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Hey,According to the tournament guide you have 90 seconds for your prep phase, 90 seconds for you discard phase, and 30 seconds per card played in battle. Of course those numbers are only applied at the judges discretion and it's also against the rules to "take more time than you need" which means that you can be under those numbers and still be illegally stalling.Tschow,Tim "Sir Nobody" Maly
3. Regarding TimingOnce the opponent to the player’s right has completed his turn, the player’s turn begins.a.) Draw phase, update phase and preparation phase: [90 seconds] The Player has 90 seconds to draw 3 cards, take actions they wish prior to the battle phase, and place a hero in the field of battle. If the player has not placed a hero in the field of battle within 90 seconds then the player forfeits his battle phase for that turn and skips to step 3 (discard phase).b.) Battle phase: [30 seconds per card]. Since another player or players are now involved we can limit the amount of time between each card. (Example, I place a hero in the field of battle, you have 30 seconds to present a blocker. The player that has initiative now has 30 seconds to play the next enhancement card, etc.) If more than 30 seconds have elapsed since the last card was played, then the player whose burden it is to play a card loses initiative. If that player’s forces are losing, then the battle is resolved without any more cards being played. However, if the battle is in a stalemate or mutual destruction situation then initiative immediately passes to the other player. c.) Discard Phase: [90seconds] Following the conclusion of the rescue attempt. The Player now has 90 seconds to set cards aside, place characters into his territory, play dominant cards, and discard cards. If the player has not reduced his hand down to eight cards or less by the time the 90 seconds have elapsed the opponent to the player’s left shall randomly discard cards from the player’s hand down to eight cards (or 10 cards if the player has “Tables of the Law” activated). - Note: Time does not accumulate from previous turn stages. Any remaining seconds from a previous stage are lost.- Players may have additional time during any stage if they have played a card requiring searching a discard or draw pile, or are asking a question or requesting a ruling from a referee.- The referee shall warn a player if they believe a player is only asking a question to stall for time.
I just read the entirety of the section that discusses it in the Tournament Guide. Here is what it says:Quote3. Regarding TimingOnce the opponent to the player’s right has completed his turn, the player’s turn begins.a.) Draw phase, update phase and preparation phase: [90 seconds] The Player has 90 seconds to draw 3 cards, take actions they wish prior to the battle phase, and place a hero in the field of battle. If the player has not placed a hero in the field of battle within 90 seconds then the player forfeits his battle phase for that turn and skips to step 3 (discard phase).b.) Battle phase: [30 seconds per card]. Since another player or players are now involved we can limit the amount of time between each card. (Example, I place a hero in the field of battle, you have 30 seconds to present a blocker. The player that has initiative now has 30 seconds to play the next enhancement card, etc.) If more than 30 seconds have elapsed since the last card was played, then the player whose burden it is to play a card loses initiative. If that player’s forces are losing, then the battle is resolved without any more cards being played. However, if the battle is in a stalemate or mutual destruction situation then initiative immediately passes to the other player. c.) Discard Phase: [90seconds] Following the conclusion of the rescue attempt. The Player now has 90 seconds to set cards aside, place characters into his territory, play dominant cards, and discard cards. If the player has not reduced his hand down to eight cards or less by the time the 90 seconds have elapsed the opponent to the player’s left shall randomly discard cards from the player’s hand down to eight cards (or 10 cards if the player has “Tables of the Law” activated). - Note: Time does not accumulate from previous turn stages. Any remaining seconds from a previous stage are lost.- Players may have additional time during any stage if they have played a card requiring searching a discard or draw pile, or are asking a question or requesting a ruling from a referee.- The referee shall warn a player if they believe a player is only asking a question to stall for time.
It's definitely something that should be looked into to, as slow play is one of the most frustrating things about Redemption for me personally...
What I usually try to do is prod my opponent to play a little more quickly. I don't like having to call a judge over, especially if I'm not sure if the slowness is deliberate; fun and fellowship over competition and all that, but I think someone who is deliberately slow playing is not adhering to fun and fellowship either, and should be corrected.
One solution might be to just remove the point for a timeout loss, and make the full win condition either the person who gets to 5 (7) first or the person who has the most redeemed LSs after time expires.
