#169514: "Provide players with the option to disable scoring animations"
Пра што гэтая справаздача?
Што адбылося? Калі ласка, абярыце з ніжэй прапісаныя
Што адбылося? Калі ласка, абярыце з ніжэй прапісаныя
Калі ласка, праверце, ці існуе ўжо справаздача на тую ж тэму
Калі гэта так, ПРАГАЛАСУЙЦЕ за гэтую справаздачу. Справаздачы з найбольшай колькасцю галасоў будуць разглядацца У ПЕРШУЮ ЧАРГУ!
| # | Status | Votes | Game | Type | Title | Last update |
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Дэталёвае апісанне
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• Калі ласка, скапіруйце тэкст памылкі, якую вы бачыце на экране (калі яна ёсць).
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. This has two consequences that can severely impact tournament games that use fixed time (rather than incremental) clocks: The following player can’t place a tile or meeple until the animations have finished, and their time-remaining clocks don’t reflect the fact that their time is being consumed while the animations are running. Animations could potentially make it impossible for a player to take their last turn without running out of time because even refreshing the game consumes valuable time.
Players can refresh (F5) the game to skip the remaining animations and re-synch the active player’s clock to be consistent with the BGA server’s time. Unfortunately, refreshing a game also takes up time and the game is not visible while the table is refreshing.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in the two streaming video excerpts showing an 8 second delay and 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips above show that clock discrepancies due to animations can be as much as 17 seconds.
Although this phenomena is only likely to critically impact a player on their last turn (or two) of a fixed-time tournament game, it is not uncommon for players in the World Team Carcassonne Online Championship (WTCOC) to finish games with less than 3 seconds remaining (e.g. 8 out of 205 games played in the first 3 weeks of WTCOC 2025, including 3 players that exceeded the time limit and lost their game as a result).
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Калі ласка, растлумачце, што вы хацелі зрабіць, што вы зрабілі і што здарылася
• Якім браўзэрам вы карыстаецеся?
Google Chrome v136
-
• Калі ласка, скапіруйце тэкст на англійскай замест перакладу на ваш мову. Калі ў вас ёсць скрыншот гэтай памылкі (добрая звычка), вы можаце скарыстацца Imgur.com, каб загрузіць яго і ўставіць сюды спасылку.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. This has two consequences that can severely impact tournament games that use fixed time (rather than incremental) clocks: The following player can’t place a tile or meeple until the animations have finished, and their time-remaining clocks don’t reflect the fact that their time is being consumed while the animations are running. Animations could potentially make it impossible for a player to take their last turn without running out of time because even refreshing the game consumes valuable time.
Players can refresh (F5) the game to skip the remaining animations and re-synch the active player’s clock to be consistent with the BGA server’s time. Unfortunately, refreshing a game also takes up time and the game is not visible while the table is refreshing.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in the two streaming video excerpts showing an 8 second delay and 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips above show that clock discrepancies due to animations can be as much as 17 seconds.
Although this phenomena is only likely to critically impact a player on their last turn (or two) of a fixed-time tournament game, it is not uncommon for players in the World Team Carcassonne Online Championship (WTCOC) to finish games with less than 3 seconds remaining (e.g. 8 out of 205 games played in the first 3 weeks of WTCOC 2025, including 3 players that exceeded the time limit and lost their game as a result).
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Дзе можна знайсьці гэты тэкст у сістэме перакладу? Калі так, ці быў ён перакладзены больш за 24 гадзін таму?
• Якім браўзэрам вы карыстаецеся?
Google Chrome v136
-
• Калі ласка, дакладна і коратка апішыце сваю прапанову, каб зрабіць яе найбольш даступнай для разумення.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. This has two consequences that can severely impact tournament games that use fixed time (rather than incremental) clocks: The following player can’t place a tile or meeple until the animations have finished, and their time-remaining clocks don’t reflect the fact that their time is being consumed while the animations are running. Animations could potentially make it impossible for a player to take their last turn without running out of time because even refreshing the game consumes valuable time.
Players can refresh (F5) the game to skip the remaining animations and re-synch the active player’s clock to be consistent with the BGA server’s time. Unfortunately, refreshing a game also takes up time and the game is not visible while the table is refreshing.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in the two streaming video excerpts showing an 8 second delay and 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips above show that clock discrepancies due to animations can be as much as 17 seconds.
