Jeremy Good wrote on Wed, Jul 18, 2007 09:14 PM UTC:
When one makes a General Time Travel, the pocket is the only thing that stays the same. Everything else goes back or forward to that moment in time when one travels. This is a very generous rule, as long as material is still relatively equal. If you've just become the victim of a combination, but the negative exchange or loss has not yet occurred, you can avoid the consequences by retreating back in time. If you're not satisfied with the results of your opening, just go back in time; try something different.
Bear in mind this though: Your opponent might very well want to revisit that negative future from which you retreated later!
But...
...the moment a material imbalance occurs, this time traveling into the past won't likely help you and will probably hurt you. Your opponent may want to return to the opening to exploit a weakness s/he didn't have the material to exploit the first time around.
I would really like to encourage people playing this game to do this sort of time travel often. Of course, if you're not comfortable with that, you and your opponent can agree at the outset to limit the number of general time travels.
Bear in mind this though: Your opponent might very well want to revisit that negative future from which you retreated later!
But...
...the moment a material imbalance occurs, this time traveling into the past won't likely help you and will probably hurt you. Your opponent may want to return to the opening to exploit a weakness s/he didn't have the material to exploit the first time around.
I would really like to encourage people playing this game to do this sort of time travel often. Of course, if you're not comfortable with that, you and your opponent can agree at the outset to limit the number of general time travels.