round 6 or round 7. For example, one player runs out of time with 20 min left on the other person's clock, and with the game in round 6. That's acceptable. Add 10 minutes to both clocks, and a guideline that by the time 40 min has run off of one person's clock, the game should be at round 8 minimum.
- Dagni | |
Proud member of the GRUUMSH fan club! | |
| neilasaurus Sneak
 134 Posts




 | | 07/04/2006 9:04 PM |
| | The problem with chess clocks is that other players do stuff during your activation. They could just take 30 minutes to decide what the shortest route for their fleeing creature was. In chess when its your turn your opponent doesn't get to do anything but think about his next move. | | | |
| Dagni Sergeant
 870 Posts




 | | 07/04/2006 9:53 PM |
| Neilasaurus, Shivan already covered that argument.
quote: Originally posted by Shivan Darkeyes
O2) DDM is different from Chess the turns are "interactive".
A2) This is not as large of an issue in practice as people claim it is in the abstract. It is usually VERY obvious which player "has priority" during a game.
Player 1 is moving a piece. (Player 1 has priority) Player 2 is rolling a die. (Player 2 has priority) Player 2 is writing damage on a card. (Player 2 has priority) Player 1 asks a question of player 2 on player 2's turn (Player 1 has priority)
Some might say "but what if player 2 takes a long time to answer the question"? If this happens a judge can be called over and the clock can be stopped while player 2 answers the question, additionally, if player 2 on multiple occasions "takes too long" to answer the question that play can receive a warning or match loss under modified stalling rules.
| |
Proud member of the GRUUMSH fan club! | |
| Lord_rock Underboss
 2019 Posts



 Portland OR
 | | 07/04/2006 9:56 PM |
| 6 is my choice in number...never being one to play slow myself i can't say many of my games go to time or if they do they are in the 8-9 round ish... more mistakes are probably made but lack of practice since i play a lot of sealed is more likely the cause of these...
as far as enforcement...death slaads are the only band i have seen that i came close to calling stalling... get hit, deadly rend, get hit, run away and regen...decent play strategy but the whole get ahead on points and stall techinique probably is my worst pet peeve... that and people not having thier own dice or counters!!! anyway...
without making a big new ruling i don't think game play is getting sped up...with 12 fig limit i was still getting in 6-10 rounds...the games just didn't go to conclusion often... now they do and average rounds are probably 1 up...
tough question without much of a real answer...but it would be nice for a general consensus to be met... if everyone knows what is expected or what everyone is shoooting for you're more likely to get it unless your stratagy is to stall...in which case you probably don't care about the game and community much at all anyway and why are you still reading this at this point?!?!?
| | Rock Bottom Pricing: Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless | |
| Felagund Sergeant
 922 Posts




 | | 07/04/2006 10:40 PM |
| quote: Originally posted by Shivan Darkeyes
In any sort of game there will be a certain threshold of money spent= better at the game. It happens all the time right now. The player that can afford to purchase multiple helmed horrors can elect to play that band, while a player that does not have the money to buy these figures has his or her options constrained. The advantage gained from practicing with a clock would be negligible if the player plays at a good rate anyway, the only players that chess clocks would hurt (i.e. the only players that would need to PRACTICE with the clock) are the ones that play too slowly anyway.
The difference is that if I can't afford Helmed Horrors, I don't have to use them. I can build another warband. If I can't afford a chess clock, I'll still have to use one if my opponent shows up with it. Furthermore, I'm fine with spending money on more minis. I like minis. We all do. I'm not eager to drop $40 on a stupid clock.
Would I buy one if it were required? Probably. If I were a teenager (or anybody else on a budget) looking to get into the game, would it deter me? Probably.
In regards to Dagni's proposal, how is that superior to the idea for round markers? It seems to me like both suggestions reach the same conclusion. One of them requires everybody to purchase chess clocks and serious changes to be made to the rules of the game, while the other doesn't.
Now let's say we're going with the optional chess clock variant. If somebody is repeatedly a slow player, odds are good that they haven't brought their own chess clock. So unless they're continuously facing people with chess clocks, these rules really don't do anything to address the situation. | | Champion of Gnomes | |
| Dagni Sergeant
 870 Posts




