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Rules Questions - Using a timer

Rune_Master - Aug 29, 2007 - 07:24 AM
Post subject: Using a timer
In an effort to speed up my gameplay, I am considering using a timer for my turns. What is the generally accepted "turn length" in minutes? I think it is like 4 minutes on fumbbl.com, is that the norm?
Herkufels - Aug 29, 2007 - 09:56 AM
Post subject: RE: Using a timer
If I remember correctly, there is a short passage about how long a coaches turn may take in the lrb 5.0.

Cheers,

Chris
Spazzfist - Aug 29, 2007 - 10:21 AM
Post subject: RE: Using a timer
Go for two minutes, and that way, if you ever are timed on four, then it will seem like you have all the time in the world! Razz
Meradanis - Aug 29, 2007 - 10:35 AM
Post subject:
The rulebook says: 4 minute time limit.

We've used it the last season in my local league, and it worked wonders. We could do 3 games in the time we've used for 2 games before.

I wouldn't recommend 2 minutes, it's pretty hard for passing teams. Range ruler, interception attemps, pass, catch, the whole procedure takes some time.
Primesupreme - Aug 29, 2007 - 11:57 PM
Post subject:
The local hobby store owner told a friend and I one minute turns right before the kick off for our league. Turns out we ended up doing two or so minute turns. But my friend and I always had plenty of time because of our early one minute practice games.
Cramy - Aug 30, 2007 - 10:30 AM
Post subject:
4 minutes is what we do. It speeds-up play, and adds some more flavour to the game. If you are too slow and realize that you are running out of time, then you end-up making mistakes by moving too quickly, or not move all of your players, hence have players out of position. We like it.
Rune_Master - Aug 31, 2007 - 07:49 AM
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Well, going to try it out in a "friendly" tomorrow...this should be interesting... Rolling Eyes
Buggrit - Aug 31, 2007 - 12:27 PM
Post subject:
4 minute timers on games are normally more than long enough, most of the time you'll find yourself ending your turn with more than 2 minutes left on the clock!!
Agamon - Sep 03, 2007 - 01:54 PM
Post subject:
Our league has done 4 minute turns for 2 seasons now. It works pretty good. We have a couple of exceptions, though:

1. The timer is stopped in the following situations: ball bouncing through a crowd or OOB, opponent dumps-off, opponent pass blocks, or a SPP is awarded and needs to be marked down.

2. Once per match, you can declare a 'timeout' and extend your current turn by another 4 minutes (for those important turns that need a bit of thought).
KarlLagerbottom - Sep 03, 2007 - 05:37 PM
Post subject:
      Agamon wrote:
Our league has done 4 minute turns for 2 seasons now. It works pretty good. We have a couple of exceptions, though:

1. The timer is stopped in the following situations: ball bouncing through a crowd or OOB, opponent dumps-off, opponent pass blocks, or a SPP is awarded and needs to be marked down.

2. Once per match, you can declare a 'timeout' and extend your current turn by another 4 minutes (for those important turns that need a bit of thought).


I like this, as I would imagine that you would really not want to give away SPPs to your opponent. However, that prompts me to ask 2 follow-up questions:

1. Who gets the point? A random player or one chosen by the coach?
2. Have you had any problmes with folks who will "accidentally on purpose" go long to help out a friend who needs that one (or more) vital SPP to skill up before their next game? (I hate to by cynical...but this kind of thing happens. Sad )

-RobO
DarkOrk20 - Sep 04, 2007 - 04:24 PM
Post subject:
I believe he meant when someone is marking down a SPP because one of their players just scored a casualty. It isn't awarded because someone is taking too much time.
EvilTrev - Jun 26, 2008 - 01:48 AM
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I used to use an egg timer. Clearly visible and lasts for 3 minutes. The sands of time QUICKLY slip by.
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