Added 1 hour 3 minutes ago
Read the rules.
1) The revision of the hit-and-run interpretation has already been discussed; it's time to add it to the list:
5.6. Hit-and-run is prohibited: the attacking hero is not allowed to retreat in the first round of combat if they have used direct-damage combat magic that inflicted damage on the opponent. It is allowed to inflict damage on oneself (e.g., to reduce the ransom cost). If there is magic resistance, no damage is dealt, and therefore, retreating is also allowed. This prohibition does not apply to a hero who is defending.
2) The restart rule upon encounter is formulated as "a battle occurred." But what if the opponent runs into an empty Castle? There was no battle. In my opinion, it should be formulated as "An encounter is considered to be contact (capture or battle) with any object that has the opponent's flag."
3) Recently, the question arose about breaking through a shifted guard, one of whose groups has already been broken through by the opponent. In my opinion, it is worth clarifying this issue.
Addition to point 5.12:
If a player has seen the opponent break through one of the guards of a passage, they can pass by the remaining guards of that passage without breaking them through.
If a player has not seen the opponent break through the guards, but for some reason believes that the guards have been broken through, they have the right to ask the opponent about this. The opponent, in turn, must provide accurate information.
4) I propose to simplify the rule about the shifted guard:
5.13. It is forbidden to take Pandora, scrolls, artifacts, and prisons from under a shifted guard without first breaking through the guard itself. The same applies to taking the listed objects using the "Fly" and "Dimension Door" spells, as well as the "Angel Wings" artifact.
5) As I wrote above, add specific rules for individual templates:
a) 8mm6, Spider, 8xm12, 6lm10
- size XL+U, 2 players + 6 computers
- allowed to pass by a shifted guard to the adjacent respawn point
b) Jebus:
- size XL-U (without underground)
- 2 restarts per 1.1.1
- it is forbidden to move between zones if a passage from the center has not been broken through to one of the zones (or both). This is possible using transport spells or using glitched passages.
c) Balance, Panic - I don't remember what the specific features are.