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International League Legends of Heroes

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#176
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14. Stalemate.
If both players are unwilling to end the battle, the attacking player should retreat/surrender. If 100 golems cannot kill a single ghost dragon that flies away, then the player avoiding the confrontation (in this case, the one with the dragon) should always retreat/surrender.
There are situations where both players avoid confrontation, resulting in a stalemate. For example, if each player has only one skeleton with 1 HP left, both have to wait and skip their turn. Or another example (from a real game) - gremlins with 2 bullets skip their turn because they don't want to shoot with a curved arrow, and skeletons skip their turn because they don't want to go under a direct arrow (DVStranger vs someone, in some old League of Fixes championship).

There are also situations where players cannot end the battle, even if they want to - for example, if both have an Elixir and one angel each.

Another scenario - a unit was teleported into a terrain hole, enemy infantry cannot reach it, and there is not enough mana to teleport back.

In general, the rule that forces the retreating player to accept the battle reduces the strategic depth of the game. Because the tactic of reducing the battle to a stalemate and forcing the opponent to pay a ransom/retreat is a true "pappstvo" (a term for a specific, often cheesy, tactic), which greatly diversifies and enhances the game. A recent example is the game between Term and Kobra in the Autumn Cup.

In my opinion, this rule only makes sense in battles with bracers; in that case, yes, the retreating player should be forced to accept the battle. But in normal battles, let them run; there's no need to attack if you can be stalemated.

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