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Skirmish is played in m200 mode according to the standard rules:
Quote from the Rules

5. Templates 2sm2c, Balance(200), skirmish with a difficulty of 200%:
Map settings options: players – 2; computers – 0; teams – 0; map size M; no water; medium monsters; difficulty 200%; time limit per turn – 4 minutes, with a chess timer - (08:00+04:00+01:00).
Castle and bonus selection are random.
Additional restarts:
- Restart generations with identical castles. This is done upon request by at least one of the opponents immediately after map generation.
- Restart on the Balance template upon request by a player who does not have access to their home town.
- Restart upon request by a player who has a stone or wood mine, while on the Balance template, the home town is guarded by level 3 or higher monsters or level 2 archers.
Additional rules.
- After each subjective restart, players switch colors.
- It is forbidden to move from one zone to another through glitched passages.
- It is forbidden to use the External Market.
- It is forbidden to use the spells Flight, City Portal, Spatial Gate, as well as the artifact Angel Wings.
- The heroes Solmyr, Dimir, and Aislinn can only use their respective spell against opposing heroes in the following cases:
a) if the player has built a Mage Guild level 4 in one of the cities or captured a city with a Mage Guild 4 already built. If you do not have the corresponding level of Mage Guild in your castles, then you must fully build all levels of the Mage Guild in any two castles that belong to you.
It is not necessary for the hero to visit these castles. It doesn't matter whether the castles with the built Mage Guild levels will be controlled later.
b) if the corresponding spell is obtained by any of your heroes in the Pandora's Box (even if this hero does not have enough wisdom skill to learn this spell);
c) if the Magic Book of the required element is found.

/topic/10593/

Additions: restarts total two days. Who starts first with red is determined by flipping a coin. Roads 1-2 (slow and medium). Players may change the rules by mutual agreement, except for the template being played.
Coin flip rule: The right to choose the starting color in the first generation belongs to the player who wins the draw. For this, the ХВ rules option "Flip a Coin" is used; whoever guesses the number that comes up has the right to choose the starting color.


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