Duke Jan wrote:Or 1b start with players facing the enzone you're headed for and turn them to face the other way after moving. Next turn turn them the other way. Saves you the trouble of having to turn around 11 players after each turn.
Personally I don't like that method. Sure it works (and if my opponent wants to do it that way I can live with it ), I just like the clear simplicity of *facing forwards=hasn't moved* as opposed to *facing forwards=may or may not have moved depending whether it's an odd or even numbered turn.*
I guess it's more efficient alternating the direction, but it's only ever ten players anyway, and if you do it at the start there's usually at least a further one or two that are on the deck as well. Any kind of turnover halfway through the turn involves turning half the team one way or the other anyway, early turnovers it becomes more efficient to have the team facing the same direction for a second turn running...
So I prefer the slightly less efficient yet clearer cut method. Everyone knows exactly where they are at all times.
Another point is that passing by spectators at tournies can instantly pick up the game situation. If you come across a game and the active coach is considering his next move, it's not easy to pick up which players have been and which haven't, often you end up waiting for the coach to take an action and see which way he faces the player before you can really get any proper idea of the situation.
Minor points really, but my personal preference.
( After all, I'm not gonna get tired fingers and/or blistered thumbs from turning players round more often for the sake of the KISS principle, am I? Efficiency? Face em forwards ya lazy gits!

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