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Турниры HeroesWorld Cup & World Cup - 2012

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Rules
(identical to WC-2012 rules)

- version Shadow of Death 3.2 or Complete version 4.0. HD mod is allowed.

First, players choose a template, then a castle.

- template selection
Cherk from 2sm4d(3), 8mm6a, Balance, Jebus Cross and 8xm8a; blue starts.

- settings for templates:
2sm4d(3) - 2 players, L+U, 160%
Balance – 2 players, L-U, 160%
Jebus Cross – 2 players, XL-U, 160%. Restart for one road in ГО. Restart for absence of a road in ГО. In case of bugged passages between resps, they can be used if ГО is broken from both zones to the center.
8mm6a and 8xm8a – 2 players + 6 computers, XL+U, 160%. Restart for slow roads. It is allowed to pass by shifted guard passages.

Template schemes and descriptions:
2sm4d(3)
Balance
Jebus Cross
8mm6a
8xm8a

Time per turn on all templates is 10 minutes.

- castle selection
Standard cherk, blue starts.

- restarts:
* if the starting hero is not level 1,
* if there is no starting town,
* if there are no roads from the castle,
* 2*111 or 1*112,
* upon first encounter up to 115-116-117 inclusive for fast-medium-slow roads respectively. If both players agree to continue – the game continues,
* due to a strong block, if it cannot be bypassed and it cuts off the player from most of the starting zone, leaving no opportunities for development. Allowed up to 112 inclusive. The strength of the block is determined first by the player who has this block, then by their opponent. If there is no agreement, a judge is called. If subjective restarts remain, 111 must be used. If they have run out, the player is entitled to request an additional restart.

- breaking shifted guards:
No objects from under shifted guards may be taken, including campfires, resources, and chests. If there are several guards at a passage, any one of your choice can be broken. Obviously bugged passages (through a mine or a shifted mountain) cannot be used.
Notes:
* piles near mines can be collected without killing the guard;
* if the template provides for a passage without guards, it can be used (e.g., Balance);
* if a certain zone can be reached through several passages and one of them is already broken, to use the others you must also break their guards;
* if there are many guards at a passage and you saw that your opponent broke one of them, you can use the passage without fighting the remaining guards;
* if a resource or chest lies near a shifted guard and it is unclear whether they should be guarded, they can be taken.

- Red Rush is forbidden. The red player cannot attack heroes and towns, nor occupy an unguarded town, external dwelling, or mine on the first day using growth. It is forbidden to block passages with new growth through which the opponent could bring their own growth. If a passage into the opponent's zone is broken using new troops, nothing there can be attacked. New heroes are not considered growth unless they bring only one unit with them.

- Hit & Run is forbidden. An attacking hero cannot retreat or surrender in the first round of battle if they have used any magic. This does not apply to the defender.

- joining neutrals is forbidden (except for Pandoras and quests); Refugee Camp can be used.

- Forbidden heroes.
Mullich, logistics specialists (Kairi, Gunnar, Dessa) and level 4 magic specialists (Aislinn, Alamar, Jeditt, Solmir, Dimmer, Loinis) must be dismissed as soon as they reach level five. Isre and Vidomina can take expert Necromancer upon leveling up only as the last skill.

- building the Grail is forbidden;

- Dimension Door, Town Portal and fly are forbidden on Jebus Cross, Balance and sm-ka; On 8mm6a and 8xm8a Dimension Door can be used twice with expert air magic.

- cannot use cartographer, fort on the hill and external market;

- cannot use angel wings on Jebus Cross, Balance and sm-ka. Cannot assemble the undead king's cloak.

- if monster week occurs, you must either load an autosave or agree not to buy them out.

- level 4-5 scrolls cannot be used.

- in Necropolis and Conflux the starting hero is random. It is forbidden to build the necromancy amplifier, upgrade vampires, fairies, phoenixes and mind elementals. If a computer built any of these, you cannot upgrade your own creatures or buy upgraded ones. Additional skeletons do not need to be dismissed.

- stalemate situation
The attacker must retreat. If there are shackles – one must go forward and fight.

- bugs are forbidden:
* crashing into guards of passages, Dragon Utopia and Pandoras that contain an upgraded stack no more than once.
* cannot cheat with the artifact trader
* cannot use heroes without an army

- cheating, map hacking and loading saves until the end of the game is forbidden.

Attached file contains the World Cup - 2012 tournament rules in English.

Explanations and answers to questions.

Minor violations are at the opponent's discretion (tech win, replay, or leave result as is).
R55Max

1. It is forbidden to block passages with new growth through which the opponent could bring their own growth.
But what if all moves have run out?
In my experience, passages that can be blocked are a rare phenomenon and they are rarely more than one cell long. Therefore, they are easy to see - so you just need not to spend your moves until the end. And if you blocked it by accident - then you must hope that the opponent forgives you and you somehow agree. In general, any violation of the rules can result in an immediate tech-loss - regardless of whether it happened accidentally or intentionally.
R55Max

2. New heroes are not considered growth only if they bring 1 unit with them.
Is it allowed to play a hero if he is needed, and either dismiss his growth leaving the minimum one unit, or leave the growth in the castle and go with him as one unit?
If the hero's troops are left in the castle and not used for breaking passages-banks-guards, then the hero can be used.
Gomunguls

* cannot use heroes without an army
how so?
heroes without an army are heroes who end their turn with absolutely no units at all
in this case, they will have maximum acceleration the next day
In some versions there are ways to make such heroes
and if you don't know how, it will be very difficult for you to violate this ban.
Gomunguls

in Necropolis and Conflux the starting hero is random. It is forbidden to build the necromancy amplifier, upgrade vampires, fairies, phoenixes and mind elementals. If a computer built any of these, you cannot upgrade your own creatures or buy upgraded ones. Additional skeletons do not need to be dismissed.
meaning raising skeletons is allowed?
Yes, raising skeletons is allowed, Necromancer is permitted.
Tootsie Pie

"Obviously bugged passages (through a mine or a shifted mountain) cannot be used."
By the way, do same-rules not forbid this? And phrases like "Obviously bugged" and "unclear whether they should be guarded" - I suspect many will interpret these in favor of their own corruption).
According to same-rules you can use any passages, even if there are no guards or the road leads through a mine. In general, a bugged passage is one that should not exist according to the scheme. Usually, a mine stands in such places (the most common case).
R55Max

3. Forbidden heroes must be dismissed IMMEDIATELY upon reaching level 5 along with the army they reached level 5 with? Or can you transfer the army and dismiss him?
R55Max

4. Forbidden heroes of level 5 and above, released from prisons, must be dismissed immediately? Can you take the army that came with them?
Heroes must be dismissed at the end of the turn.
Question - can specialist heroes use magic against neutrals? And if the corresponding level is built, can all magic of that level also be used against an opponent or only spells from the guild?
They can use it against everyone.
R55Max
And are Town Portal and fly allowed on 8mm6a and 8xm8a?
Yes.
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