QuoteGoing to Time
1. Each player who has 6 or more Æmber forges 1 Key (removing the 6 Æmber from their pool as usual). Cards that affect Æmber costs have no effect during this step. Each player can only forge 1 key from this step.
2. The player with the most Keys forged is the winner. If there is a tie, proceed to step 3.
3. The player with the most remaining Æmber in their pool is the winner. If there is still a tie, proceed to step 4.
4. Each player selects one of their houses. Then, each player totals the number of friendly creatures in play of that house and adds the amount of bonus Æmber from that house’s cards still in their hand. This is that player’s “potential Æmber.” The player with the most potential Æmber is the winner. If there is still a tie, proceed to step 5.
5. The first player is the winner
I just recently lost a game that went to time. Time ran out on my turn, so I got to finish my turn, and then the opponent got a turn. My big problem is that at the end of my opponent's turn, I had enough amber to forge my 3rd key. My opponent won because they were able to focus on generating amber instead of making any attempt to stop me from winning, which I don't believe they were capable of anyway. Officially they won on step 5 of the tiebreaker, but they could have won on step 3 if they suicided on my Grabber Jammer with 3 captured amber instead of reaping. It would be nice if the tie breaker changed to account for this.
The simplest solution that comes to mind is to end the game after the forge a key step instead of at the end of a turn.
Edited by Revert