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c. Any displaced guard must be "defeated" (if two or three guards are scattered along the path, any one can be defeated). It is allowed to collect chests, campfires, and resources near the displaced guard. Everything else must not be collected or visited, including entering neighboring respawn areas.
And what if the map is generated incorrectly, and the obelisk is in an inaccessible location or with very strong guards (say, when transitioning from a respawn area to respawn area 20-49 with Titans), or on the enemy's territory in a hard-to-reach place?
Either you defeat them, or you don't have to. We need to decide and write it down in the regulations.
If you absolutely don't want to ban control spells, then let them remain, but then add: it is mandatory to defeat the guards of all outposts and the main guard.
Walking on water is not relevant, since there is no water, and in general, you can say the same about any spell/artifact...
Should we include the TE options - no morale for neutrals and no improved stack?
And the presence of an improved stack is not always pleasing. :)
turn duration 4 minutes
we play with experience and tax