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Letting clock run out after deploying and attacking

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Letting clock run out after deploying and attacking

Postby willard00 on Wed Aug 10, 2011 5:41 pm

If this has been asked and answered elsewhere, my apologies. Is it cheating or bad form to start a turn, deploy, do some attacks, and then purposely allow the clock to run out without ending your turn? I almost did it earlier, so that I wouldn't have to take a card, and improve my chances of getting a bigger cash in down the road. I didn't in case it was against the rules, but if it is no big deal, I may in the future. Any opinions or rulings would be much appreciated.
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Re: Letting clock run out after deploying and attacking

Postby jefjef on Thu Aug 11, 2011 12:48 am

It isn't a rules violation if it happens occasionally but It is an extremely cheap tactic and low class. Cowardly and not in the spirit of fair play.
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Re: Letting clock run out after deploying and attacking

Postby demonfork on Thu Aug 11, 2011 1:11 am

willard00 wrote:If this has been asked and answered elsewhere, my apologies. Is it cheating or bad form to start a turn, deploy, do some attacks, and then purposely allow the clock to run out without ending your turn? I almost did it earlier, so that I wouldn't have to take a card, and improve my chances of getting a bigger cash in down the road. I didn't in case it was against the rules, but if it is no big deal, I may in the future. Any opinions or rulings would be much appreciated.


Dude you are totally fucked!!! That is a major infraction... you are lucky that you didn't do it, you could get a site ban or a point reset for that shit!
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Re: Letting clock run out after deploying and attacking

Postby jammyjames on Thu Aug 11, 2011 9:33 am

willard00 wrote:If this has been asked and answered elsewhere, my apologies. Is it cheating or bad form to start a turn, deploy, do some attacks, and then purposely allow the clock to run out without ending your turn? I almost did it earlier, so that I wouldn't have to take a card, and improve my chances of getting a bigger cash in down the road. I didn't in case it was against the rules, but if it is no big deal, I may in the future. Any opinions or rulings would be much appreciated.


Also rather pointless, by not carding and saving it up, you can miss out on easy opportunites when the cash's increase.. Bad tactical gameplay.. But being the first to cash has won me a few games in my time. :D
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Re: Letting clock run out after deploying and attacking

Postby Joodoo on Thu Aug 11, 2011 9:50 am

It's rather cheap and uncalled for unless:
a)that player lost internet connection.
b)that player had to leave for a real life emergency.
c)that player unintentionally forgot to click on end reinforcements.
Of course, doing it in no spoils is acceptable but extremely annoying.
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Re: Letting clock run out after deploying and attacking

Postby willard00 on Fri Aug 12, 2011 10:27 am

jefjef wrote:It isn't a rules violation if it happens occasionally but It is an extremely cheap tactic and low class. Cowardly and not in the spirit of fair play.


That's what I thought. Thanks, glad I didn't do it!
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Re: Letting clock run out after deploying and attacking

Postby willard00 on Fri Aug 12, 2011 10:36 am

jammyjames wrote:
willard00 wrote:If this has been asked and answered elsewhere, my apologies. Is it cheating or bad form to start a turn, deploy, do some attacks, and then purposely allow the clock to run out without ending your turn? I almost did it earlier, so that I wouldn't have to take a card, and improve my chances of getting a bigger cash in down the road. I didn't in case it was against the rules, but if it is no big deal, I may in the future. Any opinions or rulings would be much appreciated.


Also rather pointless, by not carding and saving it up, you can miss out on easy opportunites when the cash's increase.. Bad tactical gameplay.. But being the first to cash has won me a few games in my time. :D


If I am the first to play in an escalating game, I often deploy but not take over a territory at some point in the first 1-4 rounds so that I end up with 1 card less than the rest. That way I have the option to allow the lower turn-ins take place, allowing me to cash in for 10, 12 or 15 instead of just 4. Of course it all depends on how the game is developing, but this has worked a few times. The point of my question was that in the specific game I'm playing, I needed to take out an opponent's bonuses as well, forcing me to take a card. I've now had to turn in for a measely 4, and given the initiative to the rest. Given the feedback, I will never employ that tactic (allowing the clock to run out). Thanks for your time!
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