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CIS Club Championship 2010-2011

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Tournament Rules:

0) Players may agree to change the rules, provided such changes do not lead to a planned increase in game time. All changes must be communicated to the hosts.

1) Tournament format: Swiss system over 5 rounds.

In the event of a tie in points, the sum of opponents' points (Buchholz coefficient) will be compared. If still tied, the sum of points of defeated opponents (Berger coefficient) will be compared. If still tied, the individual meeting result.

2) Version: HMM3-WT in standard configuration. Additional scripts (Inferno patch, new Griffin Conservatories, symmetrizer, etc.) are only used with mutual agreement of the players.

Enabled checkboxes:
- Leave artifact
- Chess clock
- Guild restructuring
- No morale
(but stack is on)
- Class ban
- Replace scrolls with gold
- Second dwelling
- Script for one-way portals

The remaining checkboxes are disabled. That means we play without experience, tax, bank, or classes.

Bans on spells and artifacts are standard; Orb and Cape are banned.

3) Templates - 2sm4d(3), Jebus, Mini-Nostalgia, 8mm6a, 6lm10a

The template for the game is determined by a 1-1-1-1 veto. Who starts the veto in the first round is determined by a coin flip. In subsequent rounds, the player who has started the veto fewer times (in this tournament) starts the template veto. If tied, another coin flip.

By mutual agreement, other templates may be played.

4) Faction selection - standard veto from 9 towns. The player who started the template veto chooses the town, and their opponent chooses the color. That is, the same player starts both vetos.

By mutual agreement, towns and colors can be determined by a randomizer with bidding.

5) Size settings for templates are standard:
L+U without computers for 2sm4d(3)
XL-U without computers for Jebus
L+U with computers for Mini-Nostalgia
XL+U with computers for 8mm6a and 6lm10a

On Mini-Nostalgia, the races of the computer opponents are alternately chosen by the players. The blue player starts the selection; players can choose their own computer opponents; there must be no overlap with already chosen races or the players' races.

6) Road speed is set to - fast for Jebus, medium for the rest. Cannot be changed.

7) Time control - 4000+400. Can only be changed downwards.

8) Restarts:
111+111 or 112 on Jebus
111+113 or 112+112 or 114 on the others

Players who are late to the start of a round for unexcused reasons (overslept, hungover, etc.) will have restart days deducted according to the time of lateness (coefficient determined by the situation).

There is no restart based on hero level - when playing without experience, it resets correctly.

When playing with experience, there is a restart based on hero level (taken immediately, before viewing the layout).

There is also a restart due to a block, if the other restarts are exhausted.

For 2sm4d(3), a mandatory restart if the only road leads to ГО.

For Jebus and Mini-Nostalgia, a mandatory restart if there is no road to ГО or if the only road leads to ГО.

A situation where ГО blocks the other roads is equated to a single road leading to ГО.

Regarding restarts due to encounters and various generation bugs (e.g., rock piles), a map preview by the host will be used. This activity is not regulated and is handled situationally.

9) Red rush is prohibited on 2sm4d(3) and Jebus, allowed on the other templates.

The player playing the red color does not have the right to attack on the first day of the week with growth purchased on that day:

a) at blue's town (even if the town is unguarded).
b) at blue's heroes or guarded mines.

That is, attacking is not allowed at all, not even against weaklings.

Considered as growth:
- troops that grew in the player's cities or in enemy cities captured on that day
- troops from dwellings that were colored earlier (even if they were not purchased the previous week)
- troops from summoning portals that were built earlier (even if they were not purchased the previous week)

Not considered as growth:
- troops that come with purchased heroes
- troops from Pandora's Boxes, Conservatories, Hives, and Prisons
- troops that were not purchased the previous week
- troops from neutral towns and villages captured on that day
- troops from dwellings and summoning portals built on that day
- troops from dwellings captured on that day

Also, any troops can be upgraded.

The concept of red rush is not applicable if both heroes end up in a portal or underground gate upon attack (i.e., on opposite sides of the portal), and red cannot see the exit where the blue hero is standing.

In case of losses in battles with neutrals on that day, it is considered that growth is lost. For example, if on day 121, 4 horses were purchased in addition to 2 existing ones, and 3 horses were lost in a battle with neutrals, then when attacking an opponent, two horses can be used, and one must be dismissed/hidden in a hidden stack/transferred to another hero.

If the army from the previous week is wandering somewhere, the growth purchased in an analogous quantity is considered exactly growth, not the army from the previous week.

10) Hit-and-run is prohibited.

Hit-and-run refers to casting magic (any !) and fleeing/surrendering in the first round by the attacking player. This restriction does not apply to the defending side. In case of resistance, it is considered that the spell was cast.

11) Rule of shifted guards.

It is forbidden to take artifacts, Pandora's Boxes, and Prisons past a shifted guard. Everything else can be taken and visited.

The use of Dimension Door, Fly, and Wings does not grant the right to take the aforementioned objects without defeating the guard.

On the 2sm4d(3) template, it is mandatory to defeat the passage guard when moving from one zone to another. If there are multiple guards, any one of them may be defeated. If an opponent has defeated one of the guards, both players can use the passage. If there is no guard, including a shifted one (bugged passage), it can be used. Entering another zone using Wings, Fly, or Dimension Door is possible without defeating the guard.

On Mini-Nostalgia, the specified rule applies only to ГО, other passages can be used without restrictions.

On Jebus, the specified rule applies to ГО, and the use of Wings, Fly, or Dimension Door does not grant the right to enter the center without defeating ГО. That is, hitting ГО is mandatory. Entering from one corner zone to another (through bugged passages or with the help of control) is only possible if the passage through ГО has been defeated in both.

On the 8mm6a and 6lm10a templates, all passages can be used without restrictions.

12) On templates with one-way portals (8mm6a and 6lm10a), it is forbidden to spend the night inside the one-way portal entrances. Exits are allowed. If movement points run out inside a teleport, you should use the spacebar to jump between teleport branches and spend the night in the exit.

This is so that the opponent or computer opponents can attack you inside the teleport - when teleporting to an entrance, the script checks for the presence of enemy heroes there and does not teleport if someone is there, a plugging effect. Teleportation to an exit occurs in the standard way, and the hero can be attacked there.

13) If a "stalemate" situation occurs in battle, the attacking player must retreat. For example: the attacker has 100 Dwarves left during the battle, and the defending hero has 1 Wasp. And the 100 Dwarves cannot catch the Wasp. In this case, the attacker with 100 Dwarves must retreat (or surrender).

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, disband the troops that were killed during this battle. Then the player(s) wearing the Shackles must remove them, the attacker must attack and flee/surrender.

If a disconnect occurs during the game, the player whose turn it is finishes their move and saves the game. Then they reload 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, after loading, all moves of the battle are repeated as closely as possible to those made before the disconnect.

14) In the event of a game being prolonged, one of the following decisions may be made:

a) Awarding a result (including a draw).

b) Setting a final deadline (date and place determined by the situation).

c) Scheduling the next round's game in parallel. That is, the previous round's game is finished on one computer, while the next round's game begins on another.

Important !
In the final round, the host reserves the right to designate the template and rules with the goal of guaranteed finishing the game before the deadline (which is train arrival time).

Most likely this will be Jebus with a mandatory final showdown on day 133 (deadlines may shift depending on the situation). Or (if time is very tight) - a game on TС3.

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