SQUAD-GAMES CHESS CLOCK RULES

  • When does time start?
  • Time starts when you start to deploy equipment or when 10 minutes after the round begins, whichever comes first. Stages 1,2 Core Book p.110/ Steps 1,2 in approved ops should be completed by this time.
  • How much time should each player have?
  • Each player starts with 55 minutes on their clock.
  • When does the game end?
  • Games end naturally depending on the rules of the mission or when both players run out of time.

Rules

  1. Each player is responsible for their own time. It is a player’s right but not their obligation to make sure that their time is being handled properly.
  2. If a player requests a time clock both players must play on a time clock.

  1. Pausing the Clock
  • Players may pause the clock only for the following reasons:
  1. Tallying scores between Turning Points
  2. Readying operatives at the start of a Turning Point
  3. Rolling for initiative
  4. If a judge takes more than 2 minutes to get to your table, players may pause the clock.
  5. Only a judge may pause the clock outside of these specific situations.

  1. Running out of time: If a player’s time runs out, they may finish their current activation. After that, whenever it is their turn to activate, they must still activate an eligible operative. That operative may only perform a mission action that does not require movement, or pass. These limited activations and any other mandatory game procedures occur on the clock of the player who timed out, not on the clock of the opposing player. Each such activation should take no longer than 30 seconds.

  1. If a player runs out of time they may only perform the following “Mandatory Actions”:
  1. Making saves.
  2. Revealing Tac Ops/Primaries.
  3. Retaliating.
  4. Performing mission actions as long as they do not need to move any models.
  5. Scoring Crit ops/Tac ops that they have already controlled.
  6. Tally Scores.
  7. If a player runs out of time and does not wish to use any of the above rules, the player with time remaining may choose to "activate" one of their opponent's models. That model performs no actions, but effects such as poison will trigger and it will count towards determining counteract opportunities.
  8. At the end of the turning point, before scoring, any "unactivated" models are considered activated for the purposes of triggering poison, etc - apply those rules immediately.
  1. Rules Questions: When a player asks a rules question/calls a judge or is in a rules dispute, the time runs against the player who asked the question.
  • If any rules need to be looked up, it will be done on the time of the player who needs to look them up.
  • In a rules dispute if the player who asked the rule question is correct, and the opposing player was incorrect a judge must be called to adjust the time by giving back the time to the player who asked the question and deducting it from the opponent who got the rule wrong. The players can adjust the time themselves if the players do so they must inform a judge.
  • If this rule is abused or it takes too long to look up a rule, judges can extend the game length or give out cards for time clock manipulation.

Weaponizing the Clock
The following actions could result in a foul or disqualification.

  1. Switching the clock to your opponent without announcement or while they are distracted.
  2. Taking actions or moving models during your opponent’s time (parallel actions)
  3. Noticing an inappropriately running clock and failing to announce it or take corrective action.
  4. Whenever a model is moved or adjusted it needs to be clearly communicated to your opponent.

Any attempt to manipulate or exploit the time clock system is subject to judge penalties, including time adjustments, sportsmanship fouls, or disqualification.