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6 potential restarts are too many, in my opinion.
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...
Стратегия - искусство возможного.
Первое правило форума :
"Хвалу и клевету приемли равнодушно
И не оспаривай глупца" (с)
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Первое правило форума :
"Хвалу и клевету приемли равнодушно
И не оспаривай глупца" (с)
Новичкам: ВНИМАТЕЛЬНО перечитайте ВЕСЬ первый пост по нижеприведенной ссылке и 90% ваших вопросов отпадут( на остальные 10% с удовольствием отвечу):
Правила онлайн игр