New Redemption Grab Bag now includes an assortment of 500 cards from five (5) different expansion sets. Available at Cactus website.
he Host Guide specifies 1 hour for each round of Type 1 play, but I have heard that even Natz shortens it to 45 minutes, due to overall time constraints. Additionally, the Host Guide gives very specific time limits for each phase, based on per card decision times. However, I doubt many (if any) hosts actually track such times.
Quote from: YourMathTeacher on October 18, 2014, 06:41:22 PMhe Host Guide specifies 1 hour for each round of Type 1 play, but I have heard that even Natz shortens it to 45 minutes, due to overall time constraints. Additionally, the Host Guide gives very specific time limits for each phase, based on per card decision times. However, I doubt many (if any) hosts actually track such times.On the first part, the recommended time per round there is actually including scheduled breaks and time needed to work out match-ups between rounds. Type 1 2-Player games last 45 minutes at high-level tournaments, including Nationals, by default, with that extra time being a 'buffer' for games that run over time, set-up time between rounds, and so on such that each round actually ends up lasting an hour. The second part is rarely enforced, but judges should be ready to respond if they receive complaints about stalling or taking too long on actions (even unintentionally).On the issue at hand, I have never seen a tournament round 'end' at the buzzer as it were, or heard of that happening, and that is just not the equitable way to handle it for all players (for reasons pointed out above). While there isn't anything explicitly written, there isn't anything that indicates players are not to be given the exact same number of turns, unless someone wins outright. If you see that a game is closing in on time, tell the group that the next full round is the last one and that's usually sufficient. If there is stalling, deal with it as above.But ending in the middle of the rounds doesn't make sense. I have also never seen anyone rule (including any elder at Nats) that all players are not given full rounds at time, so I'm not sure where that would have come from.
Because if you refuse to play fast enough to not time out you shouldn't get a chance to turn a tie into a win.
On the first part, the recommended time per round there is actually including scheduled breaks and time needed to work out match-ups between rounds. Type 1 2-Player games last 45 minutes at high-level tournaments, including Nationals, by default, with that extra time being a 'buffer' for games that run over time, set-up time between rounds, and so on such that each round actually ends up lasting an hour.
So I acted on gut instinct remembering how Pokemon did timeout a long time ago, and ended rounds on the buzzer.
Timing out a game gives losers hope.
This stuff is scoring and pairings nightmares.
People play decks that can't win a game in 45 mins. ... Because if you refuse to play fast enough to not time out you shouldn't get a chance to turn a tie into a win.
My big issue is that I don't like those decks. I like people to play a deck that is either balanced or Offensive in nature. I'll send you a personal message YMT.
Least important: If a game is going to have both an offense and a defense, then it should be possible to play that game focusing on one or the other, or balancing both. Naturally some people will most enjoy focusing on offense and having quick games (ie. Red). Others will most enjoy focusing on defense and having more strategic games (ie. Josh Kopp). Others will most enjoy balancing both (ie. most players these days). We should all respect each others perspectives and not try to use time limits to eliminate them.