Therefore, guests should familiarize themselves with the parts highlighted in blue; our own players need to pay attention to both the blue and red colors. The rules are rough, so please don't be harsh—I am ready to refine them.
1. Game Settings.
Humans – 2; computers – 0; teams – 0; map size L+U; template 2sm4d(3), no water; strong monsters; difficulty 160%; turn time limit – 4 minutes.
2. Choosing Color and Castle.
Participants choose castles by the process of elimination: players take turns crossing out castles they do not want to play until only 3 remain. The player who started crossing first chooses a castle from the remaining three, the second player chooses from the remaining two and the color they wish to play.
Example:
invisible - Conflux
vbn - Necropolis
invisible - Fortress
vbn - Stronghold
invisible - Rampart
vbn - Castle
invisible chooses Inferno from the remaining Inferno, Dungeon, and Tower – Inferno; vbn chooses Dungeon and the red color.
3. Restarts:
Each player has the right to take a restart twice: on the first day of the game and within three days—meaning starting a new game with map regeneration.
Mandatory restarts:
– if the starting hero is above level 1;
– if a player starts with more than one castle;
– if a fort is not built in the starting castle;
– restart upon meeting by day 116 inclusive; that is, if players enter direct contact with each other using any of their heroes within the first six game days (simply put, any battle occurs between them), one of them has the right to demand a restart. If both players agree to continue, it is their right.
4. Castle Restrictions.
In the Conflux castle, upgrading level 1, 6th, and 7th level monsters is prohibited; the starting hero is chosen randomly during map generation.
In the Necropolis castle, building the Necromancy enhancer is prohibited, taking Galtran as a starting hero is prohibited. Note: If Galtran appears in the tavern, he can be made the main hero.
5. Hero Restrictions-1 (Sir Mullich, Isra, Vidomina).
It is prohibited to raise Sir Mullich's level above three; upon reaching level 3, the hero must be dismissed before the end of the current turn.
Isra and Vidomina are prohibited from upgrading the "Necromancy" skill to "Expert" level. Otherwise, the hero must be dismissed within four days from the moment expert necromancy is obtained (example: on day 124 Vidomina upgraded "Sorcery" to "Expert" level, therefore, at the latest, she must be dismissed by day 127).
If Sir Mullich above level 3 is released from prison, or a necromancy specialist (Isra, Vidomina) with an expert "Sorcery" skill, these heroes must be dismissed within four days from the moment of release from prison. During these four days, these heroes are allowed to conduct battles.If Sir Mullich above level 3 is bought in the tavern, or Isra or Vidomina with expert necromancy, they must be dismissed within 4 days from the moment of purchase.
In the event that Sir Mullich above level 3, or Isra or Vidomina with expert necromancy appear in the tavern after an escape, buying them is prohibited.
6. Hero Restrictions-2 (Alamar, Jedith, Deimer, Aislin, Tant, Solmir, Loins)
These heroes cannot use their signature spells in battles against enemy heroes, except in the following cases:
6.1. If the corresponding level of the Mage Guild (Mage Guild) is built in any of the controlled castles;
6.2. If these castles do not have the required Mage Guild level, it is necessary to fully build the Mage Guild of all levels in any two castles that you own.
Note – this refers to castles with a maximum Mage Guild level 3: Fortress and Stronghold;
6.3. if an opponent's castle with the required Mage Guild already built is captured (regardless of how long the captured castle remains under control). It is not mandatory for a hero to visit this castle;
6.4. if a "Shrine of Magical Thought" with the necessary magic is found and visited; the corresponding spell is found in Pandora's box, after visiting a scholar, or in a magic book of one of the elements.
Against neutral monsters, 4th level magic specialists and Tant can use their signature spells without the above restrictions.
6.5. It is permitted to transfer 4th level spells and the "Raise Dead" spell from specialists in them to other heroes, but trained heroes may only use them after fulfilling sub-clauses 6.1, 6.2., 6.3., 6.4. of the Rules.
7. Restrictions on Scroll Use.
4th and 5th level spell scrolls can be used:
7.1. after building the corresponding level of the Mage Guild in any of the controlled castles;
7.2. starting from the 6th week of the game;
7.3. according to clauses 6.2, 6.3. of these rules.
8. The so-called "red-rush" is prohibited; that is, a player playing as red has no right to attack blue on the first day of the growth week with troops bought on that day. However, troops that come with a hero bought on that day may be used.
9. It is prohibited to buy 7th level monsters that appeared as a result of that monster's week;
It is permitted to buy and use any monsters in "mercenary camps";
10. Hit-and-run is prohibited: An attacking hero has no right to retreat in the first round of battle if they used combat magic or any other spell that caused any damage to the opponent. This prohibition does not apply to the defending hero.
11. Joining any monsters is prohibited. Any troops can be obtained from Pandora's box and seers. Diplomacy is allowed, but only for reducing the cost of same-day buyouts (i.e., it can be upgraded to expert).
If monsters want to join, — refuse and either kill them or let them escape.
12. Any hero may use the "Dimension Door" spell no more than 1 time per day.
"Angel Wings" are allowed to be used without any restrictions, provided this does not contradict clause 14.
It is permitted to buy and use any monsters in "mercenary camps".
Visiting cartographers and the "Fort on the Hill" is prohibited.
Assembling combined artifacts "Cloak of the Undead King" and "Alliance of Angels" is not allowed.
The Grail can be dug up after 5 weeks of play.
13. It is permitted to buy 7th level monsters that appeared as a result of that monster's week.
14. It is prohibited to enter neighboring territories without breaking the guard standing at the passage (i.e., if they have been shifted). If two or three guards are scattered along the road, any one of your choice must be broken.
In the absence of a passage guard, including a shifted one, it is permitted to move freely from respawn to respawn.
15. It is prohibited to take Pandora's boxes, scrolls, or artifacts from under a shifted guard, or visit various objects without killing the guard. One cannot visit objects, take Pandora's boxes, scrolls, or artifacts using "Fly", "Dimension Door" spells, or via angel wings without breaking the corresponding guard. Chests, campfires, and resources may be taken both with the aforementioned spells and wings, as well as from under a shifted guard.
16. If a "stalemate" situation occurs in battle, the attacking player must retreat. For example: during the battle, the attacker is left with 100 dwarves, and the defending hero has 1 fly. And the 100 dwarves cannot catch the fly. In this case, the attacker with 100 dwarves must retreat (or pay them off). If someone is wearing "Shackles of War", it is necessary to load the last save, repeat all moves exactly as they were made before this battle, and dismiss the troops that were killed during this battle. Then the player(s) who wore the shackles must remove them, the attacker must attack and then flee/pay off.
If a disconnect occurs during the game, the player whose turn it was finishes their move and saves the game. Then they load from this save and continue. Alternatively, they load the autosave of the player who was inactive at that moment. If the connection is interrupted during a battle, then after loading, all battle moves are repeated as closely as possible to those before the disconnect.
17. Fair Play
The most important point: players must play fairly and respect each other. Using cheat codes and various "bugs" is prohibited. Additionally, opening saves and unlocking the map in the editor before the end of the match is not allowed. The match is considered finished when one player has completely destroyed the second or one of them surrenders, which must be confirmed via ICQ. Only after this is it permitted to open saves.