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Online game rules in HoMM3 - Version 2 (XII.2010-V.2013) and the Rating Tournament

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III. Rules for online games on other templates and SoD version.

Descriptions and text files of the most popular templates, as well as information on how the random map generator works, can be found in the topic Useful info: templates, maps, programs
When playing on templates other than 2SM4d(...), it is recommended to adhere to the general rules outlined in section II, with individual differences for each template.

1. Differences for 8mm6/8mm6а, 8xm12/8xm12a, 8xm8/8xm8а, 6LM10/6LM10a, Spider:
- Map settings: XL+U, 2 humans + 6 computers, difficulty 160%, turn time limit – 8 minutes.
- Restart for slow roads. Taken at the request of at least one opponent immediately after map generation.
- It is permitted to move from respawn to respawn without breaking shifted guards.
- If a computer's castle has an upgrade of level 1, 6, or 7 in the Conflux or level 4 in the Necropolis, it is forbidden to upgrade your own troops of these levels or hire the upgraded version of creatures. If the Necromancer Amplifier is built, upgrading vampires is forbidden, but additional skeletons do not need to be dismissed.
- DD can be used 2 times a day with expert air magic.

2. Differences for Jebus cross:
- Standard map settings: size XL-U, two players, no water, monsters - strong, difficulty 160%, turn time limit – 10 minutes.
- In the Necropolis castle, Galtran can be chosen as the starting hero.
- Restart for slow roads. Taken at the request of at least one opponent immediately after map generation.
- To exit your zone into the central treasure zone (zone 5), and to move from the central treasure zone to other zones, it is necessary to break the corresponding ГО. Using bugged passages between the central treasure zone and a specific zone is forbidden until the ГО between these zones has been broken.
- Moving via bugged passages between two zones 1-4 is only allowed if the ГО between the central zone 5 and both of these zones have been broken.
- Mandatory restart if a player completely lacks a ГО between their starting zone and the center, i.e., there is no ГО on any passage to the center. Taken on the day this fact is discovered.
- Mandatory restart if a player has not a single passage from their starting zone to the center. Taken on the day this fact is discovered.
- Restarts at the request of a player who:
a) lacks a ГО in the passage through which the road leads to the central treasure zone;
b) whose only road leads into a ГО;
c) lacks a road to the central treasure zone,
are taken on the day these facts are discovered.
If subjective restarts remain, then a subjective restart of the player's choice is used (e.g., on 124, the remaining restart 111 can be taken).
If subjective restarts have run out, the player is entitled to request an additional restart.
- Transition between zones using the Angel Wings artifact and Fly and Dimension Door spells is permitted:
a) between any of zones 1-4 and central zone 5, if the ГО of any passage between the corresponding zones is broken;
b) between two zones 1-4, if the ГО between central zone 5 and both these zones are broken;
c) in cases of multiple ГОs for one passage - to approach a ГО chosen by the player, provided that the first action in the new zone must be the elimination of this ГО.

3. Differences for Panic and Balance:
- Standard map settings: size L-U, humans - 2, computers - 0, no water, monsters - strong, difficulty 130% (rook), turn time limit – 6 minutes.
- It is forbidden to enter treasure zones (10 on Balance, 6, 9, 12 on Panic) via bugged passages.

4. Differences for Nostalgia:
- Map settings: XL+U, 2 humans + 6 computers, difficulty 160%.
- Restart for slow roads. Taken at the request of at least one opponent immediately after map generation.
- Restart at the request of a player whose only road leads into a ГО. Taken on the day this fact is discovered.
- It is forbidden to pass by a shifted ГО. Passing by shifted guards of other passages between zones is permitted.
- If a computer's castle has an upgrade of level 1, 6, or 7 in the Conflux or level 4 in the Necropolis, it is forbidden to upgrade your own troops of these levels or hire the upgraded version of creatures. If the Necromancer Amplifier is built, upgrading vampires is forbidden, but additional skeletons do not need to be dismissed.
- DD can be used 2 times a day with expert air magic.

5. Differences for Mini-Nostalgia:
- Map settings: L+U for 8 players (i.e., with 6 computers). It is also possible to play as two people, in which case neutral castles will be in place of the computers.
- To avoid double-builds, the choice of castles for computers is made by players alternately, one at a time. The blue player starts the selection. There should be no repetitions or matches with the players' castles. Before starting the game, the host assigns the chosen castles to the computers.
- It is forbidden to pass by a shifted ГО. Passing by shifted guards of other passages between zones is permitted.
- If a computer's castle has an upgrade of level 1, 6, or 7 in the Conflux or level 4 in the Necropolis, it is forbidden to upgrade your own troops of these levels or hire the upgraded version of creatures. If the Necromancer Amplifier is built, upgrading vampires is forbidden, but additional skeletons do not need to be dismissed.

6. Differences for Anarchy (SoD/TE-light only):
- Map settings - L+U, two players, turn time limit – 6 minutes.
- All rules are canceled except for fair play.
- There are no restarts for meeting or blocking.
- EVERYTHING ELSE IS PERMITTED! That is, there are no restrictions on diplomacy, shifted guards, same-faction castles, use of scrolls, red-rushing, etc. There are also no restrictions on Necromancers and Flux.
- Two options for choosing starting castles are possible - either a standard choice or full random, meaning a random starting castle, hero, and resource. In the second option, players switch colors with every subjective restart taken; in objective restarts (hero level, bugs, etc.), colors do not change.

IV. Differences for WT version.

Item under discussion

V. Non-standard and disputed situations. Judging.

This item is currently in the same stage of discussion. Therefore, for now, we are guided by what was in the previous Rules:

Fair play
The most important point: players must play fair and respect each other.
- It is forbidden to use cheat codes and all kinds of "bugs" during a match.
- No one has the right to open saves of an unfinished match except for the judge/tournament leader or a member of the AC, and only when a disputed situation arises in the match. If at the moment a disputed situation requiring the opening of saves occurs, there is no connection with the judge/leader/AC, the match must be interrupted and saved by both participants until contact with the judges is established.
- It is forbidden to open the map on which the game is being played in the editor before the end of the match.
A match is considered finished when one player has completely destroyed the second or one of them surrenders, which must be confirmed via ICQ. Only after this is it permitted to open saves and view the map in the editor.
Players who agreed to the game are responsible for all actions that occurred on players' computers during the match and/or related to an unfinished game.

Miscellaneous
If a "stalemate" situation occurs in battle, the attacking player must retreat. For example: the attacker is left with 100 dwarves during the battle, while the defending hero has 1 fly. And 100 dwarves simply cannot catch the fly. In this case, the attacker with 100 dwarves must retreat (or pay off). If someone is wearing "shackles of war," it is necessary to load the last save, repeat all moves exactly as they were made before this battle, and dismiss the troops that were killed during this battle. Then the player(s) who had the shackles on must remove them, the attacker must attack and flee/pay off.
If a disconnect occurs during the game, the player whose turn it was finishes their move and saves the game. Then they load from this save and continue. Alternatively, they load the autosave of the player who was inactive at that moment. If the connection was interrupted during a battle, then after loading, all battle moves are repeated as closely as possible to those before the disconnect.