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Signals from the Frontline #508

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Show Notes

Date: 2-20-17

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Chess Clock conversation, continued.

Open source chess clock rules for Warhammer 40k Tournaments v5.0

When does time start?

Time starts when the first pregame action or dice roll happens.

Rules:

1. Each player is responsible for their own time. It is a player’s right but not their obligation to make sure that their time is

being handled properly.

2. In the assault phase, a player may always choose to forego rolling to determine the results of a combat, starting with the player

whose turn it is. If they choose to save their time this way, their opponent may decide the results of the assault. This can range

from leaving the enemy unit unharmed, up to removing the entire unit involved in the combat. This must be decided before any

rolls are made in the combat.

3. Any major rule dispute results in a paused time scenario. The time is to remain paused until a formal judge is called to the table

and resolves the dispute.

4. If a player’s time runs out, they may not perform any more actions. The only exception is if they are in the middle of moving a

unit, they may finish so that the unit is placed legally on the board. As an example, this can include moving a unit in the

movement phase, finishing moving a unit into assault (note they will not be able to attack), or consolidating a unit. Any other

action is immediately stopped.

5. If a player runs out of time they may only perform the following actions:

a. Involuntary moves to keep them one inch from the enemy, such as reacting to a tank shock.

b. Pile in moves.

c. Making saving throws, and taking a leadership test if required to.

d. Scoring objectives that they have already achieved or already hold.

The most important rule is rule number 1. This is the most important rule because it puts time in your control, and fairly

allocates time while players interact. It is each player's right to pass the time to his opponent whenever they are making an action

or spending time making a decision.

Some examples of this are as follows:

1. You put 20 wounds on a unit containing multiple independent characters 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 must make 3 leadership tests after the shooting phase is over. Pass the clock to your opponent while he makes

these tests and moves the units which failed.

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 independent characters 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 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.

Rumors: The Rumor Section is gathered from the web and is not in any way information we receive from  any manufacturer nor is it necessarily accurate. This section of the podcast is intended for entertainment purposes only.

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