{"id":3918,"date":"2003-10-09T12:00:00","date_gmt":"2003-10-09T10:00:00","guid":{"rendered":"https:\/\/www.westpark-gamers.de\/blog\/2003\/10\/09\/taking-control-of-time-control\/"},"modified":"2003-10-09T12:00:00","modified_gmt":"2003-10-09T10:00:00","slug":"taking-control-of-time-control","status":"publish","type":"post","link":"https:\/\/www.westpark-gamers.de\/blog\/2003\/10\/09\/taking-control-of-time-control\/","title":{"rendered":"Taking Control Of Time Control"},"content":{"rendered":"<h2>Taking Control Of Time Control<\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/timecontrol_t.jpg\" align=\"right\" width=\"306\" height=\"414\" border=\"0\" alt=\"Time Control - box\"\/><\/p>\n<h4><i>A review and a possible \u201efix\u201c<\/i><\/h4>\n<p>\u201c<a href=\"http:\/\/www.thompsonindustry.com\/\" target=\"_blank\">Time<br \/>\nControl<\/a>\u201d has been one of the most dissed games in <a href=\"http:\/\/www.boardgamegeek.com\/\" target=\"_blank\">boardgamegeek<\/a> history \u2013 this<br \/>\nhas to do with the fact that the designer sent out many free games to possible reviewers,<br \/>\na practice which is normally laudable but which backfired in this case. We as the<br \/>\n\u201cWestpark Gamers\u201d had also received a copy, but as it arrived relatively late<br \/>\nwe already had word from the various boardgamegeek reviews (by usually reliable<br \/>\nreviewers) that this game was truly awful. Therefore we never really got around to play<br \/>\nit (or rather didn\u2019t dare, to be honest).<\/p>\n<p>This reviewer will not try to rectify the view that is dominant about \u201cTime<br \/>\nControl\u201d \u2013 the game suffers from many flaws and has certainly not been<br \/>\nplaytested enough (or perhaps not at all). But while reading the rules (second, optimized<br \/>\nversion, still with many unclarities) I found that some of the ideas in the game were<br \/>\nneat and interesting. I also felt sorry for the game designer, who had apparently gone to<br \/>\ngreat length to present and print his game professionally (you can certainly not say that<br \/>\nthe game is ugly looking, although tastes differ). Also, I am a fan of the \u201ctime<br \/>\nmachine\u201d genre, of which there are only very few good games (and only one true<br \/>\nmasterpiece, the totally underrated and out of print \u201cTime Agent\u201d by TimJim<br \/>\ngames). So before we finally decided to test this game, I already changed some of the<br \/>\nrules that I was sure wouldn\u2019t work (therefore sparing us the aggravation that the<br \/>\nother testers felt while trying \u201cto make it work\u201d). But more about that<br \/>\nlater&#8230;<\/p>\n<p>To give you some idea what the game is about, here is a short description:<\/p>\n<p>Each player represents a time agency which tries to keep reality safe from \u201ctime<br \/>\nwaves\u201d, accumulated problems that wander \u201cup\u201d to the present from the<br \/>\npast, created by the other players agents. Each player therefore is master of his own<br \/>\n\u201calternate reality\u201d.<\/p>\n<p>There are 7 time zones: today, yesterday, recent past, yesteryear, distant past,<br \/>\nancient times and pre-history. Today is where your agents are safe, and from which you<br \/>\nsend them to the past, to your own, and ultimately also to other players time zones.<br \/>\nThere are 4 kinds of agents: normal ones, brawlers (good at beating the crap out of other<br \/>\nagents), scientists and historians (which are good in influencing and changing the time<br \/>\nwaves).<\/p>\n<p>First players deploy their agents on various time zones on their own board (movement<br \/>\nis linear, you can only move towards pre-history, from which you \u201csnap back\u201d<br \/>\nto the present). Now the most problematic phase of the game begins: the \u201cfree for<br \/>\nall\u201d, which simply doesn\u2019t work. In the original rules every player can do<br \/>\nwhatever he wants whenever he wants, he just has to announce it, and see if somebody<br \/>\nopposes it. The latter happens when another player tries to take \u201ctime<br \/>\ncontrol\u201d , saying \u201cbefore you do this I do that\u201d, to