3. Regarding TimingOnce the opponent to the player’s right has completed his turn, the player’s turn begins.a.) Draw phase, update phase and preparation phase: [90 seconds] The Player has 90 seconds to draw 3 cards, take actions they wish prior to the battle phase, and place a hero in the field of battle. If the player has not placed a hero in the field of battle within 90 seconds then the player forfeits his battle phase for that turn and skips to step 3 (discard phase).
I read that in 90 seconds. If I can read that in 90 seconds, it can be done in less than 90 seconds.
Complex situations should not in any way impact the players responsibility of playing at a reasonable pace.
Even with the listed time limits, (1:30 up to battle, ~2:00 for a 4 card battle phase, and 1:30 until end of turn) each turn could take up to 5:00. That equates to 9 turns in a game, between both players, so 5 turns per player (if we assume as is standard that each player gets an equal number of turns). And then we wonder why Speed Decks are so prevalent; they are really necessary.
Honestly, if a player has all of those things going on, then experience with their deck, and the situation that surrounded those various actions should allow them to make decisions more quickly.
Now I don't think anyone is saying that if you take one or two longer than necessary prep phases then you should be punished, but if it is a repeated pattern throughout the game, there could be a problem.
Quote from: Master KChief on March 05, 2013, 02:07:18 PMI read that in 90 seconds. If I can read that in 90 seconds, it can be done in less than 90 seconds.This makes less than 0% sense
I'm not talking about responsibility. I'm talking about the processing of the human mind. Redemption is a strategy game, not Go Fish. Of course more complex situations will take longer to think through. I'm completely against people stalling on purpose to run out the clock on a game. But if they are genuinely trying to play as fast as they can and make strategic decisions, then they should be allowed to do that.
Quote from: Professoralstad on March 05, 2013, 02:26:20 PMEven with the listed time limits, (1:30 up to battle, ~2:00 for a 4 card battle phase, and 1:30 until end of turn) each turn could take up to 5:00. That equates to 9 turns in a game, between both players, so 5 turns per player (if we assume as is standard that each player gets an equal number of turns). And then we wonder why Speed Decks are so prevalent; they are really necessary.I've been saying this for a long time. The time limits in the game DO force people to play speed decks if they want to win at the top level where thing get complicated.
I ran a Turtle in 2011 for 6 rounds without having a problem with time.
Just bought this off Amazon:http://www.amazon.com/90-Second-Sand-Timer-1/dp/B002GJH5Y2
I ran a Turtle in 2012 for 10 rounds without having a problem with time either.
I remember my game with MKC at Nats 2011. Neither of us played slow, but we were both playing balanced decks and the defenses held equally well. The difference was him using Falling Away and he ended up winning 4-3.
And Westy, neither you, nor I, nor Pequinot, nor Josh Kopp, nor anyone else who has run defense-heavy at Nats has ever won, so I still maintain that it can't be done with the current time limits. Shortening the time limits more just makes it that much harder for anyone to prove me wrong.
I'm curious, when you say you didn't have a problem with time, do you actually mean an opponent just didn't call you out on milking the clock?
If turtles were more popular, then games would be really really painful. I despise Turtle versus Turtle. I'm sure I'm not the only one. Turtle versus Speed is actually fun. Speed versus Speed isn't as bad as Turtle versus Turtle.
I see no reason to change the rules to cater to people who are worse at the game. It's for this reason that I'm also in favor of abolishing the current time out system. Why should a player be penalized because they got paired against a slow player? Especially at Nats, where there are lots of people who aren't familiar with the cards, and thus need to read every single one, removing this system would help.
Agree totally with getting rid of time out. I take longer to think through things I am overly careful some times. which is why i have lay down your life instead of HT in my tgt deck. So why should some one be penalized because, I like using all of my time it make no scene to me.
Quote from: Iamalittleking on March 05, 2013, 09:30:06 PMAgree totally with getting rid of time out. I take longer to think through things I am overly careful some times. which is why i have lay down your life instead of HT in my tgt deck. So why should some one be penalized because, I like using all of my time it make no scene to me.To clarify, when I said get rid of the current time out system, I was referring to the points. I think a win should be a win and a loss should be a loss. Again, why should a player be penalized because they were paired with a slow opponent? I think this would eliminate some of the stress of major tournament play, when a time out can mean the difference between first or second place for a good player.