Wizard question

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Digger Goreman
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Wizard question

Post by Digger Goreman »

Using the four minute rule; is the clock running when a Wizard is being used at the beginning of a turn?
Best I can tell, the turn and clock begins when the turn marker is moved. Thus the wizard is "on the clock" and all rolls, etc., that relate to the wizared AND the rest of the team's turn must be done before the four minutes is finished.
HOWEVER, the wizard can be used at the end of the turn, even if a turnover occurs, which would be "off the clock"....
Honestly seems like a double standard... or am I missing something?

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Post by fen »

Personally, we keep the Wizard off the clock if we are timing turns. We also pause the stop watch if the opposing coach is choosing a side step square and is taking more than a couple of seconds over it.

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Post by Odium Khan »

We used to stop the clock for wizards and other activities that consume a lot of time, but keep it running for skills such as sidestep and shadowing (although shadowing were borderline). I love the 4 minute rule. We also ran a Speed Bowl tourney with 2 mins. Highly recommended!

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Post by Tritex »

Don't Wizards have the ability to freeze time? :wink:

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Post by Digger Goreman »

Thanks for the thoughts, guys....

Still, is there a rules committee person out there that can offer clarification?

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Post by Cramy »

Vomit Lickspittle wrote:Thanks for the thoughts, guys....

Still, is there a rules committee person out there that can offer clarification?
I don't think you'll get much more clarification. The 4 minute rule is to make sure that games don't take too long. Most leagues don't use it unless newbies are playing. And even then, the clock is not mandatory.

We have a clock in one of the leagues that I play in becasue some coaches in are extremely slow, mostly because they don't play very often and have to re-figure things out. We stop the clock any time we reference the rule book, for any out of sequence event where the opposing coach hesitates, when the ball goes out of bounds, etc... We have lost 2 minutes off of the clock once because the ball kept going out of bounds.

So for your question, I say remember what the intent of using the clock is. It is to make sure that games are played at a decent pace. For out of the ordinary events like using a wizard, just stop the clock. It won't make a difference in the end.

I find that it really sucks when I win a game because my opponent didn't score or left his ball carrier wide open because he ran out of time.

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Post by Digger Goreman »

I agree, in part, Cramy.... but the element of time makes one sharp on one's feet... makes you choose the importance of your actions vs possible quantity... makes the game so much more exciting! Imho....

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Post by GalakStarscraper »

Wizard should definitely be off clock whether before or after the turn. He is meant to take place in the space between turns.

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Post by Digger Goreman »

Thanks, Galak, my snotling coach will be thrilled and incensed.... lol....

As you probably know, Galak, I'm a great fan of your (and the committee's) work on LRB5.0 ... and I would like to suggest re-wording the wizard timing.... Here's the "logic" I followed:

1. The turn begins when the turn marker is moved or an action is started without the marker moved (possible illegal procedure)

2. The wizard's action is taken AT the START of the turn, or AT the end of the turn. Not before the start or after the end of the turn....

Now, I have NO problem with the clarification... as Commish I'll make it so and happily from now on... though another of our coaches did make a point that all "actions" affecting the field of play should be on your time since you get the benefits....

Anyway, hopefully our misunderstandings will provide impetus for an increasingly better synergy of Blood Bowl rules....

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