Time Rules Musings
This is part of a larger post I made summarising my thoughts on Regionals Sydney. However, I wanted to make a separate post to discuss this specifically.
My last two rounds of Regionals made me more aware of the problems with the current time rules. Many card games have the players play X number of additional turns, much as Riftbound does, but if not conclusion is reached in that time, the game always ends in a draw. I do like that Riftbound has a way to determine a winner, but I think there are far too many advantages that the first player gains if time is called during the second player's turn.
For example, suppose that my game in R12 was a total of 6 turns for my opponent and 5 turns for me. That means that my opponent could, theoretically, score a maximum of 12 points, whereas I could only score 10. On top of that, they draw one extra card over me by default, and end up channeling one extra rune too. Making it even worse, they don't have to worry about defending on the final turn and can simply go balls to the wall on offense.
So a running tally of advantages:
-Natural first player advantages.
-No need to hold back interaction for the crackback.
-Additional scoring opportunities over me (12 vs 10)
-Additional 1 card draw.
-Additional 1 rune channel.
If you also wanted to include "total Energy available", assuming no power being spent or Runes being channeled:
Player 1 would have a potential total of 42 Energy available to them throughout the game (2 + 4 + 6 + 8 + 10 + 12), whereas I would have 35 (3 + 5 + 7 + 9 + 11).
I now strongly believe that, when time is called, the number of extra turns should change depending on whose turn it is:
A: If the current player is second player, the second player should finish the current turn, and then both players should play only a single additional turn (i.e. 0-1-2 instead of 0-1-2-3).
B: If the current player is the first player, then time rules as they currently are would still work. (0-1-2-3).
If it turned out that one single turn was too few in A, then it should be finish the current turn and then each player plays two additional turns (i.e. 0-1-2-3-4).
I think this would go a significant distance in weakening all the various advantages that the first player gains if time is called during the second player's turn.
Would love to hear other peoples' thoughts on this!