So: Zero Hour
An indeterminate number of sessions, 8 hour total, LAW, TEAM and STEEL.
You're a highly trained team of specialists with a mission to perform. And in eight hours it will go terribly, terribly wrong. Previously featured on .
And here's some rules...
The Stopwatch.
Each player has a stopwatch. This stopwatch should be started as soon as the first Assigning Officer selects an area of groundwork. After this players may stop and start their watches at any time. Whenever cards are played, all watches must be stopped and compared. The watches have the following effects on play:
* Every fifteen minutes of Individual Time, a player may draw two cards to add to their hand. The maximum hand size is seven.
* If a player's Individual Time is more than ten minutes away from the nearest other Individual Time, they immediately lose one point from each attribute. This penalty may not be applied again to the same player until their Time has advanced by at least thirty minutes.
* Each time the Total Time advances into the next hour, the trumps change. The player with the lowest Individual Time picks the new trump. The new trump must be different from the previous trump, and each suit must be trump at least once during the game.
* Between the groundwork sessions, the person with the lowest individual time takes all the stopwatches. Any of them may be allowed to run forward except for the current highest. After this each timer changed must be within two minutes of another timer.
*When Total Time reaches eight hours, the operation begins in earnest. The Adversary player reveals him or herself and the Zero Hour section of the game begins.