 | | 07/05/2006 1:33 AM |
| quote: Originally posted by Felagund
quote: Originally posted by Shivan Darkeyes
In regards to Dagni's proposal, how is that superior to the idea for round markers? It seems to me like both suggestions reach the same conclusion. One of them requires everybody to purchase chess clocks and serious changes to be made to the rules of the game, while the other doesn't.
Not at all. With the round markers, some people have advocated the suggestion that BOTH players get a Slow Play warning if the game has not reached a certain point by an hour. Other than the cost of the chess clock, I see the chess clock version as being in EVERY way superior. You have a penalty given to the one person who was slow. The only other solutions I've seen penalze both or neither.
Likewise, some of us think that serious changes NEED to be made to the rules of the game. However, I wouldn't characterize my suggestion as a serious rules change. My version would be actually quite simple to implement, and wouldn't have any adverse effect on a fast player who did NOT buy a chess clock.
[quote]Now let's say we're going with the optional chess clock variant. If somebody is repeatedly a slow player, odds are good that they haven't brought their own chess clock. So unless they're continuously facing people with chess clocks, these rules really don't do anything to address the situation.
Because and only because of the expected backlash of people who are strongly opposed to chess clocks, this measure won't 100% fix EVERY Slow Play problem by itself. That doesn't make it a bad rule.
Let's say you don't buy a chess clock, and don't practice with a chess clock. Under the proposed guidelines I suggested, do you think that this would adversely affect you somehow?
- Dagni | |
Proud member of the GRUUMSH fan club! | |
| Gnolaum Sergeant
 854 Posts




 | | 07/05/2006 11:14 AM |
| quote: Originally posted by Shivan Darkeyes 3. One of the things that makes be VERY VERY ANGRY about the DDM community, especially the judges right now is the supposed "consensus" on what slow play is. Judges CLAIM that it doesn't matter the complexity of the board position when determining the amount of time a player has to make a move. As I have stated in other threads I believe this standard is ASSININE to the EXTREME. ...
To my chagrin the PROMINANT judges of the DDM community are coming down (at least on the forums) on the OPPOSITE side of this issue. These judges claim with the heralding of trumpets, bells, and whistles, that all activations should take the same amount of time and that the COMPLEXITY OF THE SITUATION DOESN'T MATTER.
There is no consensus,as evidenced by this thread. To be clear, no Judge, not even Guy, has ruled that the complexity of the situation does not matter, but the Universal Tournament Rules has:
quote:
43. Slow Play Players must take their turns in a timely fashion regardless of the complexity of the play situation. Playing too slowly or stalling for time is not acceptable. If a judge determines that a player is playing excessively slowly at any point during the tournament, the responsible player will be subject to the appropriate provisions of the DCI Penalty Guidelines.
How many of you actually right down an keep track of the current score. These are the only people that Chess Clocks would be feasible for. Even then there are complications.
As to your solution regarding turn interactivity, it may make sense when you talk about it, but try and sit down and right out the rules for determining who has priority. Such a document would be similiar in complexity and nearly as long as all the current rule sources.
What I don't understand is how there is a difference between chess clocks and a minimum round requirement. Both enforce the resolution of the game in a timely manner, and put limits on how much time a player has to think. Except that one adds alot of complexity to monitoring, and the other is nearly trivial.
Given what has been said by [R&D] that pieces have been specifically designed under the assumption that games will consist of a minimum number of turns (think Archmage). Given this I think it is perfectly reasonable to enforce a minimum turn requirement. Both so that figures work as designed, and for the fun and enjoyment of the players.
It has been pointed out that a certain style of play (i.e. keep away), will result in fewer casualties, and thus fewer turns played. This, too a point, is a perfectly reasonable style of play, and so any minimum turn requirement should take into account that there may actually be no pieces lost.
Suppose we count setup as a round, and settle upon 6 as the minimum number of playing rounds (so 7 including setup). With a 60 minute match, assuming each player has 8 activations, and that no activations are lost at any point. Yes it is possible to have more than 8 activations, but it is also extremely likely that something will be killed during the course of play, so I feel this is reasonable.
So (60/(8+8))/7=32s. So that give each player an average of 30s per activation. Keep in mind this is the average. If 4 activations in a round are unimportant and can be easily complete in 5s, then this leaves an average of 55s for each of the important activations. Suppose 3 of those are completed in 30s, that leaves 2 minutes and 10 seconds for the crucial activation.
I feel that is more than reasonable. | | My online store http://store.hoardsters.com Use quick search to see scans of every stat card! | |
| Gnolaum Sergeant
 854 Posts




