But here's the difference. Everyone knows about the bug that you all told them about, and if it's not prohibited, everyone can use it without fear of any checks – everyone is on equal footing 100%, and is limited only by the money earned in the game.
The ban is more complicated. Here, we are already relying on honesty, and a check is needed regarding violations of the ban. It is more difficult to guarantee 100% equal conditions here.
If we say no, and honesty and checks are 100% guaranteed, then why not make it so that players in Heroes 1 simply count the green arrows of the hero who is about to run away. And then, on the same day, he can move with that hero, but not for a full turn, but for as much as he has left of his turn. Since there are no doubts about honesty or checks, what is the problem? In this way, we completely eliminate the bug, and the situation with running away and ransom will be handled exactly as it is in Heroes 3.
In this tournament, a ban was introduced on moving the redeemed, runaway hero on the same day. And this is correct and not up for discussion. The logic is simple: it is on this map that there are boots and a compass. When playing with a "fast" hero (I won't specify, those who know, know) with such artifacts, you can get to any point on the map in one day (taking into account running away and redeeming him again).
A small example: Stocked up on troops in your home castle. Ran to the neighboring castle. Dropped off the troops. Fired the hero. Bought him again. Picked up the troops. Went further.