g2:
say "[head tingles]".
Chapter 4 - Timer
The fast time rule is listed instead of the advance time rule in the turn sequence rules.
This is the fast time rule:
increment the turn count;
increase the time of day by 2 minutes.
Foreseen is a truth state that varies. Foreseen is false.
After foreseeing for the first time:
now foreseen is true.
Every turn:
if the minutes part of the time of day is 58:
say "[If the location is in the Hotelle]Outside, you hear the town clock chime [otherwise if the location is in Town]The clock tower loudly chimes [otherwise if the location is in Wilderness]Off in the distance, the town clock chimes [end if][hours part of time of day to the nearest 5 minutes in words] times.";
if foreseen is false:
say "Perhaps you should use your psychic ability to FORESEE."
When play begins: now the right hand status line is "[time of day]".
[When play begins: now the time of day is 7:00 AM.]
[Time of day set is moved to before introductory paragraph to ensure accurate time description in intro]
[[testing time]When play begins: now the time of day is 10:56 AM.]
At 10:00 AM:
say "You'd better hurry. Although the shootout happens at noon, some of the gunslingers may have other ideas in mind.";
At 11:30 AM:
if ending is 1:
try foreseeing;
end the game in victory;
otherwise:
end the game saying "You have run out of time. The gunslingers are already moving to the meeting spot.";