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In real-time games, time within the game passes continuously. However, in turn-based games, player turns represent a fixed duration within the game, regardless of how much time passes in the real world. Some games use combinations of real-time and turn-based timekeeping systems. Players debate the merits and flaws of these systems.
In sports strategy, running out the clock (also known as running down the clock, stonewalling, killing the clock, chewing the clock, stalling, time-wasting (or timewasting) or eating clock [1]) is the practice of a winning team allowing the clock to expire through a series of preselected plays, either to preserve a lead or hasten the end of a one-sided contest.
The practice of using bells to mark time dates at least to the time of the early Christian church, which used bells to mark the "canonical hours". [2] An 8th-century Archbishop of York gave his priests instructions to sound church bells at certain times, and by the 10th century Saint Dunstan had written an extensive guide to bell-ringing to mark the canonical hours.
Starting with the player who has banked less time, the host asks open-ended general knowledge questions. A correct answer stops the player's clock and passes control to the opponent. When one player runs out of time, the opponent wins the match and banks any time remaining on their own clock.
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Twelve Minutes is played from the top-down view of an apartment suite. Here, the husband and wife are dancing. Twelve Minutes is played from a top-down perspective and is set in an apartment suite shared by a husband and wife (voiced by James McAvoy and Daisy Ridley, respectively) which includes the main living and kitchen area, their bedroom, a bathroom, and a closet.