Previously, if I remember correctly, according to the Chaos rules, if you cleared the guard in one place, you could pass through another place, since, logically, one of the zone guards had already been cleared.
Question: "passage guard" and "scattered along the road"...
We need to state clearly: if you want to pass through a given passage to another zone for the first time, any guard of that passage is destroyed, at your choice.
Regarding double guards for teleporters and the metro, there is a complete agreement. I will add a clarification to avoid any questions.
Zone treasure guards should not be considered passage guards...
In summary:
5.6. Transitions between zones.
5.6.1. It is forbidden to enter a neighboring zone through a passage for the first time without eliminating the guard standing on the passage, including a shifted one. If there are several guards on the passage, it is enough to destroy any of them.
Zone treasure guards are not considered passage guards. (???? is this necessary????)
5.6.2. When passing through a Teleport or a Gate to the Underworld, it is enough to eliminate the guard at the entrance.
5.6.3. In the absence of a passage guard, including a shifted one, it is allowed to freely move from one spawn point to another.
5.6.4. It is allowed to enter neighboring territories using Angel Wings, Dimension Door, and Flight spells, without destroying the guard.
5.6.5. It is allowed to pass by passage guards without destroying them if the player has seen the opponent destroy one of the guards of that passage.
I will combine the sections about the rating into one:
VI. Seasonal Ranked Tournament.
1. Tournament Regulations - here I will record what we have now.
2. Rating Calculation Formulas.
Let R1 and R2 be the initial ratings of the players.
The player rating difference coefficients are calculated as follows:
f1=max(-1, min((R1-R2)/400, 1));
f2=max(-1, min((R2-R1)/400, 1));
where min and max are functions that return the minimum and maximum of two numbers.
Points awarded for a win (WP) and a loss (LP) are calculated as follows:
WP1=max(1, 16*(1+f1));
WP2=max(1, 16*(1+f2));
LP1=min(-1, 16*(-1+f1));
LP2=min(-1, 16*(-1+f2));
If the first player wins, then
R1->R1+(int)WP2;
R2->R2+(int)LP1;
if the second player wins, then
R1->R1+(int)LP2;
R2->R2+(int)WP1;
if the game ends in a draw, then
R1->R1+(int)((WP2-WP1)/2+0.5);
R2->R2+(int)((WP1-WP2)/2+0.5);
where (int) is a function that returns the integer part of a number.