If you take a territory, you should get a card, regardless of whether you finish your turn.
BlackDog wrote:If you take a territory, you should get a card, regardless of whether you finish your turn.
+1
Not taking a country and not getting a card is certainly a legal strategy.
Letting the clock run out as a stalling tactic may be legal, but it lies on the unethical side of the scale regardless of whether or not you decide to take a country to get a card.
It may not be common but I'm sure that a lot of us have taken their turns, and forgotten to hit the end turn button and we end up apologizing to our opponents. Not getting a card as punishment is just insult to injury.
If you take a country, you should get a card, regardless of whether you time out or not. That's my vote.
Disagree -
Can't someone who wants to stall, just wait until the last second to fortify anyway?
Ozyman wrote:Can't someone who wants to stall, just wait until the last second to fortify anyway?
The fortify button doesn't end turns on any boards, or does it on some?
smoke wrote:BlackDog wrote:If you take a territory, you should get a card, regardless of whether you finish your turn.
+1
This is my current thinking as well - it seems like a loophole to me. Unless there's some convincing argument to the contrary I'll implement this change over the weekend.
Amidon37 wrote:
Disagree -
Can you explain why you disagree?
Is this because you just happen to be one of the ones who uses this loophole?
Or is it because you want to penalize those who try to stall a RT game by waiting out the timer?
Or is it because of some other reason I can't see?
I'd tend to agree with BlackDog and M57, but want to see the opposing argument before I'd vote.
Amidon37 wrote:I don't think it should be changed to give the card anyways - I can envision people allowing their timer to run out every other turn since they would only be losing the fortify -
M57 wrote:Ozyman wrote:Can't someone who wants to stall, just wait until the last second to fortify anyway?
The fortify button doesn't end turns on any boards, or does it on some?
As nobody is replying to you M, I am coming back on your question. The fortification itself will end turns, when you have done them all. So if you fortify twice only when you are allowed 3 fortifications, or when the number is set on unlimited, it will not end turn.
Ozyman, it's of course possible to do what you say, and some do it, but you are also making yourself lose time.
Amidon37 wrote:Amidon37 wrote:I don't think it should be changed to give the card anyways - I can envision people allowing their timer to run out every other turn since they would only be losing the fortify -
:)
tom wrote:smoke wrote:BlackDog wrote:If you take a territory, you should get a card, regardless of whether you finish your turn.
+1
This is my current thinking as well - it seems like a loophole to me. Unless there's some convincing argument to the contrary I'll implement this change over the weekend.
I hate it when players are stalling games and I also believe a card should be given if you take a territory.
So I don't know. I have no convincing argument, all the more because I don't think many players were doing that willingly, because they did not know it was possible and mainly because it is seldom useful.
May be we will have to see if too many players abuse of that change, and change it back.
In the other hand, giving a card will solve the RT problem of not getting a card because you did not get the time to finish your turn.
Amidon37 wrote:I don't think it should be changed to give the card anyways - I can envision people allowing their timer to run out every other turn since they would only be losing the fortify -
Trying to penalize a player for letting their turn timer run out by denying them a card makes absolutely no sense.
to be clear though, for this to work, you can't just stall, you have to let the timer actually run out.
there is a penalty for that already, it gets you halfway to being booted
BlackDog wrote:Amidon37 wrote:I don't think it should be changed to give the card anyways - I can envision people allowing their timer to run out every other turn since they would only be losing the fortify -
Trying to penalize a player for letting their turn timer run out by denying them a card makes absolutely no sense.
I'm with BD here. I support tom's inclination to change it. (Kind of a fun subtlety, though!)
Also, I don't like how this treats regular players using a fast control on a large board. On a big turn, they have to watch their clock constantly to make sure they hit end turn in time to grab a card. The penalty for slow moves in fast games is that your turns get cut off! (For Fischer clocks, the penalty can be more severe - you might be stuck at 1 minute turns or worse for a few moves.)
Shevek wrote:to be clear though, for this to work, you can't just stall, you have to let the timer actually run out.
there is a penalty for that already, it gets you halfway to being booted
only if you do it twice in a row do you get booted
Then of course there are those of us, at least me, who ran out of time trying desperately to get done in time to get my card. So, I really think BlackDog has the right solution:
If you take a territory you always get your card.
This even protects those of us who do dumb things like forget to fortify, run out of time....etc
Very good point Recon. Just another reason to do the change.
Thanks everyone for comments - change is effective now
Good change.