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				 Re: Summer Madness, a game of strategic exploration. 
 I noticed a convention that people wanted 24-hr increments plus 2 to 3 hours.  Since the timer generally runs a few hours short of the limit (no stales), if you just have a 24 (or in this case, 72) hour time increment then the end of turn creeps up on you over time.
 2 yes
 0 no
 0 don't care
 
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