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I can agree with Zhenya — it very often happens to me that on a 10-minute time limit, 60-70% of turns take 6-8 minutes, while the truly important and complex turns drag on to 10 minutes — and it's these turns that usually decide the game. Likewise, 30-40 seconds won't change much for the opponent if a turn lasts 20 minutes, because in such turns, the lion's share of time is consumed by the battles themselves, during which the clock doesn't tick. Sometimes, due to a lack of 30-40 seconds, you don't manage to do something, your mood gets ruined, and severe brain farts start, just because you didn't have time for something, etc. On 8mm6a, when control appears — it can happen that even if you do everything very quickly, 10 minutes is barely enough, since you need to build your CPs, think about what to put where, and where and how to jump properly. And when you play as Necropolis and have Town Portal — it's even worse, collecting bones from 8-9 towns (if it's a brutal late game) can take about 3-4 minutes... and that's just collecting bones :eek: So in an important tournament game, I think it's fine to wait an extra 30 seconds to a minute for the opponent, but for the one who didn't make it — it will spoil their mood for the game, and they won't be able to show everything they're capable of. If someone deliberately drags out their turn after moving all their units — then they are, to put it mildly, ***** (profanity), and let that remain entirely on their conscience. My suggestion: 8mm6a — 10 minutes, Jebus Cross — 10 minutes. And L templates — 8 minutes :rolleyes: