Time-limited games

[revised 2022-01-02]
All big competitions have the same problem. Even with a single-elimination format, many rounds of games must be played in order to reduce the field of competitors to the eight teams that will play in the quarter-finals. All of the games in a round must have finished before match-ups between the survivors can be arranged and the next round can begin. This means that if even one game in a round goes on for too long, the entire competition is brought to a halt, waiting for that game to finish. [But see the comment by Jac Verheul.]

The problem for big competitions, then, is to devise a way to play short-form games— games that can be played in a limited and predictable amount of time.

Short-form games

There are three ways that you can play a short-form game.

  • You can play to a winning score of less than 13.
  • You can limit the time allowed for the game.
  • You can limit the number of menes (ends) played.

In the last two cases, if the allotted amount of time or number of menes has completed and the score is tied, then an additional tie-breaker mene must be played to decide the winner.

Note that the idea of a tie-breaker mene isn’t as simple as it seems. Playing one additional mene can not guarantee that that the tie will be broken. In fact, it cannot guarantee that the game will ever finish. If the jack is shot out-of-bounds while both teams still have unplayed boules, the mene is scoreless— the tie remains unbroken and another mene must be played. In theory, it is possible for the two teams to play an infinite series of scoreless menes without breaking the tie.

In order to guarantee that a game will finish in a finite amount of time, it is necessary to invent the idea of (what I will call) a Guaranteed Tie-Breaker mene. This is a special kind of mene in which the jack is not allowed to go dead. If the jack is hit out-of-bounds, it is put back on the terrain and the game continues. (If it was marked, it is put back on the mark. Otherwise, it is put on the terrain near the spot where it crossed the dead-ball line.)

The competition organizer specifies the rules for short-form games

Short-form games are considered to be part of the way a competition is organized, so specifying the rules for short-form games is the responsibility of the competition organizer.

The CEP (Confédération Européenne de Pétanque) is the organizer of the Eurocup, and other competition organizers look to the Eurocup as a model for organizing their own competitions. The CEP’s choice for a short-form game is a time-limited format.

At first, when playing time-limited games, when the time-limit was announced (by a whistle, say), any mene in progress was played to its finish. At that point, if one of the teams was in the lead, then that team was the winner. If the score was tied, one additional tie-breaker mene was played. But there was a problem. As a game approached its time-limit, the team in the lead would often deliberately play slowly, “running out the clock” and limiting their opponents’ opportunities to score more points. The CEP apparently considered this tactic to be contrary to the spirit of the game. Mike Pegg reports

When timed games were first introduced, one more end was played after the whistle was blown. Teams would deliberately play slowly, taking a full minute etc., so that the opponent had no chance of winning or drawing with them. To prevent this sort of tactic, it was decided to allow for two extra ends.

In this new model, games are played to the normal winning score of 13. Any game that hasn’t finished when the time limit is reached, then switches to a limited-number of menes model. Basically, a “time-limited” game is a game in which reaching the time limit triggers a switch into a different mode of play.

  1. Games are played as they normally are. When one team achieves the winning score of 13, the game is declared to be finished and the team that achieved the winning score is declared the winner.
     
  2. For any game that is still in progress when the time-limit is reached, the teams finish playing the mene that is currently in progress. At that point, if neither team has achieved a winning score, the game switches to a limited-number of menes model in which the allowed number of menes is limited to two.

    Note that “the game is still in progress” means that neither team has reached the winning score (13 points) so the game has not yet finished.

    Note that any game that is still in progress, whether or not the score is tied, will go on to play two extra ends. The two extra ends, therefore, are not tie-breaker ends. They are meant to give the game a few more ends (rather than a little more time) in which to finish.
     
  3. If, after either of these two extra menes, one team achieves the winning score, the game is declared to be finished and the team that achieved the winning score is declared the winner.
     
  4. For any game that is still in progress after the two extra ends, if one team has a score that is higher than the other team’s score, the game is declared to be finished and the team with the higher score is declared the winner.
     
  5. For any game that is still in progress after the two extra ends, if the score is tied, the game plays a third, Guaranteed Tie-Breaker mene. After that mene, the game is declared to be finished and the team with the higher score is declared the winner.

Here’s how the CEP rules for timed, Swiss system games describe it.

[The time limit is 75 minutes for a triples game, 60 minutes for a doubles game, and 45 minutes for a singles game.]

[A]t the end of the time limit the current end should be completed plus two more ends. In the case of equal scores after the two additional ends, the teams will play one more end. During this extra end, the jack cannot become dead (out of play). If the jack goes out of the defined playing area it will be put back in its original position, or if that is not marked then in the nearest valid place to where it went out of play.


Here’s how the FIPJP competition rules for the world championships describe it, in Article 19 of Règlement des Championnats du Monde.

All games in the World Championships are played to 13 points, with the exception of games to which a time limit is applied. [For world championship games, the time limit is 75 minutes for a men’s triples game, 60 minutes for any other kind of triples game, 60 minutes for a doubles game, and 45 minutes for a singles game.] If neither team has reached 13 points before the end of the fixed time, it will be contested for up to two additional ends. In the event of a tie at the end of the extra ends there will be a final end in which the jack, if it can be moved, will never be dead.


A problem with the idea of a guaranteed tie-breaker

There is a problem with these rules for time-limited games. The “guaranteed” tie-breaker does not guarantee that the tie will be broken after the third mene. The fact that the jack cannot go dead does not mean that one team must score. There can be a null point at the end of the third mene (an equidistant boules situation, or an empty terrain situation), which means that neither team scores, and the two scores remain tied.

It may be argued that something that is so unlikely to happen is nothing to worry about. But as an ex-computer programmer, I know that if there is a loophole in a set of rules so that a problem CAN happen, it WILL happen. The only question is about how long it will be before it happens. This is true of computer programs, and it is true of the rules for time-limited games.

Some interesting, unintended consequences

In time-limited games, all boundary lines are dead-ball lines. Before 2020, that meant that a thrown jack had to be at least a meter (sometimes: at least half a meter) from a side dead-ball line. But in 2020 the rules changed. Now a jack can be thrown right next to a side dead-ball line. And that has introduced an interesting new tactic into time-limited games.

Now, at the start of an extra mene, it is common for a team with a higher score to throw the jack very close to the side string. And then, rather than pointing with their first boule, they shoot the jack out-of-bounds. This finishes the extra mene without changing the score and without affecting the team’s lead. With this tactic, a team that has a good shooter and is leading at the beginning of the first or second extra mene has virtually won the game.

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The boule advantage – an important petanque concept

updated 2021-12-21

To understand petanque at the strategic level, you need to understand the concept of “the boule advantage”.

The basic idea is simple — the team with the most unplayed boules “has the boule advantage”. If your team has two unplayed boules, and my team has four, then my team has the boule advantage.

Digging a bit deeper

It is possible to provide a precise definition of the boule advantage.

If a team gains the point every time it throws, we will say that the team plays perfectly. (Note that it doesn’t make any difference how the team gains the point. They can out-point the opposition, or shoot away an opposition boule that is holding the point, or shoot the jack. The important thing is that they never require more than one throw to gain the point.)

At any point during a mene, a team has the boule advantage if, assuming that it plays perfectly from that point forward, that team will play the last boule in the mene.

At the start of a mene, the second team to play always has the boule advantage. You can often see this in world-championship games. Team A points the first boule, and Team B shoots it with their own first boule. Team A points their next boule and Team B shoots it with their next boule. Point. Shoot. Point. Shoot. The teams alternate gaining the point until Team A points their last boule. This leaves Team B to play the last boule of the mene. They shoot or point with their last boule and often win the mène.

In short, if you think of a mène as a conversation, then the team with the boule advantage is the team that gets to “have the last word” in that conversation.

Among world-class players, the “point, shoot, point, shoot” pattern is so predictable that often the best way to follow the game is to watch for cases in which a team fails to play perfectly and requires two or more throws to gain the point. The real drama in a world-championship game is in the shot that just barely misses, and the pointing throw that doesn’t quite gain the point. Such failures turn over the boule advantage to the opposing team.  At this level of play, losing the boule advantage can mean losing the mène.

To point? or to shoot? Some strategic considerations

Suppose that your team has two pointers and one shooter. The opponents throw the jack and point a very nice first boule… it is close to the jack and is going to be very hard to out-point. What do you do?

  • Should you ask your shooter to try to shoot it?
  • But… it is very early in the mene, and the opposing team still has five boules. Should you point, and save your shooter for an emergency?

This is petanque’s classic question — to point, or to shoot?  If you decide to point, you may end up with another classic situation— your team ends up throwing all of its boules, trying to out-point the opponents’ opening boule. After you’ve done it, you realize that you’ve lost the boule advantage big time. The opposing team still has five boules that it can play without fear of any response from your team. And you realize in retrospect that you should have used your shooter to try to shoot that opening boule.

If this happens to you, here’s how you should think about the situation.

  • Your team started with the boule advantage.  You might have kept the boule advantage if you had brought out your shooter and shot the opposing team’s opening boule. Even if it took your shooter more than one attempt, it would have been worth it to get rid of that dangerous opening boule.
     
  • In deciding not to shoot, you not only lost the advantage, you gave the advantage to your opponents, to the tune of five boules. With a boule advantage that big, they are almost certainly going to score several points and win the mene.

The moral of this story is that one of your highest priorities should be NOT to lose the boule advantage. And that can sometimes mean using your shooter very early in the mene.

The Forgotten Boule and the Boule Advantage

Suppose that there are a lot of boules on the ground. Your team has the point, so you ask the opponents if they have any unplayed boules. They look around and then say “No, we’re out”.  So you play your last boule.  As you’re walking to the head to count your points, one of the opposing players says “Ooops! I made a mistake. I still have one boule left!”  What should you do?

You can say “It was an honest mistake. Go ahead. Play your last boule.” But giving away your team’s boule advantage in this way would be a big mistake. With their last “forgotten” boule, your opponents can do all sorts of mischief and win the mene. So a good general rule is that a forgotten boule— even in friendly play— cannot be played. See our discussion of dealing with a forgotten boule.