Alessandro, who is this? :eek:
I propose the rules, written by a resident of Barnaul, Lady Ash, with some minor changes:
0. Fair Play
Players must play fairly! It is forbidden to use any "bugs" and open saves before the end of the game.
1. Game Settings
TE-Lite version. Map options: people – 2; computers – 0; teams – 0; map size L+U; templates - 2SM4d(3), no water; strong monsters; difficulty 160%; turn time limit – 1800+300 with time during battles.
2. Castle and Hero Selection
The starting castle is chosen by players taking turns eliminating six castles that cannot be starting castles. The player who chooses the castle first starts the elimination. The player with the lower rating gets the right to choose the castle first (if the rating is the same, the right to choose is determined by drawing lots). In each subsequent game between the same opponents, the order of selection changes. From the remaining three castles, the players make a choice, and the one who started the elimination chooses first. The second player in the elimination order chooses the color. You cannot choose the same castles. The choice of hero and bonus is at the players' discretion, but when playing as Conflux or Necropolis, the starting hero is random.
3. Restarts
Each player has the right to restart the game twice – to start the game again with a new map generation. He can take one restart on turn 111 and the second on turn 113.
Mandatory restart:
- if there is more than 1 castle
- if there is a starting hero that is not level 1.
- if there is only one road to the Grail (at the request of the one who has this road, until turn 115)
- if they meet in the first week, i.e., before turn 117
4. Castle Restrictions
In the Conflux castle, upgrading monsters of levels 1, 6, and 7 is prohibited; in the Necropolis castle, building a necromancy amplifier is prohibited.
5. Hero Restrictions
The heroes Isra and Vidomina cannot raise the "necromancy" skill to the expert level. Otherwise, they must be dismissed before the end of the current turn. It is forbidden to raise the level of the hero Sir Mullich above the third (if the hero gains a level higher than the third, he must be dismissed before the end of the turn). Magic specialist heroes of level 4, Alamar, Jedid, Solmyr, Deemer, Aislin, Loenis, and Tant, cannot use their profile spells in battles against enemy heroes until a corresponding level of magic guild is built in any of their cities, or until they receive the profile spell in Pandora's Box, from the Scholar, or from the corresponding magic book. It is also forbidden to use magic obtained from these heroes using the Scholarship skill without fulfilling the same conditions. Magic can be transferred.
6. Restrictions on Spells, Scrolls, and Artifacts.
Scrolls of 4th and 5th level spells can be used after building the corresponding level of the magic guild, or starting from the 6th week of the game. The "Dimension Door" spell can be used once a day by each hero. It is forbidden to collect the "King of the Dead" and "Alliance of Angels" artifacts. The Grail can be dug up after 5 weeks of the game. It can also be dug up before turn 217.
7. Restrictions on Objects
It is forbidden to visit the "Fort on the Hill" and cartographers. It is forbidden to use angel wings and the "flight" and "dimension door" spells to collect artifacts and visit objects without breaking through their guard, including those that have not been moved.
8. Restrictions on Troop Redemption
It is forbidden to redeem level 7 monsters that appeared as a result of the week of this monster.
9. "Red Rush" Rule
The player playing with the red color is forbidden to attack enemy heroes and castles on the first day of a new week with reinforcements purchased on that day.
10. "Hit-and-Run" Rule
If the attacking hero uses direct damage magic against the enemy hero, he is not allowed to retreat in the first round of the battle. This prohibition does not apply to the defending hero.
11. Diplomacy
It is forbidden to attach monsters. The "diplomacy" skill is forbidden to be raised above the basic level. If a hero somehow gains an advanced "diplomacy" skill, he must be dismissed before the end of the current turn.
12. Moved Guard
"Moved" guard is the incorrectly positioned guard of a passage between zones or guarding an object, which can be bypassed.
12.1. It is allowed to take single resources, chests, and campfires from under the moved guard.
12.2. It is not allowed to take artifacts, Pandora's Boxes, and scrolls from under the moved guard, visit any objects, or move to another zone. If the passage is guarded by several "groups" of different monsters, it is enough to break through one of them.
13. Stalemate
If in a battle the attacking player cannot win, he must retreat. If he cannot retreat due to the "Chains of War" artifact, and the defending player cannot destroy the attacker, the following should be done:
- Load the autosave of the defending player.
- Remove the shackles.
- Repeat the turns up to the battle.
- Dismiss the troops lost by both sides in the battle when the stalemate occurred.
- After that, the attacking hero must attack the defending hero and retreat.
14. Disconnection
In case of disconnection (as far as possible in the current situation): the player making the move either completes the move to the point where he needs to attack the opponent or to the end of his turn and saves. Then the connection is restored, and the game continues from this save. If the disconnection occurred during a battle, after the game is resumed, all turns of the battle are repeated (if it is impossible to do this exactly, then as close as possible to how it was).
15. Conclusion
Players can agree on any changes to the rules, except for item 0. To resolve controversial situations, players provide the corresponding saves (they must be made on each turn), texts of negotiations before the game; in the absence of such, the referee's decision is made on the basis of items 0-14.