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secondary town - a non-starting, captured town
lair - an external dwelling for creatures, also known as a dwelling
respawn - a zone, a valley. For example, the starting respawn is the zone with your castle.
Guard - guard of the passage between respawns; on the sm map, it must be cleared before any of the heroes enter the next zone, even if the guard can be bypassed.
Block - neutral creatures hindering normal movement around the respawn
GM - Guild of Mages
TP - Town Portal, a spell for traveling between towns
DD - Dimension Door
Control - TP, Fly, DD - one of these spells, allowing you to gain control over the map
Main Guard - on the sm map, the guard between opponents, with a strength of 45000, consisting of dragons, angels, liches, minotaurs, etc.
GG - Good Game, a phrase used when surrendering
Tree, baobab, ulik - Serpent Nest
Consa, conservatory - Griffin Conservatory
To rush, to set up for rushing - to leave a hero at the end of the day with the fastest units
Chain - a sequence of heroes, usually for transferring troops
To break - to pass troops along the chain to a town, have the main hero attack some creatures and flee, then buy the hero back in the town; this is a variant of TP, but more expensive