The Ten Quiet Turns Rules v2.8 ยท Video version 7 Music: Another Game Before Dawn PIP: Louder, then. And faster. CLICK: Running in circles is exercise. It is not a clock reset. PIP: Then I will try the drum. Quietly. In case it is listening. CLICK: A second thing to count. I have waited nine episodes. COACH: Click, how many quiet turns have we counted? CLICK: Nine. Nine finished player turns with no enemy killed by attack. COACH: A quiet turn has no enemy killed by attack. Collecting crystals does not reset this clock. COACH: Ten quiet turns in a row, and the game is a draw. CLICK: Four things happened, and one was letting a Hono go. The clock slept through all four. PIP: Dramatic is not the same as busy. I think walking all the way across still counts as quiet. COACH: Walking never resets it. Neither does mining, buying, promoting, or a hit the target survives. CLICK: That square paid. The quiet clock kept counting. CLICK: An attack kill. Back to zero. A crystal does not do that. COACH: A kill is an enemy removed by an attack. COACH: A payday still fills your bank. It does not reset the quiet count. COACH: Ending A finishes with no attack kill, even though it collects one crystal. COACH: Ending B removes an enemy by attack. Another enemy remains on the board. COACH: The strip is at nine. Which ending draws? COACH: Choose a card, or watch both and see. COACH: Ending A was quiet, so it added one. The tenth space filled. COACH: Ten quiet turns is a draw. Nobody wins and nobody loses. CLICK: Black's turn never starts. That is the Quiet Ten. COACH: Ending B killed an enemy by attack. That reset the count, and this turn ends at zero. PIP: So a busy payday can still be a quiet turn. CLICK: One attack removes an enemy. The strip goes back to zero the moment that piece leaves. COACH: Unless that was their last piece. Then White has already won, and the clock never gets asked. CLICK: I counted the clock. I did not count Black. CLICK: Filed. Overruled by the Quiet Ten. CLICK: Attack kill. Back to zero. A crystal does not do that. COACH: The tenth quiet turn ends in a draw after mining, before the next turn starts. Even a piece waiting on the enemy home cannot override it. Ten player turns means five complete rounds. The warning turns amber at seven. COACH: Nobody needs to answer quickly. This clock counts game turns, not your thinking time. COACH: That is enough for today if you want.