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
4 not yet voted
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