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DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.”

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Rules for online games in Heroes III and the seasonal Player Rating tournament
Version 3.0.
Draft Section II.

II. Online game rules common to all templates (SoD version).
This section contains rules common to all templates. In a specific game, it is necessary to additionally familiarize yourself with the differences from these rules for the template on which the game is being played (Section III).

1. Selection of colors and castles.

1.1. Players choose their castles by elimination method: taking turns, they cross out (remove) from the full list of 9 castles those they do not wish to play until only 3 remain. The player who started crossing first chooses a castle from the remaining three, then the second player chooses a castle from the remaining two and announces the color they wish to play.
/Example:
Player1 - Conflux
Player2 - Necropolis
Player1 - Fortress
Player2 - Stronghold
Player1 - Bastion
Player2 - Castle
Player1 chooses from the remaining Inferno, Dungeon and Tower, for example, Inferno, and then Player2 – Dungeon and red color./


1.2. In a seasonal rating tournament, the elimination starts with:
- either the player lower in the rating;
- or a Новичок who is absent from the rating table;
- or by agreement.

1.3. In Tournaments, the choice of colors and castles is determined by rules or a draw.

1.4. On templates with computer players, castles for the computer are chosen randomly (except for the Mini-Nostalgia template, see Section III).

4. Restarts. In the situations described below, players must/may start a new game with map regeneration.

4.1. A mandatory restart must be taken. Players must check for grounds for a mandatory restart immediately after game generation and are obliged to take a restart within 1 minute in cases where:
– the starting hero is above level 1;
- a player or computer lacks a starting castle;
- no road leads from the starting castle;
- ГО generated right next to the starting castle (such that it is impossible to leave or enter the starting castle without a battle with ГО).

4.2. Restart on first encounter by 115-116-117 inclusive for fast-medium-slow roads respectively.
An encounter is considered direct contact between players, i.e., any battle between them (battle between any heroes, battle with a garrison of the opponent's castle or mine).
If an encounter occurs within the specified timeframe, either opponent has the right to demand a restart immediately after it.
If both players agree to continue the match, the game continues. Subsequent encounters occurring within the specified timeframes are not grounds for a restart.

4.3. Subjective restarts.
Each player has the right, without explanation, to take a restart/restarts no later than the end of their turn on the corresponding day. It is possible to 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).

4.4. Restart at the request of a player whose only road leads to ГО (for templates 2SM4d(3), Jebus cross, Balance, Nostalgia). This is taken on the day this fact is discovered, but no later than 115.
If subjective restarts remain, a subjective restart of the player's choice is spent (for example, on 114 one can take the remaining 111 restart).
If subjective restarts have run out and the player discovers that the only road from the starting castle leads to ГО, they are entitled to demand an additional restart.

4.5. Restart due to a strong block, if the block cannot be bypassed and the block cuts off the castle from the main part of the starting zone, leaving no possibility for development up to the block. Taken until 112 inclusive.
The strength of the block is first assessed by the player reporting the block, then by their opponent, and in case of a dispute between players - by the leader/judge/AK.
If subjective restarts remain, a subjective restart of the player's choice is spent (i.e., on 112 one can take the remaining 111 restart).
If subjective restarts have run out, the player is entitled to demand an additional restart.

5. Permitted actions, prohibitions and restrictions

5.1. Red-rush is prohibited, meaning a player playing as red has no right to attack on the first day of the week with growth purchased on that day:
a) the blue castle (even if the castle is unguarded);
b) blue heroes or guarded mines, if the presence of growth may affect the outcome of the battle or losses in the battle for either player.
* Troops that arrive with purchased heroes, as well as troops from External Dwellings ("Nychki"), Pandora's Boxes, Summoning Portals, etc., can be used without restrictions.
* The concept of red-rush is not applicable if both heroes end up in a Portal or Underground Gate during the attack.

5.2. Hit-and-run is prohibited: an attacking hero has no right to retreat in the first round of battle if they cast any magic. This prohibition does not apply to a defending hero.

5.3. Diplomacy is permitted only for reducing the cost of same-side buyouts and lowering the required level for access to the Library of the Enlightened. Taking monsters wishing to join is prohibited; they must either be killed or allowed to escape.
* In Pandora's Boxes and Seer's Huts, it is permitted to receive any troops, and there are no restrictions on their further use.

5.4. Dimension Door spell:
- on all templates except XL+U size templates, can be used by each hero no more than 1 time per day;
- on XL+U size templates, can be used by each hero 2 times per day with expert air magic.

5.5.1. Visiting Cartographers is prohibited.
5.5.2. The Fort on the Hill can be used to upgrade only those creatures whose upgraded dwelling is built in any of the castles controlled by the player. Creatures whose upgrade is prohibited under point 5.8 cannot be upgraded.