 | | 07/05/2006 11:29 AM |
| quote: Originally posted by Dagni That guideline could be as simple as a 6th round minimum. Generally the Slow Play warning would only be given to the player whose clock ran out, but, for example, if it's only round 4 and the other clock shows less than 2 minutes left, then it would be reasonable to give both players a Slow Play warning.
The above guideline could be more specific than a 6 round minimum. Obviously the goal would be EXACTLY what we've been talking about in this thread. If one player has taken more than 30 minutes, and it doesn't look like the game will reach a satisfactory resolution, that player is guilty of Slow Play.
This shows to me that Chess Clocks are completely extraneous and an unnecessary complication. They are basically only being used as a tool to assign blame. Yet with every other incorrect rules situation that has lead to an invalid game state, it is the responsibility of both players.
We can have the guideline, without the clocks, and, just like every other rule it is the responsibility of both players to see that it is followed. When one player does not follow it, call a judge. When both players do not follow it, then the guideline (minimum # of rounds, or whatever) kicks in, and both get a loss, or warning, or whatever. | | My online store http://store.hoardsters.com Use quick search to see scans of every stat card! | |
| Felagund Sergeant
 922 Posts




 | | 07/05/2006 11:45 AM |
| quote: Originally posted by Dagni
Because and only because of the expected backlash of people who are strongly opposed to chess clocks, this measure won't 100% fix EVERY Slow Play problem by itself. That doesn't make it a bad rule.
Nor does it make it a good rule. I'll ask again, how is this significantly better than the idea for round markers?
Your proposition is unnecessarily complicated, Dagni. Keep in mind that every game that is not finished by time will require a judge to come and analyze the situation, as one or both of the clocks will have run out. Compare this to a system in which judges can tell from across the room which matches they need to look over, at any point during the round. Now consider all the rules that must be added to regulate the use of chess clocks. None at all need to be added for the use of round markers, and at most, a sentence or two could be added to explain their use.
quote: Let's say you don't buy a chess clock, and don't practice with a chess clock. Under the proposed guidelines I suggested, do you think that this would adversely affect you somehow?
Yes, I do. Somebody who is unpracticed with a chess clock is unlikely to remember to switch the time as soon as they are done with their activations. They are unlikely to remember to switch the time when their opponent is rolling dice on their turn. In short, they are going to suck up time on their clock that should've gone to the opponent. Managing time on the chess clock is a skill that can and will affect the outcome of the game. As it has nothing to do with the skill involved in little plastic monsters and heroes killing each other, I would prefer to avoid including it in DDM if at all possible. | | Champion of Gnomes | |
| SYB Warrior
 328 Posts




 | | 07/05/2006 1:18 PM |
| quote: Originally posted by Felagund
quote: Originally posted by Dagni
Because and only because of the expected backlash of people who are strongly opposed to chess clocks, this measure won't 100% fix EVERY Slow Play problem by itself. That doesn't make it a bad rule.
Nor does it make it a good rule. I'll ask again, how is this significantly better than the idea for round markers?
Your proposition is unnecessarily complicated, Dagni. Keep in mind that every game that is not finished by time will require a judge to come and analyze the situation, as one or both of the clocks will have run out. Compare this to a system in which judges can tell from across the room which matches they need to look over, at any point during the round. Now consider all the rules that must be added to regulate the use of chess clocks. None at all need to be added for the use of round markers, and at most, a sentence or two could be added to explain their use.
quote: Let's say you don't buy a chess clock, and don't practice with a chess clock. Under the proposed guidelines I suggested, do you think that this would adversely affect you somehow?
Yes, I do. Somebody who is unpracticed with a chess clock is unlikely to remember to switch the time as soon as they are done with their activations. They are unlikely to remember to switch the time when their opponent is rolling dice on their turn. In short, they are going to suck up time on their clock that should've gone to the opponent. Managing time on the chess clock is a skill that can and will affect the outcome of the game. As it has nothing to do with the skill involved in little plastic monsters and heroes killing each other, I would prefer to avoid including it in DDM if at all possible.
I have a simpler solution. If some twit tried to pull a chess clock on me, I'd throw his precious chess clock out a second story window and hand him $40 and then play a REAL game of DDM.
-SYB | | | |
| Shivan Darkeyes Warrior
 266 Posts