Although this phenomena is only likely to critically impact a player on their last turn (or two) of a fixed-time tournament game, it is not uncommon for players in the World Team Carcassonne Online Championship (WTCOC) to finish games with less than 3 seconds remaining (e.g. 8 out of 205 games played in the first 3 weeks of WTCOC 2025, including 3 players that exceeded the time limit and lost their game as a result).
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU • Якім браўзэрам вы карыстаецеся?
Google Chrome v136
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• Што было намалявана на экране, калі вас заблакавала? (Пусты экран? Частка гульнявога стала? Паведамленне пра памылку?)
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. This has two consequences that can severely impact tournament games that use fixed time (rather than incremental) clocks: The following player can’t place a tile or meeple until the animations have finished, and their time-remaining clocks don’t reflect the fact that their time is being consumed while the animations are running. Animations could potentially make it impossible for a player to take their last turn without running out of time because even refreshing the game consumes valuable time.
Players can refresh (F5) the game to skip the remaining animations and re-synch the active player’s clock to be consistent with the BGA server’s time. Unfortunately, refreshing a game also takes up time and the game is not visible while the table is refreshing.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in the two streaming video excerpts showing an 8 second delay and 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips above show that clock discrepancies due to animations can be as much as 17 seconds.
Although this phenomena is only likely to critically impact a player on their last turn (or two) of a fixed-time tournament game, it is not uncommon for players in the World Team Carcassonne Online Championship (WTCOC) to finish games with less than 3 seconds remaining (e.g. 8 out of 205 games played in the first 3 weeks of WTCOC 2025, including 3 players that exceeded the time limit and lost their game as a result).
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU • Якім браўзэрам вы карыстаецеся?
Google Chrome v136
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• Якая частка правілаў не выкананая ў версіі BGA
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. This has two consequences that can severely impact tournament games that use fixed time (rather than incremental) clocks: The following player can’t place a tile or meeple until the animations have finished, and their time-remaining clocks don’t reflect the fact that their time is being consumed while the animations are running. Animations could potentially make it impossible for a player to take their last turn without running out of time because even refreshing the game consumes valuable time.
Players can refresh (F5) the game to skip the remaining animations and re-synch the active player’s clock to be consistent with the BGA server’s time. Unfortunately, refreshing a game also takes up time and the game is not visible while the table is refreshing.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in the two streaming video excerpts showing an 8 second delay and 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips above show that clock discrepancies due to animations can be as much as 17 seconds.
Although this phenomena is only likely to critically impact a player on their last turn (or two) of a fixed-time tournament game, it is not uncommon for players in the World Team Carcassonne Online Championship (WTCOC) to finish games with less than 3 seconds remaining (e.g. 8 out of 205 games played in the first 3 weeks of WTCOC 2025, including 3 players that exceeded the time limit and lost their game as a result).
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Ці відаць парушэнне правілаў у паўторы гульні? Калі так, то на якім хаду?
• Якім браўзэрам вы карыстаецеся?
Google Chrome v136
-
• Якое гульнявое дзеянне вы хацелі зрабіць?
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. This has two consequences that can severely impact tournament games that use fixed time (rather than incremental) clocks: The following player can’t place a tile or meeple until the animations have finished, and their time-remaining clocks don’t reflect the fact that their time is being consumed while the animations are running. Animations could potentially make it impossible for a player to take their last turn without running out of time because even refreshing the game consumes valuable time.
Players can refresh (F5) the game to skip the remaining animations and re-synch the active player’s clock to be consistent with the BGA server’s time. Unfortunately, refreshing a game also takes up time and the game is not visible while the table is refreshing.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in the two streaming video excerpts showing an 8 second delay and 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips above show that clock discrepancies due to animations can be as much as 17 seconds.
Although this phenomena is only likely to critically impact a player on their last turn (or two) of a fixed-time tournament game, it is not uncommon for players in the World Team Carcassonne Online Championship (WTCOC) to finish games with less than 3 seconds remaining (e.g. 8 out of 205 games played in the first 3 weeks of WTCOC 2025, including 3 players that exceeded the time limit and lost their game as a result).
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Што вы спрабавалі зрабіць, каб выканаць гэтае гульнявое дзеянне?
