Concise description:
- When playing speed chess, the tradition is not a time limit per move, but a total time limit per game- each player has e.g. half an hour to move. Once they make their move and hit the timer button, time begins subtracting from the other player's total. If either player uses up all their time, they lose, even if they had better board position at the time.
Specifics:
- Timer-style would be an option at game creation. If chosen, each player would get X minutes of time. (Whether X varied by map, or was chosen by game creator, or was a blanket rank set time no matter what game, is a detail to be worked out.)
- The first player to move has his/her counter start counting down when he/she enters the game after the roster is full. Each time a player completes his move (by making his reinforcement or declining to do so) his counter freezes and the next player's counter starts counting down.
- If a player runs out of time, his armies go neutral.
- Players could win by conventially winning, or by forcing their opponents to run out of time.
- In team games (Doubles/Triples/Quads) a team's time would be pooled.
- If player A eliminates Player B, then just as A would get B's spoils, A would get B's remaining time, adding a new dynamic to strategy, as there would be strategy of time as well as of the map and of spoils.
This will improve the following aspects of the site:
It would provide another option and way of experiencing ConquerClub,