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UDE just posted an update to the tournament policy that contains a change to the end of match procedure. It has to do with what happens when you reach the end of the additional turn and have a tied game. here's the relevent section with the changes bolded:
Quote
VS Tournament Policy
B-14. End-of-Match Procedure
The end-of-match procedure is used for both single-game matches and best-of-three game matches.
When time is called at the end of a round, the current turn of each match still in progress is completed, and one additional turn is played. Then, play stops, and the match winner is determined using the following process:
· A player wins the match if he or she has more game wins than his or her opponent.
· If both players have an equal number of game wins, the player with the highest endurance total in the current game is the winner.If endurance totals are tied, then the player that had the initiative on the last turn loses the game.
· If both players have an equal number of game wins and are between games, the next game will start. The match winner will be determined by checking the endurance totals at the end of turn 3 and each turn thereafter (as in the previous example).
Example 1: Time is called at the end of a match. Players are still in the middle of game 1. Brian has 15 endurance, and Ryan has 20 endurance. The players complete the current turn and play one more turn. By the end of the next turn, Brian reduces Ryan’s endurance to 12. Brian wins the game based on endurance totals, and he wins the match because time was called during game 1.
Example 2: Time is called during game 2. David has already won game 1. The current turn is completed, and one additional turn is played. Even with the extra turn, neither player can defeat the other. The current game is considered unfinished, and David wins the match because he won game 1.
Example 3: Time is called during game 2. Kate won game 1, but Mark finishes his turn and manages to win game 2. Kate and Mark are now tied, each having won a game. They start game 3. Game 3 lasts until the end of the third turn, at which point both players’ endurance totals are checked. Kate recruits a character on turn 3 that Mark is unable to defend against. Kate attacks, reducing Mark’s endurance to 38. At the end of the turn, Kate is ahead on endurance, so she is the winner of the game and the match.
Example 4: Time is called during game 3. Michelle and Danny have each won a game in the match. The players finish the current turn and one additional turn in which Michelle has the initiative. At the end of that turn, their endurance totals are tied at 35 each. Since Michelle had the initiative on the last turn, Danny is the winner of the match.
What do you guys think? Not going to SoCal I've got the chance to see this one play itself out, but I'm sure some of you have an opinion on this. I doubt you will see this happen very often, but when it does expect someone to raise holy hell. It seems a bit to arbitrary to determine victory to me.
We tested this at WW:T. It only came into play in one of my games. I don't think it makes that big of a difference honestly, but it does put the off initiative player in a position of having to do 1 less endurance loss than they used to on the final turn.
If you've got initiative on the last turn, you should be able to push through for the win. If you can't win, you lose.
I'm all for letting the match play out like it should, but if you've gone to time, finished a turn and played one additional turn, it's time for the game to end.
Just my personal opinion, though. The fact that it coincides with UDE tournament policy is a benefit for me :-)
I think it's a good call (though I'm sure if I'm the person this happens to I won't be thrilled about it). Basically though, there's no reason 300 other people should have to wait around an extra 10 minutes for you to play that final turn of a tied game. More often than not the person w/ the init will win the next turn anyway.
It seems perfectly reasonable. It means games WILL end after the 2nd round from when time is called, which is good.
Since there has to be a way to decide a winner in the case of tied endurance totals when time is 'up' ... having the off initiative player win is the most reasonable option [it would be easier for a player ON initiative to 'play for the tie' and any other method would likely be much more arbitrary, like number of characters in play, or unstunned, or much more random, like a coin flip]
As long as the players are informed at the start of the event that this rule is in effect, it shouldn't be a problem.
The person with initiative on the additional turn should win by 1 or more... start packing those Surprise Attacks, Meltdowns and Insect Swarms!
What they should do is add a clause that if you are going to this additional turn with initiative and there is NO WAY you can win, to just scoop and not waste more time or you'll receive a loss for your NEXT match. I've seen this several times where the player is hoping some type of divine intervention will turn one of his face down cards into 'Your Opponent Loses 100 Endurance' because there is no way for him to win.
