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Overextended Guards
Players must defeat neutral guards protecting: entrances to zones, resources (located near windmills, banks, etc.), even if there is a path to them. Note: If there are two guards, it is sufficient to defeat one of them, at the player's choice. If an opponent defeats a passage guard, the player can also pass through that passage. The player is not allowed to take treasures first and then fight; if a group of neutrals guards only a mine, the player is free to take the resources around it. There are zones on the map without guards (the last and the desert one); the player can freely pass through them without battles. Players are not allowed to pass if the entrance guard of a zone has not been generated or if the main guard protects both the mine and the passage (this also likely means that the passage guard has not been generated). If there are multiple passages to one zone, the player can only use those passages whose guards they have defeated.
Red Rush is Forbidden
On the first day of the week, the red player (or any other player who has a turn earlier than another player) is not allowed to use the increase of the current week against any troops or colored objects (including unguarded ones) of an opponent who has not yet had the opportunity to make a move on the first day. Note: this rule also applies to the fact that you cannot block a passage with a new increase on the first day, through which an opponent who has not yet moved will bring in troops. If a player defeats a passage to an opponent's respawn point using a new increase, they are not allowed to take any colored objects on their respawn point, even with an old army without an increase. If they defeat a guard on an opponent's respawn point without an increase, they can do anything. (Excellent rule!!!!!!!!) New heroes do not contain a new army (only if they have only one warrior of the FIRST level who came with them).
Hit and Run is Forbidden
If a player, in any of the first three rounds of a battle, inflicts more damage on the opponent than they receive, they are not allowed to retreat in that round. Counterattacks do not count. (In each of the first three rounds, you need to count how much damage you inflicted on the opponent and how much they inflicted on you, so that you can prove it later...) It is not allowed to use spells above the third level by a hero who was released from prison and has a level of 11 or higher.
Diplomacy and Joining are Forbidden
Diplomacy can only be used to gain the benefit of visiting the Library of Enlightenment earlier. It is forbidden to join any neutrals, except for those obtained in the Pandora's Box. You can use the refugee camp.
Forbidden Heroes
Sir Mullich: If Sir Mullich is involved in a battle with an opponent, the player commanding him must retreat or surrender. Logistics specialists (Kerr, Gunnar, Dessa). If these heroes reach level 6 or higher, they must retreat or surrender in any battles with an opponent. Spellcasters of the fourth level (Aislinn, Alamar, Jedid, Solmyr, Xeron, Deemer, Loynis). If any of these heroes attacks an opponent's hero or is attacked by an opponent's hero, they cannot use their signature spell against them. (Except for Coronius with his spell).
Conflux and Necropolis are Forbidden
It is forbidden to choose Conflux and Necropolis as starting castles. If a player captures either of these cities, they are not allowed to recruit troops from it. The use of necromancy is prohibited. (You can use necromancer and death knight heroes, but skeletons obtained as a result of necromancy must be disbanded.)
The Grail is Forbidden
It is forbidden to build Grail structures in any city on the map.
Dimension Door, Fly, and Town Portal are Forbidden
Players are not allowed to use the following spells: Dimension Door, Fly, and Town Portal.
Fort on a Hill, Cartographer, and Foreign Market are Forbidden
It is forbidden to use Fort on a Hill, Cartographer, and Foreign Market on the map.
Forbidden Artifacts
You cannot use combined artifacts. This means that you should not have one artifact with several others that give additional bonuses when worn together (why can't you just not collect the combined artifact?). If you find a combined artifact, you can use either one relic (artifact of the fourth level) from it or all the artifacts of lower levels. You cannot use Angel Wings, Boots of Levitation, and the Armageddon spell while wearing the Armageddon Blade. Players are not allowed to use relic artifacts (this applies only to templates that usually do not generate relics and utopias, especially Balance, Balance PC, Panic). All of the specified artifacts can be exchanged for treasures, money, and experience.
Month of Creatures is Forbidden
In the case of a week/month of increased (according to astrological forecasts) units of the starting city of any of the players, the players must either restart the game or agree that they will not use these additional troops.
Doublebuild is Forbidden
Players are not allowed to build creature dwellings in two cities of the same type (does not apply to templates such as Balance - always at least two cities of the same race).
Creature Dwellings of the Seventh Level
Players can only use one creature dwelling of the seventh level.
It is Forbidden to Upgrade Any Creatures Obtained from Griffin Aviaries and Dragonfly Hives
Scrolls of Spells of the Fourth and Fifth Levels are Forbidden
Players are not allowed to use scrolls of the fourth and fifth levels, regardless of how they were obtained.
Game Bugs
Players are not allowed to use game bugs. Weakening neutral parties (retreating/surrendering/losing in a battle with strong, unupgraded guards protecting the entrance to zones, utopias, Pandora's Boxes, etc. (with an upgraded stack or without) is allowed only once). It is forbidden to use the artifact merchant bug, which allows the player to recruit troops at the expense of the opponent's resources. A hero without troops is forbidden.
Stalemate
In a stalemate situation (for example, when a hero with one living undead attacks a hero with one fairy and she runs away from him), the player whose troops are running away must surrender. Since his unit is running away, the hero must also retreat.
Restart
Each player has the right to demand a restart once (twice in a random balance). It can be requested in the first two days, then it is forbidden. You can take as many restarts as you like if the starting hero is of a level other than 1 (as far as I understand, this is even necessary), if the starting hero specializes in a war machine and does not have it from the start, and if the map was generated with dirty roads.
Additions 1. Restart 116. (If both players want to continue, let them continue) 2. If the map was not generated in accordance with the specification of the 2sm4d(3) template: - one road from the starting zone - No access to a sawmill or mine (this must be detected before the 116 obstacle, a mountain or a heavy block, for example, many ranged units of the second level)
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