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Who has moved in a turn.

Posted: Wed Oct 26, 2005 5:20 pm
by Boothdom
Hi all.

I apologise is this is in the wrong area, or has been answered before etc. but I’m a bit of a newb so bare with me.

I bought the box about a month ago and have had lots of fun learning the rules. I've also played quite a few practice games on FUMBBL. Now, there it is easy to tell which players have move in a turn because once they're done they are greyed out. When playing the board game I find it hard to keep track of which players (mine slightly, my opponents more frequently!) have carried out an action.

Is there a standard convention or a good house rule I could implement? Or do I just have to concentrate more! :o

Thanks in advance for any help.

Cheers,

Dom

Posted: Wed Oct 26, 2005 5:31 pm
by GalakStarscraper
Three good choices.

1) Start each turn facing all players facing the endzone you are headed for. when you finish moving the player turn them to face the other endzone.

2) Same as #1 above but face them toward one of the side lines.

3) Use jewel counters from games like Pokemon or Magic the Gathering to mark who has gone.

Galak

Posted: Wed Oct 26, 2005 5:41 pm
by Tritex
No 1 is best I find - also you may want to keep track of turning players face up & down for stunned/ prone - we only turn stunned players over at end of turn so they don't get mixed up!

Posted: Wed Oct 26, 2005 11:20 pm
by Duke Jan
Or 1b start with players facing the enzone you're headed for and turn them to face the other way after moving. Next turn turn them the other way. Saves you the trouble of having to turn around 11 players after each turn.

Posted: Thu Oct 27, 2005 6:51 am
by MadLordAnarchy
The turning is normally the best way. Of course, if you have a sufficiently sized league you could always use a third party to ref and they can keep track while also providing a means of recording all sorts of interesting stats.

Posted: Mon Oct 31, 2005 1:20 pm
by duff
I've thought of offering to be on-site ref/stat recorder for a finals game in our league, but the thought bores me...

Posted: Mon Oct 31, 2005 2:46 pm
by Deathwing
Duke Jan wrote:Or 1b start with players facing the enzone you're headed for and turn them to face the other way after moving. Next turn turn them the other way. Saves you the trouble of having to turn around 11 players after each turn.
Personally I don't like that method. Sure it works (and if my opponent wants to do it that way I can live with it ), I just like the clear simplicity of *facing forwards=hasn't moved* as opposed to *facing forwards=may or may not have moved depending whether it's an odd or even numbered turn.*

I guess it's more efficient alternating the direction, but it's only ever ten players anyway, and if you do it at the start there's usually at least a further one or two that are on the deck as well. Any kind of turnover halfway through the turn involves turning half the team one way or the other anyway, early turnovers it becomes more efficient to have the team facing the same direction for a second turn running...

So I prefer the slightly less efficient yet clearer cut method. Everyone knows exactly where they are at all times.

Another point is that passing by spectators at tournies can instantly pick up the game situation. If you come across a game and the active coach is considering his next move, it's not easy to pick up which players have been and which haven't, often you end up waiting for the coach to take an action and see which way he faces the player before you can really get any proper idea of the situation.

Minor points really, but my personal preference. :)

( After all, I'm not gonna get tired fingers and/or blistered thumbs from turning players round more often for the sake of the KISS principle, am I? Efficiency? Face em forwards ya lazy gits! :P :lol: )

Posted: Mon Oct 31, 2005 3:02 pm
by Deathwing
Tritex wrote: ...also you may want to keep track of turning players face up & down for stunned/ prone - we only turn stunned players over at end of turn so they don't get mixed up!
Very common house rule, or was, it's been official for about a year now. :wink:

Posted: Thu Jan 05, 2006 11:40 pm
by arv9673
In my league we turn the mini's 90 degrees when they've moved, it doesnt matter which way. I turn them away from me so I can read their number easily, some do likewise, others turn the mini's towards them. For knocked down/stunned, we've decided which side has the "face" on it and thats for face up, the other is for stunned.
We also use a "witness" on all official games to record stats, keep people honest, tell people to move their turn marker at the end of their turn if their opponent missed it, little things like that. works for us, anyways.

Posted: Wed Jun 07, 2006 7:53 pm
by magokiron
I agree with Deathwing.
About the Tritex concern about the players who has rolled face up, we ussually use this sistem:
A face down player has his head toward his own end zone.
A face up player has his head toward his opponent end zone.
If a player has just rolled over, has his head toward one sideline.
in that way is very difficult to get confused, and you rarely try to stand up a player who has recently rolled face up.

Posted: Wed Jun 07, 2006 11:27 pm
by DoubleSkulls
magokiron wrote:I agree with Deathwing.
About the Tritex concern about the players who has rolled face up, we ussually use this sistem:
A face down player has his head toward his own end zone.
A face up player has his head toward his opponent end zone.
If a player has just rolled over, has his head toward one sideline.
in that way is very difficult to get confused, and you rarely try to stand up a player who has recently rolled face up.
You automatically unstun at the end of turn now - which gets rid of that little problem.

Posted: Thu Jun 08, 2006 1:23 am
by Mad Jackal
ianwilliams wrote:
magokiron wrote:I agree with Deathwing.
About the Tritex concern about the players who has rolled face up, we ussually use this sistem:
A face down player has his head toward his own end zone.
A face up player has his head toward his opponent end zone.
If a player has just rolled over, has his head toward one sideline.
in that way is very difficult to get confused, and you rarely try to stand up a player who has recently rolled face up.
You automatically unstun at the end of turn now - which gets rid of that little problem.
Excepting players that were stunned during this turn correct?

Posted: Thu Jun 08, 2006 3:41 am
by DoubleSkulls
Sure - its pretty rare you'll stun a player of your own and continue with the turn so its a very simple change.

Posted: Thu Jun 08, 2006 4:16 am
by Mad Jackal
ianwilliams wrote:Sure - its pretty rare you'll stun a player of your own and continue with the turn so its a very simple change.
2 in the LRB 5.0 happen to me or against me quite a bit.

A Bitten Trall via blood lust. (stunned being the most likely bite result nd a chance at say 3 bites a turn.)

A failed landing due to TTM (non ball carrier).

I play vampires. I see the first one VERY often.

Posted: Thu Jun 08, 2006 7:26 am
by DoubleSkulls
If there are 3 bites a turn then you are really unlucky :D 6 vamps on the field is 1 per turn forgetting pro/trr :D

Point taken though - there are some teams where that doesn't help as much as others.