The issue of time exploiting in tournament games has been getting a lot of attention again lately and TO's are already looking into how to best integrate chess clocks into their events. I want to update this thread with a condensed version of the rules to help with that process. TO's who want to use chess clocks to enhance their tournaments and eliminate time exploiting can simply copy and paste the rules below.
When does time start:
Time starts when the first pregame action or dice roll happens.
Rules:
1. The player is responsible for their own time. It is the player’s right but not their obligation to make sure that their time is being handled properly. A player can always pass a phase, action or even a turn.
2. Any major rule discrepancies result’s in a paused time scenario. The time is to remain paused until a formal judge is called to the table and hears the argument. It is then the judge’s call whose time is started while the dispute is resolved.
3. If a player’s time runs out during a unit’s action, the player can finish that unit’s action only. (Moving, Shooting, Charging etc.)
4. If a player runs out of time he can no longer do any voluntary actions including but not limited to;
a. Drawing maelstrom cards, rolling for reserves, rolling to rally, moving, casting psychic powers, denying psychic powers, shooting, taking look out sirs, running in any form (flat out, turbo boosting, jump pack moves etc.), charging, swinging in close combat and consolidating.
5. A timed out player may do involuntary actions including;
a. Involuntary moves to keep them one inch from the enemy such as moving from tank shock, pile in moves, taking saving throws and scoring objectives of any sort that they already hold.
The most important rule is rule number 1. This is most important because it puts time in your control and solves the issue of both players interacting in most phases of the game. It is the players right to pass the time to his opponent whenever it’s not his action.
Some examples of this are as follows:
1. You put 20 wounds on a unit containing multiple ic’s and models with different saving throws. Pass the clock to your opponent so he can make his look out sir rolls and saving throws.
2. Your opponent has to make 3 ld tests after the shooting phase is over. Pass the clock the clock to you opponent while he makes these ld tests and the resulting moves if some units fail.
3. You destroy a vehicle and your opponent has a large squad inside that he wants positioned just right. Pass the clock to him while he arranges his models.
4. You do 5 power fist wounds and 5 regular wounds to a unit that contains IC’s that might be affected by instant death. Pass the clock to your opponent while he decides what saves to take on which models.
These examples are limited but should show the basic concept. You manage your own time and it is up to you to pass the clock. If you burn your own time it is not your opponents fault.
When does the game end.
Games end naturally depending on random game length rolls or at the start of a new turn when neither player has greater than 5:00 minutes of time left on the clock.
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