which of course<br \/>\nanother player can chime in say \u201cand before <b>you<\/b> do <b>that<\/b>, I do<br \/>\n<b>this<\/b>\u201d, etc. ad nauseam. At some point you try to get out of this mess by<br \/>\nresolving these \u201ctime duels\u201d, which are akwardly done by the rules: you<br \/>\neither spend time chips (numbered 1-21) OR you play a \u201cFate\u201d time chip which<br \/>\nenables you to blindly draw a card from -15 to +15 (or an automatic win card \u2013<br \/>\nsic!). Confused already? Even more confusing is the fact that you can always re-duel (in<br \/>\nfact <b>every<\/b> player involved in the duel could do that), and that you lose only the<br \/>\nhighest time chip spent, the others are kept.<\/p>\n<p>Theoretically every player can be active until all his agents are \u201cbusy\u201d,<br \/>\nmoving\/activating one at a time. Agents are moved to other boards to create<br \/>\n\u201ccreate\u201d tokens, which in turn create a time wave that after the first round<br \/>\nmoves up to the present step-by-step to create more \u201ccreate tokens\u201d and<br \/>\nfinally problem cards, which oust a player from the game if he accumulates enough of<br \/>\nthem. Agents can also try to rectify these problems by flipping the create tokens to<br \/>\ntheir \u201csolve\u201d side (when in the same zone) &#8211; \u201csolve\u201d tokens who<br \/>\nreach the present can get rid of \u201cproblems\u201d. Of course you can also attack<br \/>\nother agents, again using the clumsy duel rules.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/timecontrol_b.jpg\" align=\"left\" width=\"306\" height=\"418\" border=\"0\" alt=\"Time Control\"\/><\/p>\n<p>And have I already said that time waves also attack agents, <b>again<\/b> using the<br \/>\nduel rules??? Although the duel faintly reminds one of the classic \u201cCosmic<br \/>\nEncounter\u201d, it is absolutely overdone to use it for nearly every mechanism in the<br \/>\ngame \u2013 in \u201cCosmic\u201d playing the duel cards is always decisive and much<br \/>\nmore rarely done.<\/p>\n<p>And the biggest problem is: The first turn never ends! Agents keep on being active<br \/>\n(you start with 12), as some actions, even sometimes fights, don\u2019t<br \/>\n\u201cbusy\u201d them, therefore ending their activities. This means that we look at at<br \/>\nleast 48 if not more actions by four players, most of which will be duelled about. And<br \/>\nmost of which will involve <b>yet another duel<\/b>! And reduelled. And reduelled again.<br \/>\nFor all eternity (perhaps fitting the theme, perversely).<\/p>\n<p>All play reports said the same: They were playing the first round for what seemed like<br \/>\nages, and then stopped because they simply were bored witless.<\/p>\n<p>All this doesn\u2019t sound like a lot of fun. This is why I tried to change it!<\/p>\n<p>When we finally played I already used the optional rules that I created, and lo and<br \/>\nbehold, suddenly the game wasn\u2019t half bad! Players even admitted having<br \/>\n\u201cfun\u201d! :-)<\/p>\n<p>After experimenting a bit more this is my attempt at an easy rules fix that makes<br \/>\n\u201cTime Control\u201d a much better, perhaps even interesting game. I am actually<br \/>\nsure that the designer, who I applaud for being calm about all the bad reviews, would<br \/>\nhave changed the rules to this had he tried out the game a bit more with neutral<br \/>\nplaytesters. Everybody at our playing agreed that this game \u201cdeserved another<br \/>\nchance\u201d \u2013 I leave it to you if you are willing to give it a try!<\/p>\n<p>Main problems with the game:<\/p>\n<ol start=\"1\" type=\"1\">\n<li>The \u201cfree for all\u201d rule creates endless confusing duels which are<br \/>\nrepetitive and take forever.<\/li>\n<li>Victory conditions involve kicking out every other player of the game \u2013 not a<br \/>\ngood idea if turns take that long!<\/li>\n<li>Game is much too long for its relatively light content.<\/li>\n<\/ol>\n<p>And here is my attempt at a fix:<\/p>\n<p><u>SETUP<\/u><\/p>\n<ol start=\"1\" type=\"1\">\n<li>Remove the 4 problem cards \u201cBureaucratic\u201d (2x) and<br \/>\n\u201cNarcissism\u201d (2x) they are not needed at all.