WarGear games utilize Turn Timers (aka Game Speed, Turn Limit) to ensure games move along at a set pace and aid in game completion. Boots occur when a player is removed from the game due to his or her turn time being greater than or equal to the gameâ€™s turn limit. If a player is booted from a game, either automatically or by players, all of the playerâ€™s territories revert to Neutral with the same number of troops that the player had on each territory and the playerâ€™s cards are discarded.
The game for a booted player is stored as a loss and both the playerâ€™s global ranking score and individual board ranking score will decrease if the game is a Ranked game. Boots are tracked in a playerâ€™s stats page, but currently there are no other consequences of boots (other than loss and decrease of Ranking scores).
Team games function the same way, if a player is booted the playerâ€™s territories revert to Neutral and NOT to any teammate.
See the Vacation tab of your profile to safeguard your games from boots when you will be away from WarGear for an extended period of time.
Games can be played with one of two different Turn Limit settings. The Regular Clock is the basic setting in which a defined Time is set for a player to make his or her turn before they are automatically skipped or booted. The Fischer Clock is similar to a Chess Clock in which players get a set amount of time per turn with the ability to carry over time to the next turn. Fischer Clocks are normally used to play near real time games where all players are expected to remain present and taking turns quickly.
Game Speed (Regular Clock):
The Game Speed, or Turn Limit, can be set by the game host to Real Time (10 minute turn limit), Daily (1 day turn limit), Quick (2 day turn limit), Regular (3 day turn limit, Default), or Extended (7 day turn limit). Note: Real Time games ignore Vacation status.
Clock Speed (Fischer Clock):
The Clock Speed, or Turn Limit, can be set by the game host to Lightning (Initial: 5m, Delay: 3m; Max 10m), Quick (Initial: 5m, Delay: 5m; Max 20m), or with Custom settings. Note: Fischer Clock games ignore Vacation status.
For example, if player A has 8 minutes on their clock and takes 2 minutes to take their turn, at the end of their turn they will have 8 - 2 = 6 minutes remaining on their clock. If the delay time is 3 minutes then at the start of the next turn they will get 6 + 3 = 9 minutes on their clock.
Once the turn limit is reached in a public game, the player's turn is automatically skipped and the armies received during the missed turn are discarded unless they can be placed in reserve. Two consecutive skipped turns results in an automatic boot.
A private game has the additional option to set the following Automatic Boot Types to determine what will occur to a player if his or her turn time reaches the turn limit.
No automatic boot: When a player reaches a turn time equal to the boot interval it will continue to be his or her turn and the player may take his or her turn without repercussion. However, once a player reaches three times the boot interval the Host of the game can Vote to Boot the inactive player.
Automatically skip players turn when the boot interval is reached: When a player reaches a turn time equal to the boot interval the game will automatically skip the playerâ€™s turn and discard the armies received unless they can be placed in reserve. All of the playerâ€™s territories and cards stay owned without change. Two consecutive skipped turns results in an automatic boot.
Automatically boot players when the boot interval is reached: When a player reaches a turn time equal to the boot interval the game will automatically boot the player and proceed to the next playerâ€™s turn.