 | | 07/05/2006 2:42 PM |
| quote: Originally posted by SYB
I have a simpler solution. If some twit tried to pull a chess clock on me, I'd throw his precious chess clock out a second story window and hand him $40 and then play a REAL game of DDM.
-SYB
How mature... I don't like playing against Chraals so if someone brings that band I should throw it in the dumpster and hand them some orcs so we can play a "real" game on DDM...
Anyway, to address some of the concerns in this thread:
1. Someone might "forget to hit the button".
This is a really insignificant concern in my opinion. Firstly, I think the DDM community would help their opponents out on this issue. I think it would be the vast minority of players that wouldn't say "you forgot to hit your clock" to their opponent. Also, hitting the clock has an added benefit: it allows players to signify when priority passes to an opponent. How many times have you been in a game where an opponent moves their second piece then moves it back then moves it again and then appears deep in thought without saying anything like "Ok I'm done" or "You can go now". These lack of communicative markers results in time lost in rounds and if you people REALLY are as worried about time as you all claim than I don't know why we wouldn't want to get this time back through a clear priority marker.
Secondly, forgetting to hit a chess clock is a paltry concern compared to keeping track of how much time is remaining in the round AND how much time you are taking per activation. The "round marker" idea assumes that all games should have all rounds move at the same pace. with some bands only the first few rounds matter, while with other bands you can get through the first three with no combat and minimal thought. I think the "round marker" would be a helpful guide, but in reality wouldn't solve any of the problems with slow play.
2. Dagni's proposal is "too complicated"
Maybe, but I think he was just going for the "soft" approach to adjudicating with chess clocks. If time REALLY is a concern for our community then a GAME LOSS should be given to the player who runs out of time. This is what occurs in chess as well as Magic the Gathering Online.
The reason these proposals are complicated is because you are asking for a proposal that ACCURATELY measures and allocates a resource which is as tricky as time itself. I have yet to see a proposal on timing that meets all the concerns of players regarding time.
I personally think the whole debate about "what to do about the time problem" is overblown and unnecessary. As long as judges don't begin to strictly enforce slow play standards I'm not concerned with time I think the current system is fine.
I am actually opposed to all the solutions explained in this thread so far because they penalize players that have no business being penalized in many cases.
"Oh no! The round went only 6 rounds... sounds like both players should get a match loss"
That is an awful standard. Games should be played to the fullest extent, if one player is stalling a judge should be called and the judge should be able to determine if the player is stalling or not. As long as players are aggressive about calling a judge when they feel the other player is stalling slow play shouldn't be an issue, and I have not found it to be an issue in any of the games I have played.
Players should not have an OBLIGATION to anyone besides their opponent to get a certain number of rounds in. If both players play slowly, then both players gave up the "right" to get a firm resolution of their game, that’s the way time constraints work in other games that don't use clocks.
Stricter timing standards that don't use clocks only open the potential for abuse and/or unfair judgments against players who are not slow.
3. Gnolaum: Judges don't really think the complexity of the situation doesn't matter.
This is good news to me. Almost every time I read a thread like this multiple people bring this up and it scares me a lot. I wouldn't want to play DDM in a world where time limits and penalties for slow play are imposed and the game state doesn't matter.
