Moving Players
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- falconeyed
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Moving Players
I played in my first tournament this weekend and I found myself dealing with an inconsistency when compared with my league play. In my league, we interpret the movement rules like this: If you're moving a guy around the pitch, you're required to do it from square to square and once you move a guy into a certain square during your movement, he's committed to that square. As a result, sometime people miss tackle zones and such which can sometimes result in an unintended dodge and thus possibly a turnover.
With the tournament, the players I was playing were basically ignoring this rule. A couple of times people moved players into and through tackle zones, but when I pointed this out, they started over and ended up having the MA to move around the TZ. One recalculation went from a dodge into two tackle zones to an assist on a bull centaur that naturally resulted in the bull centaur being knocked out of the game.
I guess my question is this ... how rigid are your movement rules, either in tournaments or leagues? I find the former to be the ideal rule interpretation, as the latter can end up with issues (trying to figure out where the moving player began his turn when trying to recalculate movement after the mini has actually been moved, that sort of thing). Also, in my league, you can count out loud potential movement paths as much as the time allows, but once you've moved the mini, he's committed to the square he just moved into.
Just curious. I was trying to balance fair play versus just enjoying the tourney, so I wasn't certain what the general interpretation should be. If it was in my league, there wouldn't have been any discussion.
Thanks.
With the tournament, the players I was playing were basically ignoring this rule. A couple of times people moved players into and through tackle zones, but when I pointed this out, they started over and ended up having the MA to move around the TZ. One recalculation went from a dodge into two tackle zones to an assist on a bull centaur that naturally resulted in the bull centaur being knocked out of the game.
I guess my question is this ... how rigid are your movement rules, either in tournaments or leagues? I find the former to be the ideal rule interpretation, as the latter can end up with issues (trying to figure out where the moving player began his turn when trying to recalculate movement after the mini has actually been moved, that sort of thing). Also, in my league, you can count out loud potential movement paths as much as the time allows, but once you've moved the mini, he's committed to the square he just moved into.
Just curious. I was trying to balance fair play versus just enjoying the tourney, so I wasn't certain what the general interpretation should be. If it was in my league, there wouldn't have been any discussion.
Thanks.
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I always play by very loose roles. If you find out you need to dodge, then just recalculate your way. I can always remember where you started. I think this is about fun. I don't want to win because you missed my guy who forced you to dodge. I play mostly tournaments and every game I've ever played has been handled like this.
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dittoMootaz wrote:I always play by very loose roles. If you find out you need to dodge, then just recalculate your way. I can always remember where you started. I think this is about fun. I don't want to win because you missed my guy who forced you to dodge. I play mostly tournaments and every game I've ever played has been handled like this.
same here. always played like that, in league and tourneys,
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[size=67]And death climbs up the steps one by one,
To give you the rose that's been burnt by her sun
Point me to the sky above
I can't get there on my own
Walk me to the graveyard
<b>Dig up her bones</b>[/size]
To give you the rose that's been burnt by her sun
Point me to the sky above
I can't get there on my own
Walk me to the graveyard
<b>Dig up her bones</b>[/size]
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- falconeyed
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Sounds like my league is in the minority. Having played most of my BB via the former rule interpretation, I have to say I prefer it. My league is pretty strict in its rule interpretation (strict 4 minutes per turn, strict illegal procedure, strict movement). Basically mistakes happen and one should be forced to deal with them. Mistakes are part of the game, which is my league's interpretation. With the latter loose rules, basically turnovers are only going to result from bad dice rolling instead of bad dice rolling and not paying attention to your movement.
This is good to know for the next tourney I play in.
This is good to know for the next tourney I play in.
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No one should be honored for doing what is expected.
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belive me though, you wont complain if you can change your path it a tourney, and is saves you from having to dodge or something.
Reason: ''
[size=67]And death climbs up the steps one by one,
To give you the rose that's been burnt by her sun
Point me to the sky above
I can't get there on my own
Walk me to the graveyard
<b>Dig up her bones</b>[/size]
To give you the rose that's been burnt by her sun
Point me to the sky above
I can't get there on my own
Walk me to the graveyard
<b>Dig up her bones</b>[/size]
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- TuernRedvenom
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Yup, I prefer to win/lose because of a brilliant move rather then someone not spotting a tackle zone. I would even quit playing if our league would enforce strict those strict rules, sucks the fun right out of the game IMO.Mootaz wrote:I always play by very loose roles. If you find out you need to dodge, then just recalculate your way. I can always remember where you started. I think this is about fun. I don't want to win because you missed my guy who forced you to dodge. I play mostly tournaments and every game I've ever played has been handled like this.
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- Darkson
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Ditto.TuernRedvenom wrote:Yup, I prefer to win/lose because of a brilliant move rather then someone not spotting a tackle zone. I would even quit playing if our league would enforce strict those strict rules, sucks the fun right out of the game IMO.Mootaz wrote:I always play by very loose roles. If you find out you need to dodge, then just recalculate your way. I can always remember where you started. I think this is about fun. I don't want to win because you missed my guy who forced you to dodge. I play mostly tournaments and every game I've ever played has been handled like this.
4 minute rule, IP, strict movement - all not fun imo, and all ruled out here.
As long as no dice have been thrown, I've no bother with someone replotting their course.
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- DesTroy
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Our league plays movement fairly loosely, doesn't use the 4 minute rule (although I'm starting to think we should, at least in the case of one league player), but we are sticklers on Illegal Procedure. I find the best way to teach new players is to allow them one IP without being called on it, then call it as per the rules afterward. Keeps them on track IMHO, with regard to learning the Team Turn sequence.
Having played in both league and tourney play, I find myself annoyed by opponents in tourneys who conveniently "forget" to move the Turn Marker because they know damn well they can get away with it if their opponent doesn't watch them like a hawk.
Having played in both league and tourney play, I find myself annoyed by opponents in tourneys who conveniently "forget" to move the Turn Marker because they know damn well they can get away with it if their opponent doesn't watch them like a hawk.
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---troy
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We call IP for not moving turn marker but all other rules about moving players and time limit is upon coaches. For me personally I use 4 min turns (more or none with newbies), just because I don't want to play for 4-5 hours because of slow opponents turns (which happened before when I do not used 4 min rule). But to movement I let opponents to take back move and move in another path.
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