           watchDogBarked = false;
           watchDogEnabled = false;
           elapsedTime = 0;
+          halfOfRemainingTime = TURN_DURATION / 2; // reset the remaining time since the turn is over
           // Go back to the sleep state
           currentState = DEEP_SLEEP;
         }

const unsigned int ACCELEROMETER_IN = PB3;
const unsigned int ACCELEROMETER_POWER = PB4;

const unsigned long TURN_DURATION = 2 * 60 * 1000; // The time in milliseconds that each person can talk
volatile bool watchDogBarked = false;
bool watchDogEnabled = false;
const WatchDogTimeout gameWdt = WDT_1sec;

        watchDogBarked = false;
        watchDogEnabled = false;
        elapsedTime += getTimeoutDuration();
        unsigned long remainingTime = TURN_DURATION - elapsedTime;
        /* --- Main game logic --- */
        if (elapsedTime >= TURN_DURATION) {
          // Play a sound and vibration sequence to indicate the end of a game due to timeout
          ringFor(100);
