7.4. Game Tempo
The pace of a Pokémon TGC game should be lively without being excessively fast, and each player should receive approximately half of the allotted time for the game. However, the way players react to pressure can have an impact on the tempo at which they take their turns. Judges should watch for changes in tempo and make corrections if needed
In general, the following time limits for various game actions should be appropriate. The times given below are general guidelines; players attempting to compartmentalize their turn in order to use every second of the time allowed for the items below are almost certainly stalling and should be subject to the Unsporting Conduct: Severe penalties.
- Performing the actions of a card or attack: 15 seconds
- Shuffling and setup, game start: 2 minutes
- Shuffling and deck search, mid-game: 15 seconds
- Starting the turn after opponent’s “end of turn” announcement: 5 seconds
- Considering the game position before playing a card: 10 seconds
Notes during a game should be taken using the same time limits listed above. For example, a player making a note about their mid game deck search must do so in the same 15 seconds allowed for the action.
7.4.1. Slow Play
Players should take care to play in a manner that keeps the game pace lively, regardless of the complexity of the situation. A player who takes too long to make decisions about game play runs the risk of putting his or her opponent at a disadvantage due to the round’s time limit. In addition to the recommended penalty, the judge may issue a time extension to offset this disadvantage.
Examples of Game Tempo: Slow Play include:
- You are excessively slow when deciding which Pokémon to attach an Energy card to.
- You take an unreasonable amount of time deciding which Basic Pokémon to take from your deck after playing a Poké Ball card.
- Counting or searching your (or your opponent’s) deck or discard pile more than once in a short time period.
- Repeatedly searching your deck, hand, or discard pile while performing a card effect.
- Attempting to engage in extraneous conversation that interferes with timely play.
Recommended Starting Penalty:
Tier 1: Caution
Tier 2: Warning
7.4.2. Rushing
Rushing involves a player trying to get his or her opponent to play faster. This can cause the opponent to lose his or her concentration, making the player more likely to make a mistake. Rushing is often a symptom of an opponent’s Slow Play, but it can also occur when a player is excited to get to his or her next turn.
Examples of Game Tempo: Rushing include:
- Placing your hand near your deck to draw a card during an opponent’s turn, indicating that you are ready to start your turn.
- Making exasperated noises or comments regarding your opponent’s actions.
- Rushing through your opponent’s attack step by putting damage on your Pokémon before your opponent announces which attack is being used, or the total damage being done to the Defending Pokémon.
Recommended Starting Penalty:
Tier 1: Caution
Tier 2: Warning