I see a lot of "slow play" accusations. Still I think people are confused from slow play or stalling compared to defensive play. Stalling is unsportsmanlike and should not be legal. Defensive play is strategic and is still playing the game instead of stalling. So here are examples
- Defensive Moving a low hit point ship away from danger to keep it alive or get it in a better position to attack later. (still playing the game)
- Stalling taking 5 minutes or more to place a single dial for each dial (not playing the game)
So here I propose more of a rule to eliminate the actual number of people complaining about defensive slow play over actual stalling.
Solution count the number of turns played. Thus 60 minuets to play 10 turns.
So here is an average break down for time to complete the 4 phases
- Planning phase 1 minutes
- Activation Phase 2 minutes
- Combat phase 2 minutes
- End phase 1 minutes
So this averages about 6 minutes a turn. I know planning phase often takes more than 1 minute but the end phase rarely takes more than a few seconds. Still 6 minuets to complete a turn should be enough time and in the end game when fewer ships are on the table turns should go faster.
So if there is a slow play complaint if 10 turns have been played the complaint is dismissed. If there is less than 10 turns played at the end of the round then the slow play claim should be considered valid however it is still up to the TO to determine what constitute as stalling and who is at fault.
Edited by Marinealver