So you guys are saying that it doesn't effect the integrity of the tournament that some matches are decided based on the fact that a player choose a certain initiative?
What seems odd to me is that this was included at all. I mean it comes up so very rarely. I mean it comes up once at WW:Tx? How is that a problem that deserves a policy shift? It seems to me that there were other issues that effected round time more then this.
I suppose that makes sense. MOST of the time when going into the sudden death turn the person with INT is going to win anyways. (not withstanding stall decks like gamma doom or xstall)
This doesn't really happen often of course but we can all recall at least one time where we all sat around for half an hour just waiting for one pair to finish.
Originally posted by EvilBaby So you guys are saying that it doesn't effect the integrity of the tournament that some matches are decided based on the fact that a player choose a certain initiative?
What seems odd to me is that this was included at all. I mean it comes up so very rarely. I mean it comes up once at WW:Tx? How is that a problem that deserves a policy shift? It seems to me that there were other issues that effected round time more then this.
It's happened at least twice at the PC that I can remember, and I wasn't paying all that much attention. There will be over two thousand matches at the PC and it will only take one going to the second additional turn to extend the tournament another half hour. I'm for most changes that are going to shorten the tournament without affecting too many people, and this does that.
Originally posted by EvilBaby I mean it comes up once at WW:Tx? How is that a problem that deserves a policy shift? It seems to me that there were other issues that effected round time more then this.
I did not say it came up once overall, I said it came up once in _my_ matches.
Originally posted by EvilBaby So you guys are saying that it doesn't effect the integrity of the tournament that some matches are decided based on the fact that a player choose a certain initiative?
Isn't that a determining factor in a lot of games even without taking long games into consideration?
If two guys both have a win condition on 7 that banks on attacking first, then you're still punishing whoever has to play on evens.
Originally posted by EvilBaby So you guys are saying that it doesn't effect the integrity of the tournament that some matches are decided based on the fact that a player choose a certain initiative?
How does this affect the integrity of the tournament? Both players have the same chance to have time called on their off-inish so it's not like it favors any player based on what initiative they choose. If the last turn happens to be your initiative then the onus is on you to win by 1 or more endurance.
Originally posted by Em7add11 Isn't that a determining factor in a lot of games even without taking long games into consideration?
If two guys both have a win condition on 7 that banks on attacking first, then you're still punshing whoever has to play on evens.
Well I think there is a clear difference between not getting the initiaive that you want(which you describe), and losing a match which is played to its conclusion, and having a judge issue a loss for picking the wrong side of the coin. I mean unless you are planning on trying to tie up the score at a particular point, this occurance will be entirely random. Which means that the outcome of the match isn't made by player skill, but by random chance. I'm not saying that this isn't a viable option, but it seems like there must be better way to determine the outcome then random chance.
I'm also saying that this happens so rarely that it might be worth having one or two rounds be extended by a few minutes rather then have the match decided by the die roll that determined initiative. It seems to me that it is being suggested that we effect the integrity of the results to save a little time.
btw sorry I miss quoted you fatal, just read a little to fast.
Ya see if players were playing rounds that lasted "a few minutes" then they'd never be in this position in the 1st place. An additional turn in many of these games would be another 10 minutes, that's just how things are right now.
I see no problem w/ it, if you have the init on the last turn of the game then you know you have to have 1 more endurance than your opponent or you will lose the game. You need to plan for this. If you don't accomplish it, then you have no one to blame but yourself.
Something to keep in mind is that the player who'll have the initiative after the tied turn will probably be able to win the game at least 9 times out of 10. Consider that this ruling hurts some 1/10 of the times this will happen, which is a rarity within a raity, and it's going to do anything other than just save time to the foregone conclusion so rarely that it's easily more fair to everyone than making people wait around as they might have to now.