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Preparing for a club tournament for the second installment of Heroes of Might and Magic.
Yes, of course, I would like to see a repeat! As usual, I am ready to help with the rules, regulations, and other aspects. It is absolutely clear that it is necessary to establish penalties for being late to a round, by reducing the number of available units. North-South turned out to be an unsuccessful option, as it turned out. The fact that Teleports will counter Dust in every game is quite obvious; I was going to play this map first. On the other hand, the three-day game for first place highlighted the correctness of the approach to choosing dynamic maps: if this game had been in the first round, imagine how the rest of the tournament would have gone... On the other hand, on "The Other Side":))) Horn gave an excellent lesson in preparatory work, and his analysis of this map became a highlight of the tournament. In general, we can return to the issue of map selection, as well as to the issue of rules, later, after the initial determination of the deadlines. PS. As I understand it, traveling from Novosibirsk to Michurinsk or St. Petersburg takes about the same amount of time...