Perhaps I have misunderstood what the judging community actually thinks, and if that is the case then I apologize for misrepresenting them.
In regards to the rule that you cite, I think that the quote from it is taken out of context from the rest of the rule the rule reads:
quote: 43. Slow Play Players must take their turns in a timely fashion regardless of the complexity of the play situation. Playing too slowly or stalling for time is not acceptable. If a judge determines that a player is playing excessively slowly at any point during the tournament, the responsible player will be subject to the appropriate provisions of the DCI Penalty Guidelines.
The word timely is totally unclear. Timely for one game state might be different than timely for another game state. I think the SPIRIT of the rule is to mean that players cannot use a complex game-state to take an unlimited amount of time. A perfect example is my final swiss round at Niles:
My opponent had a very hard choice to make and thus took a significantly longer amount of time than he had taken for other moves. It took him over 5 minutes to make a choice, so after he had taken a (longer than average) amount of time I asked him to hurry up and make a move. I didn't ask him to move because he had taken more than the "average" amount of time for any move in a vacuum, rather I asked him to move because he had taken an inordinate amount of time to think about a complex move. The move might have warranted 3 minutes, but certainly not more than 5. Posters that claims that all moves should be made in a certain amount of set time, lest they become an example of slow player are mistaken I feel.
4. There is no advantage to chess clocks over round minimum
In my mind the difference is that one way (chess clocks) allows a player to take a large amount of time on specific individual moves without being penalized as long as he or she moves quickly on other moves essentially "banking" time for when it actually matters so he or she is not rushed by an arbitrary community limit.
The other way has no such provisions and forces players to take the same amount of time for any move regardless of the game state. A round minimum feels arbitrary. I can think of many games where at the end of turn 5 time could be called but the game has been "clearly resolved" because both players have engaged in combat and one is ahead by 100 or more points, yet under a round minimum these players would be given game losses or warnings for their "slow play". This seems like a capricious standard. No one has given a REASON why 6 rounds is a better number than 5 or 7 for the minimum other than it "feels" right and 30 seconds per move average "seems" like it is the correct amount of time for a "reasonable" player to move in. I have no problem with 6 rounds being a rough guideline, but when it is codified into an official rule I have a significant issue with it.
Basically, I understand that Chess Clocks are not a perfect solution, but I would much rather live in a world of chess clocks than in a world of imposed round minimums and arbitary limits on how long I have to make critical moves with my pieces. I think the current system is fine for adjudicating timing disupts. A LOOSLY enforced stalling rule that is only brought out in obvious cases seems perfectly acceptable as a safeguard against people that want to abuse the clock, anything other than a liniant rule is too arbitrary for my tastes. Sorry if I have offended anyone with the frank nature of my posts but arbitrary rule enforcement issues really get my blood boiling, there is nothing that I hate more than a wonderful game that is ruined by bureaucratically mind-numbing rules.
So in summery:
I think round markers are a good idea if judges don't mind doing them.
I think round minimums with enforcement is an awful idea.
I think chess clocks would be an acceptable standard IF the community really is serious about cracking down on slow play. I also think it is the ONLY solution for cracking down on slow play through a strict and universal rule.
I think the status quo is fine.
| | 13th Place at the 2005 DDM Championship in GenCon | |
| Tried Sergeant
 501 Posts




