1. Color and Castle Selection: Players choose castles using the elimination method, meaning players take turns eliminating castles they don't want to play until 3 castles remain. The player who started the elimination process chooses a castle from the remaining three, the second player chooses from the remaining two, and the color they want to play.
Example:
invisible - Conflux
vbn - Necropolis
invisible - Fortress
vbn - Stronghold
invisible - Rampart
vbn - Castle
invisible chooses from the remaining Inferno, Dungeon, and Tower – Inferno, and vbn – Dungeon and red.
2. Restarts: Each player is entitled to 2 restarts during the first day of the game – to start the game again with a new map generation. Mandatory restart: - if there is more than 1 castle - if there is a starting hero that is not level 1. - if there is no fort in the starting castle. - if there is no path to the central respawn point.
3. Prohibitions and Restrictions 3.1. Forbidden heroes: Sir Mullich. If this hero reaches level 3, he must be dismissed on the same day.
3.2. All level 4 magic specialist heroes, as well as Tant (Raise Dead) can use their specialized spells against opponents in the following cases: a) If the corresponding level of the Guild of Mages (GoM) is built in any of the controlled castles. If the required level of the GoM is not present in these castles, then it is necessary to completely build all levels of the GoM in any two castles that you own. Or capture an opponent's castle with the required GoM already built (it doesn't matter how long the captured castle is under your control). Visiting this castle with a hero is not required. b) Find and visit the "sanctuary of magical thought" with the required magic. c) If any of your heroes receive the corresponding spell in the Pandora's Box, pyramid, after visiting the scholar, or in the spellbook. Against neutral monsters, as well as against the computer (if it is present on the map), level 4 magic specialists and Tant can use their specialized spell without the above restrictions. It is allowed to transfer level 4 spells and Raise Dead from specialists to other heroes, but trained heroes can only use them after fulfilling subparagraphs a, b, c of paragraph 3.2. That is, neither against neutral monsters, nor against the computer, nor against an opponent can these spells be used without fulfilling the above conditions.
3.3. Izra and Vidomina are prohibited from maxing out the "sorcery" skill to the "expert" level. Otherwise, this hero must be dismissed within four days of reaching expert sorcery (example: on day 124, Vidomina maxed out "sorcery" to the "expert" level, so, at the latest, on day 127, she must be dismissed).
3.4. If Sir Mullich above level 3, or a necromancy specialist (Izra, Vidomina) with an expert "sorcery" skill is released from prison, these heroes must be dismissed within four days of being released from prison. During these four days, these heroes are allowed to participate in battles. If Sir Mullich above level 3, as well as Izra or Vidomina with expert sorcery are bought in the tavern, they must be dismissed within 4 days of purchase. In the event that Sir Mullich above level 3, as well as Izra or Vidomina with expert sorcery appear in the tavern after escaping, they cannot be bought.
3.5. The so-called "red rush" is prohibited, that is, a player playing with the red color is not allowed to attack the blue player on the first day of the week with reinforcements purchased on that day. However, troops that come with the hero purchased on that day can be used.
3.6. Hit-and-run is prohibited: the attacking hero is not allowed to retreat in the first round of the battle if he used combat magic or any other magic that, in one way or another, inflicted any damage to the opponent. This prohibition does not apply to the hero who is defending.
3.7. It is forbidden to recruit any monsters. You can get any troops in Pandora's Box and from soothsayers. Diplomacy is allowed, but only to reduce the ransom. If monsters want to join, refuse and either kill them or let them run away. That is, it is not necessary to kill them.
3.8. It is forbidden to use level 4 and 5 magic spells without building the corresponding level of the Guild of Mages (GoM) in any of your castles. If the starting castle does not have the corresponding level of the GoM, then you must act according to subparagraphs a, b, c of paragraph 3.2.
3.9. Any hero can use the "Dimension Door" spell no more than 1 time per day.
3.10. Using "Angel Wings" and the "Flight" and "Dimension Door" spells when moving from one zone to another is allowed only if the guard between them has been broken.
3.11. It is forbidden to visit cartographers and "fort on a hill".
3.12. It is forbidden to enter neighboring territories without breaking through the guard standing at the passage (that is, if it is moved). If two or three guards are scattered along the road, break through any one of your choice. In the event of buggy passages between zones, you can only enter the neighboring zone if the guard in the center has been broken in both zones.
3.13. It is forbidden to take Pandora's Boxes, scrolls, artifacts, or visit various objects from under a moved guard without killing the guard. It is not allowed to visit objects, take Pandora's Boxes, scrolls, artifacts using the "flight", "dimension door" spells, or with the help of angel wings without breaking through the corresponding guard. Chests, campfires, and resources can be taken using the above spells and wings, as well as from under a moved guard.
3.14. It is forbidden to collect the artifact "Amulet of the Lich King". All other artifacts can be collected.
3.15. The Grail can be dug up after 5 weeks of the game.
3.16. In the Conflux castle, it is forbidden to upgrade monsters to levels 1, 6, and 7. When playing as Conflux, the starting hero is chosen randomly when the map is generated.
3.17. In the "Necropolis" castle, it is forbidden to build a necromancy amplifier.
3.18. It is allowed to buy and use any monsters in the "mercenary camps".
4. Fair Play The most important point: players must play fairly and respect each other. It is forbidden to use cheat codes and all sorts of "bugs". It is also not allowed to open saves and open the map in the editor before the end of the game. The game is considered over when one player completely destroys the other or one of them surrenders, which must be confirmed via ICQ. Only after that is it allowed to open saves.
5. Miscellaneous If a "stalemate" situation occurs in battle, the attacking player must retreat. For example: the attacker has 100 gnomes left during the battle, and the defending hero has 1 fly. And 100 gnomes cannot catch the fly. In this case, the attacker with 100 gnomes must retreat (or pay a ransom). If someone is wearing "war shackles", you must load the last save, repeat all the moves exactly as they were made before this battle, disband the troops that were killed during this battle. Then the player(s) wearing the shackles must remove them, the attacker must attack and retreat/pay a ransom. If a disconnect occurs during the game, the player who was taking his turn at that moment must finish his turn and save the game. Then load from this save and continue. Or load the autosave of the player who was inactive at that moment. If the connection was interrupted during a battle, after loading, repeat all the moves of the battle as closely as possible to what was before the disconnect.
For 8mm6, I think it's enough to remove the restrictions on the moved guard and introduce a mandatory restart on dirty roads - otherwise, standard rules...
Panic and balance - you can leave it as is, but with a ban on fly and Dimension Door.
Зима 2011-12.