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DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.”

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#998
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6 potential restarts are too many, in my opinion.
I agree. And if you also take into account the presence of the concept of a "strong" block (which is not clearly and unambiguously defined) in the rules, restarting along one path to the Grail up to level 115...
In practical use, all this drags out the game.
As I understand it, restarts were introduced into the game precisely to avoid unplayable/unsuitable scenarios (precisely the presence of blocks, one path to the Grail, the Grail not being on the path, etc.), and introducing additional points (along one path, along a "strong" block) seems redundant to me, not to mention the critical loss of clarity and simplicity in the presentation of the rules themselves (simply put, bureaucratization).

Therefore, I remain firm in my opinion: in section 4 about restarts, leave:
4.1 "– if the starting hero is above the first level, the player does not have a starting Castle, the player has more than one starting Castle; - purely technical restarts
4.2 Subjective restarts:
each player has the right to take a restart/restarts during their turn, that is, to start a new game with a re-generation of the map.
Restarts are "3 days in total" (i.e., it is possible to take either 3 restarts on the first day of the game (111+111+111), or 2 restarts on the first and second day (111+112 or 112+111), or one restart on the third day (113)).


That's it! In this way, the player will have a sufficient mechanism to correct the situation in case of unplayable scenarios. And if he decides to try to guess the best scenario based on chance, let him be ready for a Grail block at the exit; this means that the player has already been outplayed at the restart stage. I think that after some time, the vicious practice of guessing the best scenarios will be significantly reduced...
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