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• Што адбылося, калі вы паспрабавалі зрабіць гэта (паведамленне пра памылку, паведамленне ў радку стану гульні ...)?
• Якім браўзэрам вы карыстаецеся?
Google Chrome v136
-
• На якім кроку гульні адбылася праблема (якая была інструкцыя ў той момант у гульні)?
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. This has two consequences that can severely impact tournament games that use fixed time (rather than incremental) clocks: The following player can’t place a tile or meeple until the animations have finished, and their time-remaining clocks don’t reflect the fact that their time is being consumed while the animations are running. Animations could potentially make it impossible for a player to take their last turn without running out of time because even refreshing the game consumes valuable time.
Players can refresh (F5) the game to skip the remaining animations and re-synch the active player’s clock to be consistent with the BGA server’s time. Unfortunately, refreshing a game also takes up time and the game is not visible while the table is refreshing.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in the two streaming video excerpts showing an 8 second delay and 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips above show that clock discrepancies due to animations can be as much as 17 seconds.
Although this phenomena is only likely to critically impact a player on their last turn (or two) of a fixed-time tournament game, it is not uncommon for players in the World Team Carcassonne Online Championship (WTCOC) to finish games with less than 3 seconds remaining (e.g. 8 out of 205 games played in the first 3 weeks of WTCOC 2025, including 3 players that exceeded the time limit and lost their game as a result).
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Што адбылося, калі вы паспрабавалі здзейсніць гульнявое дзеянне (паведамленне пра памылку, паведамленне ў радку стану гульні ...)?
• Якім браўзэрам вы карыстаецеся?
Google Chrome v136
-
• Калі ласка, апішыце памылку адлюстравання. Калі ў вас ёсць скрыншот гэтай памылкі (добрая звычка), вы можаце скарыстацца Imgur.com, каб загрузіць яго і ўставіць сюды спасылку.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. This has two consequences that can severely impact tournament games that use fixed time (rather than incremental) clocks: The following player can’t place a tile or meeple until the animations have finished, and their time-remaining clocks don’t reflect the fact that their time is being consumed while the animations are running. Animations could potentially make it impossible for a player to take their last turn without running out of time because even refreshing the game consumes valuable time.
Players can refresh (F5) the game to skip the remaining animations and re-synch the active player’s clock to be consistent with the BGA server’s time. Unfortunately, refreshing a game also takes up time and the game is not visible while the table is refreshing.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in the two streaming video excerpts showing an 8 second delay and 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips above show that clock discrepancies due to animations can be as much as 17 seconds.
Although this phenomena is only likely to critically impact a player on their last turn (or two) of a fixed-time tournament game, it is not uncommon for players in the World Team Carcassonne Online Championship (WTCOC) to finish games with less than 3 seconds remaining (e.g. 8 out of 205 games played in the first 3 weeks of WTCOC 2025, including 3 players that exceeded the time limit and lost their game as a result).
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU • Якім браўзэрам вы карыстаецеся?
Google Chrome v136
-
• Калі ласка, скапіруйце тэкст на англійскай замест перакладу на ваш мову. Калі ў вас ёсць скрыншот гэтай памылкі (добрая звычка), вы можаце скарыстацца Imgur.com, каб загрузіць яго і ўставіць сюды спасылку.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. This has two consequences that can severely impact tournament games that use fixed time (rather than incremental) clocks: The following player can’t place a tile or meeple until the animations have finished, and their time-remaining clocks don’t reflect the fact that their time is being consumed while the animations are running. Animations could potentially make it impossible for a player to take their last turn without running out of time because even refreshing the game consumes valuable time.
Players can refresh (F5) the game to skip the remaining animations and re-synch the active player’s clock to be consistent with the BGA server’s time. Unfortunately, refreshing a game also takes up time and the game is not visible while the table is refreshing.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in the two streaming video excerpts showing an 8 second delay and 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips above show that clock discrepancies due to animations can be as much as 17 seconds.
Although this phenomena is only likely to critically impact a player on their last turn (or two) of a fixed-time tournament game, it is not uncommon for players in the World Team Carcassonne Online Championship (WTCOC) to finish games with less than 3 seconds remaining (e.g. 8 out of 205 games played in the first 3 weeks of WTCOC 2025, including 3 players that exceeded the time limit and lost their game as a result).
