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Rune_Master |
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Post subject: Using a timer
Posted: Aug 29, 2007 - 07:24 AM
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Joined: Apr 02, 2005
Posts: 196
Status: Offline
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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? |
_________________ Erik Grogswiller
"Ho! stand to your flagons steady!
'Tis all we have left to prize.
A drink to the dead already,--
Hurrah for the next that dies."
- ancient Dwarf toast
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Herkufels |
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Post subject: RE: Using a timer
Posted: Aug 29, 2007 - 09:56 AM
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Joined: Aug 30, 2006
Nürnberg
Posts: 14
Location: Nürnberg
Status: Offline
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If I remember correctly, there is a short passage about how long a coaches turn may take in the lrb 5.0.
Cheers,
Chris |
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Spazzfist |
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Post subject: RE: Using a timer
Posted: Aug 29, 2007 - 10:21 AM
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Joined: Aug 16, 2004
Canada
Posts: 3953
Location: Canada
Status: Offline
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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! |
_________________ #1 Nurgle coach in Canada (formerly the world!)
#1 Snotling coach in Canada
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Meradanis |
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Post subject:
Posted: Aug 29, 2007 - 10:35 AM
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Joined: Mar 13, 2007
Germany
Posts: 29
Location: Germany
Status: Offline
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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. |
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Primesupreme |
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Post subject:
Posted: Aug 29, 2007 - 11:57 PM
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Joined: Apr 04, 2006
USA
Posts: 68
Location: USA
Status: Offline
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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. |
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Cramy |
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Post subject:
Posted: Aug 30, 2007 - 10:30 AM
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Joined: Nov 17, 2006
Canada
Posts: 403
Location: Canada
Status: Offline
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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. |
_________________ The Ottawa Gatineau Blood Bowl League, fine purveyors of Blood Bowl tournaments since 2007. Home to the Deathbowl, CCKO and Daggerbowl.
Cramy
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Rune_Master |
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Post subject:
Posted: Aug 31, 2007 - 07:49 AM
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Joined: Apr 02, 2005
Posts: 196
Status: Offline
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Well, going to try it out in a "friendly" tomorrow...this should be interesting... |
_________________ Erik Grogswiller
"Ho! stand to your flagons steady!
'Tis all we have left to prize.
A drink to the dead already,--
Hurrah for the next that dies."
- ancient Dwarf toast
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Buggrit |
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Post subject:
Posted: Aug 31, 2007 - 12:27 PM
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Joined: Aug 04, 2006
In your dugout pimping your cheerleaders!
Posts: 62
Location: In your dugout pimping your cheerleaders!
Status: Offline
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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!! |
_________________ Buggrit I telt 'em, Millennium Hand and Shrimp. Buggrit!!
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Agamon |
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Post subject:
Posted: Sep 03, 2007 - 01:54 PM
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Joined: Jun 19, 2007
Posts: 2
Status: Offline
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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). |
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KarlLagerbottom |
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Post subject:
Posted: Sep 03, 2007 - 05:37 PM
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Joined: May 25, 2004
Undisclosed
Posts: 1148
Location: Undisclosed
Status: Offline
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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. )
-RobO |
_________________ Karl Lagerbottom - Dwarf Blocker of Renown
NAF Member #5236
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DarkOrk20 |
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Post subject:
Posted: Sep 04, 2007 - 04:24 PM
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Joined: Aug 24, 2005
United States of America
Posts: 300
Location: United States of America
Status: Offline
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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. |
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EvilTrev |
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Post subject:
Posted: Jun 26, 2008 - 01:48 AM
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Joined: Jun 10, 2008
Posts: 10
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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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