<\/li>\n<li>Remove the \u201cfate\u201d tokens from the time control tokens. They are not<br \/>\nneeded. Remove the \u201cFate\u201d card from the \u201cFate\u201d deck. The<br \/>\n\u201cFate\u201d deck will not be used, only for checking the results of individual<br \/>\nbattles.<\/li>\n<li>Get a few 6-sided dice \u2013 they are needed.<\/li>\n<li>Get 4 markers to show \u201c1st\u201d, \u201c2nd\u201d, \u201c3rd\u201d and<br \/>\n\u201c4th\u201d player, as the turn order will constantly change.<\/li>\n<\/ol>\n<p><u>GAME PLAY<\/u><\/p>\n<p>One major change: At the beginning of the game there is a time duel, using the time<br \/>\ncontrol tokens. If there is a tie between two players, these two duel again, but they<br \/>\ncannot use the tokens they already played. The highest bidding player becomes<br \/>\n\u201cplayer 1\u201d, the second highest \u201cplayer 2\u201d etc.. <u>Tokens that<br \/>\nare played are lost, even if several were played<\/u>.<\/p>\n<p>Now the playing order for the game has been established, which is adhered to strictly,<br \/>\nuntil somebody opposes it (see below).<\/p>\n<p>Playing \u201cinterrupts\u201d: Every player does one action at a time, as per the<br \/>\noriginal rules. But before he actually puts the action into effect every player can<br \/>\n\u201cinterrupt\u201d his action, and try to duel for \u201ctime control\u201d. The<br \/>\nfirst player to announce this challenge plays a duel with the challenged player, using<br \/>\nthe \u201ctime control\u201d tokens. The higher value wins, ties are repeated like<br \/>\nabove. If the challenging player wins, he now takes over the former position of the<br \/>\nchallenged player. He now does <b>one<\/b> action of his choice, which <b>cannot be<br \/>\ninterrupted again by other players!<\/b> If the challenged player wins, he proceeds to do<br \/>\nhis original action (which cannot again be interrupted by other players).<\/p>\n<p>Example: Player 1 announces and does an action. Then player 2 announces another<br \/>\naction. Player 1 wants to interrupt and is the first to do so. Both players play a time<br \/>\nduel. Player 1 wins and now becomes in effect player 2, giving him two actions in a row,<br \/>\nwhile player 1 misses a turn. When it is player 3\u2019s turn, either player 1 or player<br \/>\n2 (or player 4) could interrupt again, therefore changing the turn order again.<\/p>\n<p>All Time Control tokens used for duels are lost and can only be regained through the<br \/>\n\u201cCash in\u201d rules of the original rules, which remain as written!<\/p>\n<p><b>The will never be any \u201creduels\u201d \u2013 the first duel counts!<\/b><\/p>\n<p><u>FIGHTS BETWEEN AGENTS<\/u><\/p>\n<p>Agent\u2019s duels are simplified as thus: Every player simply rolls a 6-sided die,<br \/>\ntrying to beat the other player\u2019s roll, ties are won by the <b>attacker<\/b>. The<br \/>\nlosing player draws a fate card to see the combat result (as in the original rules),<br \/>\nwhich also refers to the attacker (again, as in the original rules).<\/p>\n<p>All other agents by one of the fighting player\u2019s which are in the exact same<br \/>\ntime zone, add +1 per active agent, even if already busied. These \u201chelping\u201d<br \/>\nagents will NOT be busied after the combat!<\/p>\n<p>This modifier is <b>optional<\/b>, the player can choose to involve only a few, even<br \/>\nnone of his other agents (he has to specify which). But all agents who were involved in a<br \/>\ncombat suffer the same negative result when losing (<b>not<\/b> when winning \u2013 so<br \/>\nalready busied agents won\u2019t suddenly become active again!).<\/p>\n<p>\u201cSabotage\u201d and \u201cAid\u201d:<\/p>\n<ul>\n<li>\u201cSabotage\u201d is trashed, there is only \u201cAid\u201d.<\/li>\n<li>\u201cAid\u201d is given when agents of other players announce to help with their<br \/>\nagents, if they are present in the same time zone as the combat. This means they give<br \/>\ntheir \u201c+1\u201d bonus\/ses to one of the involved players. This is asked for in the<br \/>\nmomentary turn order (after the attacking player): Players can give aid if present, or<br \/>\nrefuse. If they <b>give<\/b> aid and the combat is successful for their side, they can<br \/>\nresurrect <b>one<\/b> \u201ctime control\u201d token (regardless of how many agents<br \/>\nparticipated) that has already been used. There are no negative side effects when their<br \/>\nside is losing.