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Pasha, Evgeny, thank you for the discussion. I removed it to avoid confusing players with the initial version. In general, writing rules is difficult; the wording must be strict, precise, concise, and understandable, and should not allow for different interpretations. I agree that what was there was somewhat flawed. I thought about it for a long time and consulted with the guys; it seemed like everyone understood...
We can rephrase that version slightly; then the idea becomes clearer:
A mandatory restart is not required if there is at least one bottle of vodka (at least one Guard of Order) on at least one table (at least one path).)


So, I'm copying yesterday's post with the corrections.

Due to the fact that a new controversial situation was discovered on the Jebus template during the tournament, and also because the judges are being asked many questions about restarts, we have slightly supplemented and clarified the rules.

For our tournament, the rules are as follows:
We play according to the Season Rules for the 2SM4d(3) template.

Subjective restarts:
Each player has the right to take a restart/restarts no later than the end of their turn on the corresponding day, i.e., to start a new game with a map regeneration. You can take either 3 restarts on the first day of the game (111+111+111), or 2 restarts on the first and second days (111+112 or 112+111), or one restart on the third day (113).

+ Differences for Jebus cross:
- Standard map settings: size XL-U, two players, no water, monsters - strong, difficulty 160%, time limit per turn – 10 minutes.
- In the Necropolis castle, you can choose Galtran as the starting hero.
- Restart on slow paths. Taken, if desired, by at least one of the opponents immediately after the map is generated.
- In order to exit your zone into the central treasure, you must break through a Guard of Order. Using buggy paths into the central treasure is prohibited until a Guard of Order has been broken through.
- A mandatory restart if a player has no Guard of Order at all between their starting zone and the center, i.e., there is no Guard of Order on any path to the center. Taken on the day this fact is discovered.
- A restart at the player's request if there is no Guard of Order on the path leading to the central treasure. Taken on the day this fact is discovered.

- A restart at the player's request if the only road leads to a Guard of Order. Taken on the day this fact is discovered.
- A restart at the player's request if there is no road to the central treasure. Taken on the day this fact is discovered.
- In the event of buggy paths appearing between zones, you can only move to the neighboring zone if a Guard of Order has been broken through from both zones to the center.
- Using "Wings of Angel" and the spells "Fly" and "Dimension Door" when moving from one zone to another is allowed only if the guard between them has been broken through.

The essence of the new rules is that if there is no Guard of Order at all, then this is a mandatory restart; there is nothing to break through, and you cannot get to the center. This bug is very rare, but if you see that there is no Guard of Order on the road, it makes sense not to go around the respawn point along the perimeter until day 13... in search of all the paths, but to ask the tournament judge to look at the map.
If there is no Guard of Order where the road leads, then this is a restart at the player's request. It may be that there is no Guard of Order on the road, but there is a convenient path without a road and a good Guard of Order nearby, and a lot of chocolate has appeared... Why take a restart?

Additional and clarified rules are highlighted in red.
I have added all of this to the first post.

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