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU -
• Дзе можна знайсьці гэты тэкст у сістэме перакладу? Калі так, ці быў ён перакладзены больш за 24 гадзін таму?
• Якім браўзэрам вы карыстаецеся?
Google Chrome v136
-
• Калі ласка, дакладна і коратка апішыце сваю прапанову, каб зрабіць яе найбольш даступнай для разумення.
In Carcassonne, scoring animations occur after a player completes features during their turn. In other words, the animations occur at the beginning of the following player’s turn. This has two consequences that can severely impact tournament games that use fixed time (rather than incremental) clocks: The following player can’t place a tile or meeple until the animations have finished, and their time-remaining clocks don’t reflect the fact that their time is being consumed while the animations are running. Animations could potentially make it impossible for a player to take their last turn without running out of time because even refreshing the game consumes valuable time.
Players can refresh (F5) the game to skip the remaining animations and re-synch the active player’s clock to be consistent with the BGA server’s time. Unfortunately, refreshing a game also takes up time and the game is not visible while the table is refreshing.
Additional details:
The “time remaining clocks” of players and spectators do not count down while animations are occurring. This can be seen in the two streaming video excerpts showing an 8 second delay and 17 second delay (links pasted below). Although the active player’s clocks resume counting down once the animations have finished, they start with the time remaining that the player had before their turn started, rather than with the correct time remaining that also reflects the time it took for the animations to run. Because of this, even under the best connection circumstances, players and spectators see a clock that suggests that the active player has more time remaining than they actually have. Although the active player’s time remaining is “reset” to be consistent with the BGA server’s time once they’ve finished their turn, the time discrepancy persists throughout their turn, making it possible for them to run out of time without realizing it. The two video clips above show that clock discrepancies due to animations can be as much as 17 seconds.
Although this phenomena is only likely to critically impact a player on their last turn (or two) of a fixed-time tournament game, it is not uncommon for players in the World Team Carcassonne Online Championship (WTCOC) to finish games with less than 3 seconds remaining (e.g. 8 out of 205 games played in the first 3 weeks of WTCOC 2025, including 3 players that exceeded the time limit and lost their game as a result).
8 second delay: www.youtube.com/clip/Ugkxa58R5JPxlensRsux1AWFtNnmj_h38GVm
17 second delay: www.youtube.com/clip/UgkxSoBfYPO4q_W3AFiMh3sxiDCX5ClGa7ZU • Якім браўзэрам вы карыстаецеся?
Google Chrome v136
Гісторыя справаздачы
boardgamearena.com/bug?id=169517
But even if that can be fixed, some might prefer to simply turn off the animations. Players can already disable animations in the games Lost Ruins of Arnak and Terraforming Mars.
Although this isn't a big problem under normal BGA circumstances (Waiwai1202 couldn't have been expelled by their opponent in this case), this particular tournament had an additional rule that makes exceeding the time limit an automatic loss.
video excerpt: www.youtube.com/clip/UgkxyY_3lb3hdvvdsVnVrgD-JGypHfcNlBIC
table: boardgamearena.com/table?table=668296048
In my game at table #boardgamearena.com/table?table=674822456 the following happened:
I had 8 seconds left after finishing my penultimate move. Then I received a CCRR as my last tile. There was a spot to claim a 7 point road which was the most valuable feature to claim. So I positioned my cursor above it getting ready to quickly place my tile and meeple within these 8 seconds as soon as my opponent places his penultimate tile. But with that tile he finished a 4 point city and at that moment I realized that I won't have 8 seconds because I would lose at least 4 seconds due to the animation!
Unfortunately for me, I had to place the meeple on the road on the CCRR tile, which is not that easy to do in such a short time (positioning the cursor right above that small road piece is difficult). Therefore I made a sudden (and fatal) decision not to place the meeple on the road, but on the city which is a bit easier task (because it's a larger feature): it was worth only 4 points but at least I wouldn't lose by time. (I have achieved this: after my move I still had 1 second left on my clock.)
But this allowed my opponent to take the road, which was now worth 8 points, and with that he won the game by 1 point. This would not have happened without the time-consuming animation.
Дадайце да гэтага дакладу
- Іншая Табліца ID / ID ходу
- Ці F5 вырашыла Вашу праблему?
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