Moderator: Community Team

Basically the premise is to have the game tally up who has NOT ended their turn as the clock runs out on the round and set them on turn delay as if they had ended their turn normally by clicking 'End Reinforcements'. So either they wait until half the round passes of someone else begins which unlocks them to have their turn. This will work wonders with Casual Freestyle while having minimal impact on Speed Freestyle.Supreme_Pookie wrote:How about having an automatic "End Reinforcement" action occur just prior to time running out.
For perpetrators who practice this type of rule breaking, this "tactic" (as it's been incoorectly labeled) would then be rendered null and void.
The rules specifically state that if you're the last one to take a turn in the round then you can't be the one to play first in the next round.
This is a clear vio;ation of the rule.
This is a bug in need of extermination.


Blitz he means if you make a 1 vs 1 team game. You would basically be playing by yourself vs another player. So if it was triples you would control all 3 colors on your side and the other person would control theirs.Blitzaholic wrote:jpcloet wrote:Yes, 1v1 team games should be added!Timminz wrote:2-player team games.....
how is 1 vs 1 a team game jp?

ahunda wrote:1v1 team games, hands down.

Master Fenrir wrote:Attack details. For some reason, I've always found those really interesting to look over on similar sites.

#1. As you stated, it is no mystery when the clock flips, any player can easily show up when the time expires and take their turn.lackattack wrote:
...And just to clarify, anti-double-turn block is only meant to prevent "surprise" double turns when the round ends before the 24 hours are up. Any other sort of double turn (e.g. when someone didn't play or ran out of time) is allowed because everyone knows when the turn expires and it isn't a surprise.

sherkaner wrote:Demonfork, Lack himself refers to it as a loophole.
Wrong, it does not change the time when the new round starts if you let the clock run out!!! When you let the clock run out the new round starts precisely at the end of the 24 hours. It's completely predictable.And his quote isn't entirely correct either, if you take your turn and let it run out in a 24-hr game, you actually change the time the new round starts, and the endtime isn't predictable any more.
So what, like I said most of the people that agree with removing it either suck at freestyle and or don't understand freestyle.And it looks like most people here agree with removing the loophole

Weak Argument - Because not everyone has the ability to turn up at that precise time to counter a double turn attempt due to school/work/sleeping. This is partly down to differing time zones around the world and partly down to when a new round is triggered by someone ending their turn properly instead of intentionally sidestepping the turn delay. I can hardly turn round to my boss and tell him I've got to stop work and log into CC to stop someone double turning in an internet game.....demonfork wrote:Please, for the sake of freestyle, don't ruin the freestyle format by eliminating the double turn.
Before I give my reasons why this would ruin freestyle, let me first start off with on of my favorite rebuttals that I use against the double turn naysayers that written by a wise man of cc...
#1. As you stated, it is no mystery when the clock flips, any player can easily show up when the time expires and take their turn.lackattack wrote:
...And just to clarify, anti-double-turn block is only meant to prevent "surprise" double turns when the round ends before the 24 hours are up. Any other sort of double turn (e.g. when someone didn't play or ran out of time) is allowed because everyone knows when the turn expires and it isn't a surprise.
Flawed Argument - Don't overextend yourself then, or make all your moves at once, or any other number of things that would reduce your ability to respond.demonfork wrote:#2. (Mostly applies to 1v1) Delay tactics are used quite often in casual freestyle. A player ends his turn early and comes back later at some arbitrary time to clean house when his opponent has long since logged off. The double turn is one of the only means of counter measure when dealing with this tactic. It brings balance to the format. If you take away the double turn casual freestyle will turn into a game of who can end their turn this quickest.
The same as point one, this is useless if you're stuck at work and unable to access CC at the required time, they'll just double turn anyway and you can't prevent it unless your internet access is surgically implanted, or you have an iPhone with internet access(that's still a fairly exclusive club).demonfork wrote:#3 Being double turned is preventable. If you wish to eliminate the possibility of ever being double turned just make sure that you are always the last player to take your turn. I myself have never been double turned* because I either A. Show up at the clock flip or B. prevent it from happening by staying at the bottom of the turn rotation.
Weak Argument - A cheap tactic does not good strategy make! The turn delay was implemented for a reason, that you discovered a way to circumvent the turn delay does not mitigate this at all.demonfork wrote:Yes a lot of players complain and cry foul when they fall victim to this strategy because of their inexperience or their general lack of freestyle skill, but so what.... In chess when I first fell victim to the Queens Gambit I didn't go cry because I was unaware of this tactic, I was happy because I learned a new skill that I was able to add to my arsenal.
There will always be crying noobs, crying noobs are a part of life. The vast majority of the double turn naysayers also happen to suck at Freestyle and or don't understand the format. Please don't ruin freestyle because some crying noob can't handle that someone else has the necessary skills and knowledge to be good at something and they do not.

Lack, can we expect these issues to be addressed or not?notyou2 wrote:Welcome back Lack. How was Shediac? The place has gone haywire while you were away.
I would like to see moderators that actually show moderation when enforcing the revamped rules, evenly and fairly and with transparency. As well as an examination in minute detail of recent bannings that seem heavy handed and unfair to many in this diverse and divided community.
It shows you where they attack and what their dice were. This can be useful in situations such as this:angola wrote:Master Fenrir wrote:Attack details. For some reason, I've always found those really interesting to look over on similar sites.
What exactly do these details show?
I agree!RjBeals wrote:allow us to make bigger maps (dimensions).
Also, this additional information should make it possible to create add-ons or plug-ins to do a lot of post-game analysisMaster Fenrir wrote:It shows you where they attack and what their dice were. This can be useful in situations such as this:angola wrote:Master Fenrir wrote:Attack details. For some reason, I've always found those really interesting to look over on similar sites.
What exactly do these details show?
4 player standard:
-Red has three borders of Green, Blue, and Yellow.
-Players come back and see that he has 4 where he had a 3 previously, so they know he dropped and took a swing and went 0/2, but don't know who he attacked.
Attack details would show which territory he tried to attack.
I agree also!captainwalrus wrote:I agree!RjBeals wrote:allow us to make bigger maps (dimensions).
