By the way, I completely agree with one of the opinions mentioned above: a restart should only be granted after all available restarts on 111 or 113 (112) have been used. Otherwise, recently in one game, my opponent said that he had a block (marksmen, and not many, 30 or 40) and asked for a restart due to the block. Even though he still had restarts left, he said: "Well, just so as not to waste them."
Listen, in this thread (/topic/3960/), Kash explained back in February that GO must always be attacked if it is moved. That is, according to the rules, you cannot reach your opponent on the second day through a moved GO. But if it stands on the road, and before acquiring Dimension Door/flight/wings, you cannot bypass the GO directly to reach your opponent, then later you can choose not to attack it. Don't you read the reports? Dozens of matches here have been won without attacking the GO (code name for the maneuver: DD-GG). This also surprised me at first, but then I found the aforementioned topic and realized that the GO does not need to be attacked. As Kash rightly noted, we are beginners, and due to lack of experience, we haven't encountered situations in our games where an opponent didn't attack the GO but flew over it or used Dimension Door. This has nothing to do with the new edition.
Regarding this, I will say that instead of reading reports, the rules should be made transparent and understandable, and everything should be reflected in them thoroughly so that any beginner can clearly understand the boundaries of what can and cannot be done in the game. Rules exist to be followed, and judges are there not to decide arbitrarily but to ensure that they are enforced and resolve all issues not by shouting and persuasion but by clear, well-defined points from the rules.
As for restarts, it is up to each player whether to take them or not. They are usually taken by weaker players, trying to somehow turn the situation around. But those who at least somewhat understand the game (I am not referring to recognized masters) take restarts when necessary. And important matches are played in tournaments, and weak players are rarely accepted there. So why do we need to impose restrictions on simple ranked games? After all, they are not really that important. Now many people are unhappy with the large number of restarts. Let's reduce them altogether, and then there will definitely be a lot of dissatisfied people because losing due to the generator playing tricks on a strong player is even more frustrating if you are playing against a demonstrably weaker opponent.
As for blocks, perhaps help from referees should indeed be sought if the opponents cannot agree.
And finally... The guard at the respawn point should always be attacked, except for Angel Wings. (Flight doesn't work). I'll explain my position: wings are an artifact, flight is a spell, and getting either one or the other is quite likely (Dragon Utopia, Guild, scroll, Pandora, and there are other options). If we strive to establish more or less equal conditions in the game, then flying over should be prohibited, but except for Angel Wings, since they are usually well-guarded, and to get them, you have to defeat someone strong. It's easier with flight. Also, the percentage of unexpected arrivals needs to be reduced, and we need to move towards making players demonstrate skill rather than luck. Of course, there are many opinions, but I still think most will agree with me that the match is more interesting, and the joy of victory is greater when the outcome of the match is decided in the final battle, rather than, say, by capturing a castle unexpectedly and forcing the opponent to surrender.