We chose all restarts. Probably about 9. Three technical ones (either no road, or the swamp castle spawning on grass...). In short, we played as luck would have it. As the post-game analysis showed, the luck was nearly equal. One road to the adjacent territory was blocked for me by 10-19 Wyvern Monarchs (artifact), and for my opponent by 20-49 Queen Medusas (also an artifact). So the first two weeks we cleared our own respawns and one secondary town (both mine and his were Inferno).
111-113: 4 heroes. No gold. There is an external dwelling of harpies behind 20-49 lizardmen. An external dwelling of gnolls. As I already said, the road in one direction is blocked by 10-19 Wyvern Monarchs, and behind them are my respawn and an ore mine. In the other direction, the passage is blocked by 50-99 Orc Chieftains guarding a Necromancer's Cloak. So there was no choice of where to go. Yog took the crypt. Broke through 3-4 more guards. Revealed the Griffin Conservatory and broke through its guard. All of this was off the road. Yog is level 3. Tazar nervously waits on the road, but eventually breaks through the lizardmen and takes the harpies. Andra with the troops didn't quite reach another crypt.
114: Tazar breaks through 10-19 Diamond Golems and bursts into the secondary Inferno town. Gold chests under guard are visible—that's pleasing. The rest are a bit behind but catching up.
115: Tazar breaks through along the road to the secondary town. He already got Tactics for the third time, which is good. Meanwhile, Yog clears the lower area and levels up to 4. He got Earth magic and stats 7-1-1-3. An external dwelling of Pit Fiends is visible.
116: Tazar broke through the guard of the external dwelling and for some reason continued further along the road. When he came to his senses, he didn't want to go back. A scouting hero lost 4 harpies at the dwelling. But he took the Pit Fiends.
117: 6 heroes. 12346 in the castle. Another external dwelling of Pit Fiends is revealed. But I didn't reach it. Tazar is 6th level, 3 Defense, 2nd Logistics, 2nd Tactics. Yog remained at 4th level.
121: Another external dwelling of Pit Fiends is taken, and a third is revealed... :) Tazar bought a spell book and ran to the Medusa dwelling. Scouting heroes gather Pit Fiends. One ran to clear the third dwelling.
122: Tazar takes the Medusa dwelling, losing 3 Pit Fiends, one wyvern, and a bunch of lizardmen against 10 crystal dragons.
123-125: Tazar and the scouts clear the respawn. Yog ran to get a spell book. Taz saw the entrance to the treasure zone and dived in.
126-127: Tazar wasted two days in the treasure zone. Less because he couldn't kill anything and more because there was nothing worth killing. Within two moves in the treasure zone, there was nothing tasty at all. Yog waits near 50-99 elementals guarding the Griffin Conservatory. Tazar passes troops along the chain and on the last move, trying to see as much of the treasure zone as possible, ends up in the castle. A plan is devised to capture two Griffin Conservatories. One is a tier-2, the other is behind the elementals.
131: I made a big mistake by attacking the elementals. I left 4 wyverns, 3 harpies, and some lizardmen there... and what's the point... I didn't proceed further to the Griffin Conservatory. The chain redirects troops to Tazar.
132: Tazar, with 20 Pit Lords and single units of Dragon Flies, takes the tier-2 Griffin Conservatory, losing the single units and 1 Pit Fiend. I get two Angels.
133: Yog on the other end, with 23 Pit Fiends, 2 Angels, and single units of upgraded Imps, takes the tier-3 Griffin Conservatory with the loss of one Pit Fiend. Troops are immediately transferred to another front. Tazar kills the Wyvern Monarchs and clears the road.
A plan is being formulated to reach the opponent through the secondary town this week. This requires a lot of gold. Everything goes into buying out Pit Fiends; there's no money to buy out native troops. There isn't a single wyvern in the army. Yog is planned to go out against the opponent. Tazar is far away and wants to clear another secondary town.
134: A Hive is revealed on my territory. I try to set up a chain to it, so Tazar can take the secondary town, a scout can take the Hive, and on day 6 deliver the army to Yog.
135: Tazar in the underground reveals a Necromancer secondary town like a pillar, and behind it is a Griffin Conservatory. Part of the treasure zone is also revealed, but I see nothing interesting. There is a Griffin Conservatory, which means the Hive plan is ruined. I won't make it in time. Yog is starting to get nervous near 20-49 Grand Elves. He urgently demands troops.
136: Tazar takes the tier-2 Griffin Conservatory. Troops (7 Angels, 22 Pit Lords, 15 upgraded Harpies, 40 upgraded Lizardmen, single Dragon Flies) are transferred across half the map (without entering the Hive) to Yog (by tavern stats, he is stronger than Ivor). According to the plan, he was supposed to scare the opponent, force him back into his castle. Who knows, my treasure zone might be bad, while he could be sitting on a goldmine waiting for growth. Don't enter the castle; wait for Tazar. If the opponent attacks, either win or inflict maximum damage. I still haven't bought out almost anything in my native town—all gold went to Pit Fiends. So the troops would be ready for later battles.
137: The plan worked. Ivor sat in the castle with his troops. The opponent's scout checked me. The main force didn't attack, meaning he's scared. I start circling his respawn. Tazar runs to help.
141-142: Ivor sat in the castle for three days. Yog slowly gets reinforcements. Tazar has already arrived and starts revealing another part of the respawn. Yog targets the opponent's scouts. I don't enter the castle. It's risky. He has Angels too, and only Angels can fly over my walls.
143: I didn't manage to kill the scouts in time. Ivor is defeated, and the troops escape via the chain to somewhere up top. A scout takes the empty castle, which contains unbought wood elves, dwarves, pegasi, and gremlins. The opponent was clearly short on gold and got tired of sitting in the castle. Oh, I forgot to mention. The Watchtower revealed a Swamp treasure zone. I captured a small piece, but upon seeing a +5 Club, I already wanted to go there. I ran to find Ivor.
144-146: The opponent's scouts are being eliminated. His last castle is taken. I roughly know which treasure zone he rushed into. Chasing his scout opened the road to the Swamp treasure zone, and right at the entrance, there's an external dwelling of Hydras. Taz left Ivor alone and ran into the swamp.
147: Ivor popped out near my Necromancer secondary town. My scout killed his scout and fled into the darkness. Taz took the Hive. He stood near another one. A Dragon Utopia is revealed.
211: I give up the Necromancer secondary town and watch Ivor's moves. He headed into the treasure zone I had revealed.
212: Killed 8 upgraded Bears. Stood near a Pandora's Box and an external dwelling of Hydras. Next turn, I want to take the Dragon Utopia. But on the blue player's turn, word comes of surrender due to lack of prospects for continuation.
The Dragon Utopia, verified after the game, was taken almost without losses and gave a Book of Earth, a Shield +4 to everything, and an Armor +3 to spell power. Naturally, 30k gold to buy out troops that have been idling in the castle for a week. Pit Fiends made the whole game happen. Thanks to them.
Thanks for the game!