 | | 07/05/2006 2:48 PM |
| Shivan,
I am not necessarily coming down on either side of an argument. I am discussing what the current DCI rules are (complexity), and giving relative guidelines to implement them. That's all.
If the guidelines change for DDM, for example, to include chess clocks, then I would discuss guidelines for implementing them.
I'm not necessarily on any side, but there have to be general guidelines to playing turns. 30s average is not too bad, if you consider one 4 minute turn probably decides all your movement for the entire round.... Again, its just a guidline, and is subject to the judges interpretation of the current situation.
(to address a previous concern - If I see a player shake a die for 30-60s, then roll it right after time is called, I immediately issue a warning and extend the game by 3 mins. I think most judges would, as well.)
| |
Let it be. | |
| Gnolaum Sergeant
 854 Posts




 | | 07/05/2006 3:17 PM |
| quote: Originally posted by Shivan Darkeyes
quote: 43. Slow Play Players must take their turns in a timely fashion regardless of the complexity of the play situation. Playing too slowly or stalling for time is not acceptable. If a judge determines that a player is playing excessively slowly at any point during the tournament, the responsible player will be subject to the appropriate provisions of the DCI Penalty Guidelines.
The word timely is totally unclear. Timely for one game state might be different than timely for another game state. I think the SPIRIT of the rule is to mean that players cannot use a complex game-state to take an unlimited amount of time.
My first reading was the same as yours, but confirmation with the people who write the rules, the intention is that there is a fixed and arbitrary limit of what can be considered timely, and that this limit is independant of the game state. What I intended to say is not that judges have consensus on this, but that the writers of the rules have already determined it for them. I'm ok with this, as long as the arbitrary limit is reasonable (i.e. average is 30s/activation, max is 3 minutes). I'd have a problem with it if it was fixed and low (i.e. 1 minute).
quote: Originally posted by Shivan Darkeyes 4. There is no advantage to chess clocks over round minimum
In my mind the difference is that one way (chess clocks) allows a player to take a large amount of time on specific individual moves without being penalized as long as he or she moves quickly on other moves essentially "banking" time for when it actually matters so he or she is not rushed by an arbitrary community limit.
In my mind there is no difference between using Chess Clocks over a minimum round limit. Both allow some leeway in individual activations. The only difference is that Chess Clocks will require a significant addition to the rules, and allow an easy method of determining blame after the fact, while round markers/minimums are trivial to implement.
quote: Originally posted by Shivan Darkeyes Basically, I understand that Chess Clocks are not a perfect solution, but I would much rather live in a world of chess clocks than in a world of imposed round minimums and arbitary limits on how long I have to make critical moves with my pieces.
I would rather have Chess clocks to something even more stupid like 20s/activation or 15 round minimum, but would prefer a 6 round minimun to Chess Clocks.
quote: Originally posted by Shivan Darkeyes No one has given a REASON why 6 rounds is a better number than 5 or 7 for the minimum other than it "feels" right and 30 seconds per move average "seems" like it is the correct amount of time for a "reasonable" player to move in.
[R&D] has stated that they design pieces with the intent that games go 7-8 rounds. 6 seems like a good absolute minimum. | | My online store http://store.hoardsters.com Use quick search to see scans of every stat card! | |
| Gnolaum Sergeant
 854 Posts




 | | 07/05/2006 3:24 PM |
| And now for something completely different. What if tiebreakers were redesigned to give a benefit for a decisive win?
For instance: 3/points win 0/points loss/draw
First tiebreaker is: # of points scored by you against opponents Second tiebreaker is: - # of points scored by opponents against you Third tiebreaker is: # of points scored against opponents you have played Forth Tiebreaker remains: Entry time into the tournament.
Reward decisive wins, and fix up a crappy tiebreaker system all at the same time. | | My online store http://store.hoardsters.com Use quick search to see scans of every stat card! | |
| kgradert13 Sergeant
 909 Posts




 | | 07/05/2006 4:01 PM |
| Last time anything was brought up about points scored, people screamed about how it was unfair to new players because people would play to wipe them out instead of playing longer and teaching.
I don't mind the system at all, but I also don't think constructed tournaments (qualifiers, Opens, championships) are good places for new players to learn the game. They should be learning in the local events where people have less on the line and are more likely to be more friendly. | | | |
| Gnolaum Sergeant
 854 Posts




 | | 07/05/2006 4:09 PM |
| quote: Originally posted by kgradert13
Last time anything was brought up about points scored, people screamed about how it was unfair to new players because people would play to wipe them out instead of playing longer and teaching.
I don't mind the system at all, but I also don't think constructed tournaments (qualifiers, Opens, championships) are good places for new players to learn the game. They should be learning in the local events where people have less on the line and are more likely to be more friendly.
I never go easy on people. You never know when they are going to turn around a wipe the flour with you and 3 consequtive 20s. Besides it is insulting to the person you are going easy on.
Sure, with a new player, I'll explain the rules throughout, and point out a few key tactical observations after the match. | | My online store http://store.hoardsters.com Use quick search to see scans of every stat card! | |
| Felagund Sergeant
 922 Posts




