#169514: "Provide players with the option to disable scoring animations"
무엇에 대한 보고입니까?
무슨 일이 발생했나요? 아래에서 선택하세요
무슨 일이 발생했나요? 아래에서 선택하세요
같은 내용에 대하여 이미 등록된 보고가 있는지 확인해주세요
그렇다면, 이 보고를 추천해주세요. 추천을 가장 많이 받은 보고부터 우선적으로 처리됩니다!
| # | Status | Votes | Game | Type | Title | Last update |
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상세한 설명
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• 만약 오류 메세지가 화면에 나타났다면, 그 오류 메세지를 복사해서 붙여넣어 주시기 바랍니다.
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 -
• 무엇을 하고 싶었고, 무엇을 했고, 무슨 일이 일어났는지를 설명해 주십시오
• 브라우저가 무엇입니까?
Google Chrome v136
-
• 현재 설정된 언어가 아니라 영어로 표시되는 문장을 복사 후 붙여넣어 주세요. 만약에 버그에 대한 스크린샷을 가지고 계신다면 Imgur.com 사이트에 업로드 하시고, 여기에 링크를 복사/붙여넣기 하시기 바랍니다.
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 -
• 해당 문장이 번역 본부에서 표시됩니까? 만약 그렇다면, 번역된 지 24시간이 경과했습니까?
• 브라우저가 무엇입니까?
Google Chrome v136
-
• 최대한 쉽게 그 뜻을 이해할 수 있도록 당신의 제안을 정확하고 명료하게 설명해 주십시오.
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 • 브라우저가 무엇입니까?
Google Chrome v136
-
• 당신이 막혔을 때 화면에 무엇이 나타났습니까?(검은 화면? 게임 인터페이스? 오류 메시지?)
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 • 브라우저가 무엇입니까?
Google Chrome v136
-
• 어느 규칙이 BGA 서비스에서 존중되지 않았습니까?
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 -
• 게임 리플레이에서 룰 위반을 확인할 수 있습니까?만약 그렇다면, 몇번째 수에서 룰 위반이 있나요?
• 브라우저가 무엇입니까?
Google Chrome v136
-
• 당신이 하고 싶었던 게임 내 행동이 어느 것입니까?
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 -
• 이 게임 행동을 하기 위해 무엇을 시도했습니까?
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• 당신이 이것을 하려고 했을 때 무슨 일이 일어났습니까?(오류 메시지, 게임 상태창 메시지 등)
• 브라우저가 무엇입니까?
Google Chrome v136
-
• 어떤 부분에서 문제가 발생 하였나요(문제가 발생했을 당시 어떤 지시가 내려졌었나요)?
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 -
• 당신이 게임 행동을 하려 했을 때 무슨 일이 일어났습니까?(오류 메시지, 게임 상태 막대 메시지, ...)
• 브라우저가 무엇입니까?
Google Chrome v136
-
• 디스플레이 문제를 설명해주세요. 만약에 버그에 대한 스크린샷을 가지고 계신다면 Imgur.com 사이트에 업로드 하시고, 여기에 링크를 복사/붙여넣기 하시기 바랍니다.
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 • 브라우저가 무엇입니까?
Google Chrome v136
-
• 현재 설정된 언어가 아니라 영어로 표시되는 문장을 복사 후 붙여넣어 주세요. 만약에 버그에 대한 스크린샷을 가지고 계신다면 Imgur.com 사이트에 업로드 하시고, 여기에 링크를 복사/붙여넣기 하시기 바랍니다.
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 -
• 해당 문장이 번역 본부에서 표시됩니까? 만약 그렇다면, 번역된 지 24시간이 경과했습니까?
• 브라우저가 무엇입니까?
Google Chrome v136
-
• 최대한 쉽게 그 뜻을 이해할 수 있도록 당신의 제안을 정확하고 명료하게 설명해 주십시오.
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 • 브라우저가 무엇입니까?
Google Chrome v136
보고 이력
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.
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