The norm consists of unguarded cons, prisons with level 1 heroes, lower-floor artifacts, etc. Because of this, breaking through in all directions is quite simple.
In the center, it's the opposite: strong monsters, like in the treasuries on 2sm4d(3).
Regarding restarts, it's better to do as Dirty says—that is, 2 restarts for day 1. This is almost always enough to evaluate whether the layout is playable or not.
And a restart by block is desirable—if regular restarts have run out and you are locked in (which is not uncommon, as the packing of objects can be quite dense), then on day 1 you can request a restart by block.
It's also worth agreeing on the rules for using control. The thing is, it's sometimes possible to get DD/fly here even in the 1st week—relics and Pandora's boxes with schools of magic might be lying around at your own respawn. Consequently, you could either rush the opponent or emerge into the center earlier and devour everything there. The bourgeois play here without transport magic entirely (only TP is allowed).
Therefore, the proposal is to prohibit the use of DD/Fly/wings for transitions between locations where ГО has not been established. And in the center, you can only take something by breaking through the guards, even if it can be stolen for free using transport spells.
Another narrow point—sometimes bugged passages arise between respawns, and sometimes roads even run along them. Therefore, the proposal is this: a bugged passage between zones can only be used if ГО to the center has been established from both zones.
And if there is no road to the center, it's treated as an objective restart.
I'll participate if anyone wants to play on TE.
By the way, maybe we should use a Swiss format for the tournament? It's easier for both players and judges.