 | | 07/05/2006 4:18 PM |
| quote: Originally posted by Shivan Darkeyes
I personally think the whole debate about "what to do about the time problem" is overblown and unnecessary. As long as judges don't begin to strictly enforce slow play standards I'm not concerned with time I think the current system is fine.
I am actually opposed to all the solutions explained in this thread so far because they penalize players that have no business being penalized in many cases.
"Oh no! The round went only 6 rounds... sounds like both players should get a match loss"
That is an awful standard. Games should be played to the fullest extent, if one player is stalling a judge should be called and the judge should be able to determine if the player is stalling or not. As long as players are aggressive about calling a judge when they feel the other player is stalling slow play shouldn't be an issue, and I have not found it to be an issue in any of the games I have played.
Players should not have an OBLIGATION to anyone besides their opponent to get a certain number of rounds in. If both players play slowly, then both players gave up the "right" to get a firm resolution of their game, that’s the way time constraints work in other games that don't use clocks.
I very much agree with all of this. I really don't see slow play being a problem any more. As this thread seems to address it in regards to the Championships, I feel reasonably confident that having the best judges on hand is more than enough to deal with the few times it crops up.
quote: Stricter timing standards that don't use clocks only open the potential for abuse and/or unfair judgments against players who are not slow.
I'm okay with the round markers because I don't see it as a strict timing standard. It's merely an indicator. If the majority of games are on round 3-4, it doesn't mean that the judge is going to walk over to the table still on round 2 and immediately issue slow play warnings. It does mean that a judge should probably go over there and watch the game for a while, then make an informed decision if something needs to be done. | | Champion of Gnomes | |
| Shivan Darkeyes Warrior
 266 Posts




 | | 07/05/2006 4:24 PM |
| quote: Originally posted by Gnolaum
And now for something completely different. What if tiebreakers were redesigned to give a benefit for a decisive win?
For instance: 3/points win 0/points loss/draw
First tiebreaker is: # of points scored by you against opponents Second tiebreaker is: - # of points scored by opponents against you Third tiebreaker is: # of points scored against opponents you have played Forth Tiebreaker remains: Entry time into the tournament.
Reward decisive wins, and fix up a crappy tiebreaker system all at the same time.
I don't have a problem with this, however, I would NOT be in favor of eliminating the current first tiebreak i.e. opponent win percentage. Opponent win percentage is an EXCELLENT tiebreak and shouldn't be thrown out. All tiebreaks after that are designed for Magic the Gathering and formats that are best 2 out of 3 and as a result I agree 100% with your comment that it is "a crappy tiebreak system". I have been complaining about the need to fix this tiebreak system for Dreamblade as well and all DCI games that are run in a non-best out of three format.
Points seem like as fine a way to determine tiebreaks as anything and would give a player incentive to complete the game in a quick manner. I like it much more than the other suggestions besides chess clocks.
| | 13th Place at the 2005 DDM Championship in GenCon | |
| Shivan Darkeyes Warrior
 266 Posts




 | | 07/05/2006 4:26 PM |
| quote: Originally posted by Felagund
I'm okay with the round markers because I don't see it as a strict timing standard. It's merely an indicator. If the majority of games are on round 3-4, it doesn't mean that the judge is going to walk over to the table still on round 2 and immediately issue slow play warnings. It does mean that a judge should probably go over there and watch the game for a while, then make an informed decision if something needs to be done.
I think we actually agree 100%, except I see Chess Clocks as an acceptable alternative for people that want a "strict" standard of time measuring.
We both agree that the current system is largely ok and that a round indicator, as long as it is not a binding mechanism which causes penalties to be handed out, is ok. | | 13th Place at the 2005 DDM Championship in GenCon | |
| kgradert13 Sergeant
 909 Posts




 | | 07/05/2006 4:32 PM |
| When I suggested round markers, it wasn't to make them be anything but a quick way for judges to see where MOST matches were, and give them a chace to focus in and see why Match 1 and 12 are lagging behind.
Matches that are lagging behind can be checked out before someone has to call a judge over. | | | |
| Wish Sergeant
 399 Posts




 | | 07/05/2006 4:57 PM |
| quote: Originally posted by kgradert13
People need to remember, the complexity of a situation does not warrant additional time. A move is a move is a move.
The logical converse of this, however, is that a player who wants to stall is always allowed to do so no matter how simple the situation may be. Suppose, for example, that it's been established over the match that up to 60 seconds is acceptable for an activation. Now, near the end of the game, he's up 165-160, but you're ready to kill his last piece on your next round. If the next round starts, he loses. By the "complexity doesn't matter" standard, he's perfectly entitled to sit there for the same 60 seconds he would have gotten at the start of the engagement round, even though his only move is perfectly obvious. That's pretty silly. | | | |
| kgradert13 Sergeant
 909 Posts




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