<\/li>\n<li>The player who receives aid can refuse to receive it, but once he uses the modifier<br \/>\n(deciding before rolling) he also has to accept the fact that aiding players regain time<br \/>\ncontrol tokens, if he wins.<\/li>\n<\/ul>\n<p><u>TIME WAVE ATTACKS<\/u><\/p>\n<p>These attacks are handled as combats above, but there is no \u201caid\u201d this<br \/>\ntime. Time waves roll 1 die, adding 1 for each token present above one, regardless of<br \/>\nit\u2019s kind (for example: the time wave consists of 3 \u201ccreate\u201d\u2019s<br \/>\nand 1 \u201csolve\u201d \u2013 it rolls 1 die, adding 3 to the result.<\/p>\n<p>Defending agents roll a die <b>at a time<\/b> for each of their agents present, adding<br \/>\n2 if the agent is still active, and nothing if the agent is busied.<\/p>\n<p>Results of successful time wave attacks are handled by drawing a fate card, as in the<br \/>\noriginal rules.<\/p>\n<p><u>WINNING CONDITIONS<\/u><\/p>\n<p>Players are <b>never<\/b> kicked out of the game. Instead they accumulate<br \/>\n\u201cproblem\u201d points for problem cards drawn. <b>These problem points are kept,<br \/>\neven if the problem card is later \u201csolved\u201d<\/b> (use poker chips or write them<br \/>\ndown).<\/p>\n<p>You get:<\/p>\n<ul>\n<li>1 problem point for each problem card drawn<\/li>\n<li>1 additional problem point if you draw a problem type that you already have as a card<br \/>\n(meaning you still own the unsolved problem). This is cumulative: if for example you draw<br \/>\na technological problem and already have 2 technological problems, you would get<br \/>\n<b>three<\/b> problem points in one go.<\/li>\n<\/ul>\n<p><b>The first player to accumulate 10 problem points ends the game immediately<\/b>. Now<br \/>\nthe player with the <b>fewest<\/b> problem points wins the game. If there is a tie, add<br \/>\nall remaining time control tokens of the players involved, checking who has more. If<br \/>\nthere is still a tie, count the agents of the players involved, checking who has the most<br \/>\nleft. If there is still a tie, both (or more) players win!<\/p>\n<p>All other rules are as in the original game.<\/p>\n<p><b>Note<\/b>: These rules are still a work in progress. I would be interested in how<br \/>\nyou liked them, and if you have other suggestions. In our opinion they made for a<br \/>\nquicker, more interesting game, that brings out the qualities of the original design idea<br \/>\nmuch more than the original rules.<\/p>\n<p>ATTACK THE PAST<\/p>\n<p>DESTROY THE PRESENT<\/p>\n<p>SAVE THE FUTURE!<\/p>\n<p><i>\u00a9Westpark Gamers, 2003, Moritz Eggert<\/i><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Taking Control Of Time Control A review and a possible \u201efix\u201c \u201cTime Control\u201d has been one of the most dissed games in boardgamegeek history \u2013 this has to do with the fact that the designer sent out many free games to possible reviewers, a practice which is normally laudable but which backfired in this case. &hellip; <a href=\"https:\/\/www.westpark-gamers.de\/blog\/2003\/10\/09\/taking-control-of-time-control\/\" class=\"more-link\"><span class=\"screen-reader-text\">Taking Control Of Time Control<\/span> weiterlesen <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-3918","post","type-post","status-publish","format-standard","hentry","category-spieleabende"],"views":3,"_links":{"self":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3918","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/comments?post=3918"}],"version-history":[{"count":0,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3918\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/media?parent=3918"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/categories?post=3918"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/tags?post=3918"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}