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10 seconds, 5 dice rolls, impossible you say?
Posted: Mon Jun 09, 2003 2:57 pm
by Shadow_Dragon
The other day i was playing my friend, using the four minute rule, he was playing the necromantic team as an experiment and i was uing a fresh version of my own werewolf team, the match had come to a simple one all game, i scored one in the first half and he scored one in the second, now one turn remained and i was a bit stuck, i had my catcher with a ball but she got knocked down, my only option left was to use a simple, run of the mill lineman, so i did, 20 seconds left on teh clock i made my decision and i told my opponent to keep an eye on the dice as i wasn't waisting time, i lined up five dice in my hand and fired!
He ran through a tackle zone (4), he grabbed the ball from a tackle zone, (5) he dodged away from the ball, (4) he dodged through the other tackle zone, (4 again) he went for it twice, (3),(2), Touchdown, 5 seconds to spare!
the dice flew so fast the second they showed their result i moved the player and was allready rolling the next! I kick ass i must say!
I'm very proud of myself! Anyone else done such a closely run thing?
I also didn't ahve the time to do overtime because evidently my opponent had to go out!
Posted: Mon Jun 09, 2003 3:05 pm
by Skummy
I've seen similar, but not for a touchdown. Congratulations - timed turns create a pressure situation that adds to the game.
Posted: Mon Jun 09, 2003 3:10 pm
by narkotic
Don't want to spoil your fun but aren't you allowed to end the action with the player you activated even when your 4 min limit runs out? At least that's how we play it, as it seems kinda silly to stop in the middle of movement...
Posted: Mon Jun 09, 2003 3:19 pm
by Skummy
You can certainly play that way, but it's a house rule. We have a very strict "stop everything" rule going on with our timer, and if you haven't declared an action, you can't take it. If you're dodging and going for it to blitz someone, and you haven't rolled the GFI before the clock goes off, you can't throw the block.
Of course, we have two law students in our league, so we're forced to make rulings like this...

Posted: Mon Jun 09, 2003 3:44 pm
by narkotic
I personally do not like the hands-off style: what about when you have a rule question or your opponent begins to question normal rules? When your dice fall on the floor? when you ask your opponent if that player has tackle and he needs ages to pick the guy from his roster? what if you opponent wastes your time (like deciding where to sidestep, if he wants to shadow etc.)? What about the wasted time where you have to search for the range-ruler from the box?
Actually I would stop playing in a league when I would be forced to stop while moving after I declared everything I wanted to do, bc I was not quick enough to grab the range-ruler and pinpoint the range in 2sec. I think the 4min limit is enough to make it a fast paced pressure sports game. No need for nitpicking and "stop-everything" ruling.
Posted: Mon Jun 09, 2003 4:01 pm
by Snew
I agree narkotic. I love the timer but we tend to play it a little loose. It has a pause button for all those instances you mentioned. Usually, there's plenty of time but we'll stop it to measure a pass or something in the last 15 seconds or so. We always let the last activated player finish his action.
Posted: Mon Jun 09, 2003 4:01 pm
by Skummy
narkotic wrote:I personally do not like the hands-off style: what about when you have a rule question or your opponent begins to question normal rules? When your dice fall on the floor? when you ask your opponent if that player has tackle and he needs ages to pick the guy from his roster? what if you opponent wastes your time (like deciding where to sidestep, if he wants to shadow etc.)? What about the wasted time where you have to search for the range-ruler from the box?.
It's simple - you stop the clock, especially when your opponent has to make a roll or decide where to sidestep. Declaring where the pass is going is okay in our league, you can measure after the timer goes off. Really, it's not that difficult with a digital display. I've played well over 500 timed turns and run out only once.
Posted: Mon Jun 09, 2003 4:03 pm
by Grumbledook
don't play a turn time its kinda unfair specially if most of your turns start with a double 1, time the whole match
Posted: Mon Jun 09, 2003 4:07 pm
by narkotic
We were thinking of a time-rule variant: put a chess clock in the middle and every player has 32min (or 30min) per half. Because there are turns you finish in 30sec and others you really need to think for 4 min alone. When the time runs out you could think of penalty measures (less time in the 2nd half, RR, or has to make 1min turns afterwards, whatever you like).
Posted: Mon Jun 09, 2003 7:09 pm
by Shadow_Dragon
Well actually the real reason i was due to the fact we had to go out you see, after is cored that touchdown Necromantics aren't scoring so we ended the game, it wasn't league so no post match stuff, wish it was league the way i performed though, i love scoring touchdowns like that, that's why i always choose speed over power!
As far as time goes i say that for ALL league matches there must be suffiecient time put by, usually 3 hours, that's far more than needed usually but it's good, gives everyone thinking time and allows for popcorn to be cooked and drinks to be poured!

Posted: Tue Jun 10, 2003 7:20 am
by Indigo
narkotic wrote:We were thinking of a time-rule variant: put a chess clock in the middle and every player has 32min (or 30min) per half. Because there are turns you finish in 30sec and others you really need to think for 4 min alone. When the time runs out you could think of penalty measures (less time in the 2nd half, RR, or has to make 1min turns afterwards, whatever you like).
I think thats a better idea than 4 minute turns as it does give "thoughtful" players leeway to plan ahead, and takes those short turns into account. I'm gonna find me a chess clock on ebay now!
Posted: Tue Jun 10, 2003 8:14 am
by roysorlie
We never bothered to use the time limit. We found it annoying.
Not because we used more than 4 minutes. Likely we used half of it mosto f the times. But sometimes you have to go take a leak, or a million other things.
Maybe 1 turn out of 50 or so broke the limit. But so what?
We never liked the timer, and won't be using it anytime soon.
Posted: Tue Jun 10, 2003 9:22 am
by Indigo
roysorlie wrote:We never bothered to use the time limit. We found it annoying.
Not because we used more than 4 minutes. Likely we used half of it mosto f the times. But sometimes you have to go take a leak, or a million other things.
Maybe 1 turn out of 50 or so broke the limit. But so what?
We never liked the timer, and won't be using it anytime soon.
Yeah but it's useful to implement it in tournaments when time is limited and you need people to play at a decent pace to fit all the matches in. In league play it's often not as necessary, but probably adds an element of tension!
Posted: Tue Jun 10, 2003 9:51 am
by roysorlie
Indigo wrote:Yeah but it's useful to implement it in tournaments when time is limited and you need people to play at a decent pace to fit all the matches in. In league play it's often not as necessary, but probably adds an element of tension!
Yeah, I can see the argument about tournies. I don't think I'd start out imposing one, but if I had a feeling we might get pressed for time, I might impose one.
Element of tension? Maybe for newer players, who take longer to decide their moves. But seasoned players usually have their turn decided before it even begins. (having made up their mind in opponents turn).
So in a way, it might end up pressuring players with less experiance, forcing them to make unsound moves. Maybe..
I dunno. If people want to use it, by all means, noone in my league likes it much though.
Posted: Tue Jun 10, 2003 10:11 am
by Relborn
Element of tension? Maybe for newer players, who take longer to decide their moves. But seasoned players usually have their turn decided before it even begins. (having made up their mind in opponents turn).
So in a way, it might end up pressuring players with less experiance, forcing them to make unsound moves. Maybe..
I dunno. If people want to use it, by all means, noone in my league likes it much though.
Well I consider myself as an experienced player, but I still would say, that the timer builds up tension. Alone the fact, that you know, that your time is ticking is enough.
Basically it's a nice add-on but nothing I would go crusading for ... (well once, in our league it was, when I had a player, who took 15min. thinking time before moving a mini)