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#202
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And I believe that the rules are generally quite balanced, with rare exceptions. After all, they weren't made up out of thin air, but have been changed and improved over several years. I understand that the rules on world follow two main lines: banning broken tactics (a tactic that has no counterplay in the game if one player gets it), utilizing as many of the heroes' in-game capabilities as possible, and not banning too many features.

For example, Diplomacy is broken. You can only counter Diplomacy with Necromancer or Conflux, or with Diplomacy itself. Dimension Door without restriction is also broken.

Therefore, dear world players, don't just write "I'm annoyed by such-and-such rule points" (especially those with little online experience), but try to argue your position ("I lost because my opponent had Explosion" is not an argument).

And now my thoughts on the matter:
1) Overall, the rules are fair enough.
2)
Regarding found scrolls, I would leave everything as is (i.e., without building the corresponding Guild level or getting them from the Sage (Book), they cannot be used against neutrals or the opponent).

The only thing I would change is this: when a week of monsters level 6-7 occurs, it's preferable to load the autosave to exclude it.

I think point 5.12 of the Rules needs a comment, quote: "It is forbidden to penetrate neighboring territories without defeating the guard standing at the passage (i.e., if it is moved). If two or three guards are scattered along the road – any one of them may be fought at choice.
If there is no guard at the passage, including a moved one, free movement from resp to resp is allowed."

In my understanding, if the guard is moved and there are several, you can only fight the guard you can reach without leaving the borders (if they are obvious) of your own Respawn.
I support this except for the last part, IMHO an unnecessary complication of the game.
3) About Necromancers, Necromancers are almost broken, so I'm in favor of a random starting hero for them, like on Portal.
4) If scrolls were allowed to be used, it could give too big an advantage. For example, I have more than once gotten Dimension Door, Portal, and other cool spells in the first week. You get to ГО (or even better to 117), and then head straight to the opponent. Not interesting!
5) Regarding native secondary skills, I think sooner or later we'll have to impose a restriction on building the 2nd level. Maybe the time isn't right yet.
6) Rest per meeting – I'm all for it.
7) And now about atavisms – there are two points that, as far as I know, remain from the Chaos League rules and are now completely unnecessary: the ban on digging for the Grail (allow it without restrictions) and the ban on the Angel Alliance (naturally, allow it).
8) Proposal for multi-defense – allow it everywhere except at ГО. If at ГО, multi-defense is only allowed with the same hero.

Basically, everything else seems reasonable, adequate, and moderately balanced.

And finally, about time control(!): I don't know if 6 minutes will scare people off or not, but why set it to 4 minutes in tournaments? Make time control 6 for tournaments, and 4 by agreement. In the season too, you could specify 2 types of control. Many people say that 6 minutes drags out the game. But let's do a simple calculation: 2 players are playing. One (who thinks he can do in 4 minutes everything he would in 6) and the other. The first spends 4 minutes on his turns. The second, let's say, always takes 6. And let's take, for example, a situation on month 2 week 1 day 1.

2x30=60 minutes. That's if the game doesn't end on M2W1D1. So that's an extra hour. But turns on M2W1D1 usually last quite a long time because you're fighting strong guards (that is, if you're not just chasing the opponent), let's say 10 minutes each. So 3 days – 60 minutes – the same hour. Now the question: If you play with a 6-minute time control, wouldn't that allow the game to end at least 3 days earlier? I believe so – definitely. And in 90% of cases, the time saved will be much more than 3 days. So: 6-minute time control saves time, while 4-minute time control wastes more of it.

Furthermore, Eric wrote that a strong player will beat a weak one with 4-minute limits. Well, that's exactly the problem! If you're playing weaker, firstly you'll have even less of a chance, and secondly you'll have even less chance to at least learn something.

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