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Jebus Cross

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#33
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Javdet
2 restarts + a restart per block for Jebus, in my opinion, is too much. Here, a restart is given specifically for problematic starts with blocks. You can either do 2 restarts on 111 (it won't take too much time) or 111 + a restart per block.
It's fine in terms of time. The first day isn't that long. And sometimes you get tough layouts even with Jebus. Right now, we're playing with Dirty, and Jabik has come to the tavern 3 times in a row; there are very few wolves. In my opinion, 2 re111 + a restart per block is perfectly fine.
I'm more inclined towards the second option, but we need to accurately determine the strength of the block so that there aren't any disputes or resentment later, like "I got a good block, but my opponent is ruining the experience," even though this block is beaten on the 3rd day.
A block that is beaten on the 3rd day isn't really a block. A block is something that isn't beaten at all or is beaten with significant losses and blocks the only path. In any case, in controversial situations, the judge has the final say.
I haven't encountered any buggy paths, but the suggestion to either include it in the rules or not go there at all is worth considering.

Is there no path to the center – is this an assumption, or have there been cases?
I haven't seen it yet, but theoretically, it's quite possible – the only path leads to a buggy passage, and the GO is on rough terrain. This doesn't contradict the generator setup (connecting all cities with a single road network).
I don't even know what to say about the Swiss system... First, to my shame, I don't know all the nuances, whether it objectively reflects the strength of the players, and second, I don't know how the people here will react to it. And it seems to me that it requires a lot of participants.
Well, we should try it sometime. Why not in a fan tournament? And if we like it, we can use it in other tournaments as well. The main advantages are:
1) Everyone plays, and there are no players who are eliminated.
2) If players have something that doesn't work (time to play, no connection, or something else), you can easily change pairs, which is difficult to do in a group tournament, for example.