Sunday, 10 August 2025

Should There Be Time Limits on Decision-Making in Tabletop Wargames?

If you’ve ever found yourself watching your opponent think through every possible move while the game grinds to a halt, this is a conversation you’ll want to join. In this episode, we dive into the tricky subject of whether time limits on decision-making belong in friendly tabletop wargames.


While strict timers are common in competitive play, what about your average club night or friendly Sunday afternoon game? Time may be tight, the venue might have closing hours, or players might only have a couple of hours to fit in a full game. Does it make sense to put a cap on thinking time so everyone gets a satisfying finish?

This video takes a balanced approach, exploring the pros and cons of imposing time constraints. On one hand, it helps avoid analysis paralysis and keeps everyone engaged. On the other hand, it can add stress, especially for newer players or in complex rulesets that reward deep tactical thinking.

We also explore gentle middle ground options — house rules, soft nudges, choosing games that suit the time available, and how to maintain a fun and social atmosphere while still getting through a full game.

Whether you're a relaxed social gamer or someone who values pace and flow, this is a thoughtful look at how we manage time in the hobby. Watch now and share your views in the comments.

3 comments:

  1. Interesting topic and equally interesting discourse. There may be a happy middle ground somewhere, but I know not where it is. Players bring different tendencies and different styles of play to the table. Accommodating all without either slowing play or glossing over nuance and stifling camaraderie is an art.

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  2. In my experience, this has never really been a problem, and if it was, it's a people problem, not a game problem. If one player is really slow in progressing through his turn, it can best be solved by soft nudging and having a chat rather than enforcing it through rules. The drawback of rules is, they can be abused (e.g. running out the clock as you see in some sports games as a valid tactic) and the effect can be the opposite of what is intended.

    In case a game is new to some players, we usually pair them up with someone who has played the game before, and so can act as some sort of coach.

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  3. Interesting. I would echo Both comments above. Essentially, "it depends".

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