Turn Times

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Zy-Nox
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Post by Zy-Nox »

Grumbledook wrote:Not that you can count anyway Zy-Nox. :wink:
I'm working on that :lol:

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Post by Skummy »

The 4 minute time turn is pretty strictly enforced in our leauge. We do stop the countdown when someone else is deciding where to sidestep or whatnot. Actually, pressuring an opponent is a much better tactic when the threat of a timed turnover is there. I have occasionally seen coaches curse when they break someone's armor with less than 20 seconds left, because that means they have to take the time to roll injury.

The gameplay of one of our coaches has actually evolved because of this. He uses two sets of differrently colored dice to do armor and injury at the same time.

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Longshot
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Post by Longshot »

i think that all the tournament has been fair about that...
So if your opponent play too slowly in a tournament, tell him, and then ask for a ref...
But 4min/turn is quite hard.
For example i play most of my turn in less than 4 min but 3 or 4 turn in the game i take more.

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Lucien Swift
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Post by Lucien Swift »

i always get a turnover on my second roll of a turn, so i can usually wrap it up in about 45-50 seconds...

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Post by Skummy »

I find that the trick is to decide how you are going to attack your opponent while they are moving their team.

The 4 minute game puts pressure on, but without timed turns Blood Bowl can be *too* error free. The time is an added bit of pressure on both coaches that gives us an option on 2 games a night.

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Erix
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Post by Erix »

The Chess timer works really well I have to say. Give each coach one hour for the game, if one coach runs out of time it's 2 minutes a turn. If it doesn't do anything else it helps people speed up their game (and reminds you to move your turn marker).

As for the price I bought one in Russia for 1£ 50p back in 1992, so all you need is a time travel device and it should be affordable. :o

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