I think an explanation of how the game clock works on this site might help.
All games are timed*, regardless of if they are Realtime, Fast Turn Based, or Turn Based. The time is broken down into 3 areas; Initial Time, Time Per Move, and Maximum Time. These values are always displayed in the table configuration page.
Initial time is how much time is on your clock when the table launches. It is normally adjusted a bit to allow analysis of initial conditions, greeting the other players, and other initial tasks.
Time per move is how much time is added to your clock when you complete a move. In realtime games this is displayed as the actual value. In turn-based games, you need to calculate it yourself. But it's not hard: if a game is listed as "2 moves per day" this means (24 hours per day) divided by (2 moves per day) = 12 hours per move. If you take turns at least as often as the time per move, you will never run out of time.
Maximum time is the highest value your clock will ever attain. Normally I think maximum time hovers around 2-3 times the time per move value, but I could be way off on that. So, for example, even though you might have made 10 moves in a single day on a 1 move/day table, this doesn't mean you will have 240 hours built up for your next move.
When you have an action to do, your clock counts down. This applies in games where one person takes their turn and then it moves to the next person, as well as games with simultaneous play. The exception to this is fast turn-based games. During the sleeping hours, the clock will not count down. Time can still be added for making moves, but it won't run down.
And, as a clarification, this time is always displayed in the time zone that the computer identifies as local. So someone displaying "2AM to noon" in New York City will be the same hours as someone displaying "8H to 18H" in Paris, and "15:00 to 1:00" in Australia. (I think I got my time zones right, but they could be off.)
The time actually works the same for realtime and turn-based. It's just what the system does when you disconnect from the server that is the main difference between these modes. Well, that and turn-based games tend to have time/move in the hours range, not the minutes range.
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*(OK, fine, some games can be set up with "no time limit"; assume this basically means 1 move per 30 days...)
All games are timed*, regardless of if they are Realtime, Fast Turn Based, or Turn Based. The time is broken down into 3 areas; Initial Time, Time Per Move, and Maximum Time. These values are always displayed in the table configuration page.
Initial time is how much time is on your clock when the table launches. It is normally adjusted a bit to allow analysis of initial conditions, greeting the other players, and other initial tasks.
Time per move is how much time is added to your clock when you complete a move. In realtime games this is displayed as the actual value. In turn-based games, you need to calculate it yourself. But it's not hard: if a game is listed as "2 moves per day" this means (24 hours per day) divided by (2 moves per day) = 12 hours per move. If you take turns at least as often as the time per move, you will never run out of time.
Maximum time is the highest value your clock will ever attain. Normally I think maximum time hovers around 2-3 times the time per move value, but I could be way off on that. So, for example, even though you might have made 10 moves in a single day on a 1 move/day table, this doesn't mean you will have 240 hours built up for your next move.
When you have an action to do, your clock counts down. This applies in games where one person takes their turn and then it moves to the next person, as well as games with simultaneous play. The exception to this is fast turn-based games. During the sleeping hours, the clock will not count down. Time can still be added for making moves, but it won't run down.
And, as a clarification, this time is always displayed in the time zone that the computer identifies as local. So someone displaying "2AM to noon" in New York City will be the same hours as someone displaying "8H to 18H" in Paris, and "15:00 to 1:00" in Australia. (I think I got my time zones right, but they could be off.)
The time actually works the same for realtime and turn-based. It's just what the system does when you disconnect from the server that is the main difference between these modes. Well, that and turn-based games tend to have time/move in the hours range, not the minutes range.
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*(OK, fine, some games can be set up with "no time limit"; assume this basically means 1 move per 30 days...)