5.6. Transitions between zones.
On all templates except XL+U size templates:
5.6.1. To pass from one zone to another through a specific passage, it is necessary to eliminate the guard of that passage. If there are several guards at the passage, destroying any one of them is sufficient.
5.6.2. If the guard of the passage between zones is shifted deep into the neighboring zone, passing into that zone is permitted for its elimination. In the presence of several passage guards, it is permitted to enter the neighboring zone to eliminate any guard of the player's choice. Elimination of the guard in these cases must be the first action in the new zone.
5.6.3. It is permitted to penetrate into a neighboring zone without breaking the passage guard in order to visit an object belonging to the zone where the player is located.
5.6.4. When passing through a Portal or Underground Gate, it is sufficient to eliminate the guard at the entrance.
5.6.5. In the absence of passage guards, free transition from zone to zone is permitted.
5.6.6. It is permitted to penetrate into neighboring zones using Angel Wings, Dimension Door and Fly spells, without destroying the guard.
5.6.7. It is permitted to pass by passage guards without destroying them if
- the player has already passed through this passage themselves (i.e., destroyed one of the guards);
- the player saw the opponent destroy one of the guards or pass through this passage;
- there is any other indisputable evidence that the guard was destroyed.
On XL+U size templates, it is permitted to pass from one zone to another without breaking shifted guards.

5.7. Before
- visiting any object,
- taking a Pandora's Box, Magic Scroll, Artifact
by any means (including using Fly, Dimension Door spells and the Angel Wings artifact), it is necessary to eliminate the corresponding guard.
Chests, Campfires and resources may be taken both with the aforementioned spells and Angel Wings, as well as from under shifted guards.
The Border Guard is equated to an object/artifact guard; without visiting the corresponding Key Keeper's Tent and removing the Border Guard, it is forbidden to take Pandora's Boxes, Magic Scrolls, Artifacts or visit any objects beyond the guard.

5.8. Castle restrictions.
5.8.1. In the Conflux castle, it is prohibited to upgrade level 1, 6, and 7 monsters.
When playing as Conflux, the starting hero is chosen randomly during map generation.
5.8.2. In the Necropolis castle, it is prohibited to build the Necromancy Amplifier.
When playing as Necropolis, choosing Galtran as the starting hero is prohibited. If Galtran arrives as a non-starting hero, developing him is permitted for any castle.
5.8.3. If a computer player's castle has level 1, 6, or 7 monster upgrades in Conflux or level 4 in Necropolis, it is prohibited to upgrade your own troops of these levels or hire the upgraded version of creatures. If the Necromancy Amplifier is built, upgrading vampires is prohibited, and additional skeletons do not need to be dismissed.

5.9. It is prohibited to assemble the composite artifact Cloak of the Dead King. All other composite artifacts may be assembled.

5.10. Restrictions on heroes Izra and Vidomina.
5.10.1. Izra and Vidomina are permitted to increase the Sorcery skill to expert level only with the last offered skill or via the Scholar own Book. In this case, there are no restrictions on further use.
5.10.2. Izra and Vidomina who obtained expert Sorcery by a method other than that specified in point 5.10.1 may attack neutral monsters only with subsequent surrender or buyout. In doing so, they have no right to use the Shackles of War artifact.
5.10.3. Izra and Vidomina released from prison with expert Sorcery can be used without restrictions during the day they were obtained. Subsequently, the use of these heroes is limited by point 5.10.2.

5.11. Use of Level 4 and 5 Magic Scrolls.
5.11.1. It is prohibited to use Level 4 and 5 Magic Scrolls without building the corresponding level of Mage Guild in any of your castles. If your castles lack the corresponding Mage Guild level, you must fully build all levels of Mage Guild in any two castles that belong to you. Visiting said castle with a hero is not mandatory. It does not matter whether the castles with built Mage Guild levels are subsequently controlled.
5.11.2. Scrolls can be used if:
- the corresponding spell was obtained by any of your heroes in a Pandora's Box (even if this hero lacks sufficient wisdom skill to learn this spell);
- the corresponding spell was obtained by any of your heroes after visiting the Scholar own Book;
- a Magic Book of the required element was found;
- the given spell was obtained in the Pyramid.

5.12. The Grail can be dug up after 5 weeks of play.

5.13. Bugs:
5.13.1. It is prohibited at the Artifact Trader in Tower, Conflux and Dungeon castles to sell Artifacts or Magic Scrolls at prices that do not correspond to their actual price.
5.13.2. Using the bug for viewing an opponent's hero is prohibited.
5.13.3. Use of a hero without an army (there must be at least one unit in the army) is prohibited. Before dismissal, the entire army can be taken.

5.14. Actions not prohibited/restricted by these rules are permitted.