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

1.1. Mandatory restart must be taken. Immediately after game generation, players must check for grounds for a mandatory restart and are obliged to take a restart within 1 minute in cases where:
– the starting hero is above level 1;
- the player or computer lacks a starting castle;
- no roads lead from the starting castle;
- GO generated right next to the starting castle (such that it is impossible to leave the starting castle or enter it without a battle with GO).

1.2. Restart on first encounter up to 115-116-117 inclusive for fast-medium-slow roads respectively.
An encounter is considered direct contact between players, i.e., any battle between them (a battle between any heroes, a battle with the garrison of an opponent's castle or mine), or the capture of a town/village without a fight.
If an encounter occurs within the specified timeframe, either opponent is entitled to demand a restart immediately after it.
If an encounter occurs during OH, players are obliged to load a save and replay without OH. If no encounter occurred without OH, the game continues.
If both players agree to continue the match, the game continues. Subsequent encounters in this generation occurring within the specified timeframes are not grounds for a restart.
After the first restart due to an encounter, the timeframe for taking a repeat restart is reduced by one day, i.e., the second restart on encounter is taken up to 114-115-116 inclusive for fast-medium-slow roads respectively. The timeframes for the third and all subsequent restarts on encounter are reduced by another day, i.e., up to 113-114-115 inclusive for fast-medium-slow roads respectively.

1.3. Subjective restarts.
Each player has the right, without explanation of reasons, 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).

1.4. Restart at the request of a player whose only road leads to GO (for templates 2SM4d(3), Jebus cross, Balance, Nostalgia). Taken on the day this fact is discovered, but no later than 115.
If subjective restarts remain, one day of subjective restarts is spent (i.e., on 114 we take restart 111).
If subjective restarts have run out and a player discovers that the only road from the starting castle leads to GO, they are entitled to demand an additional restart.

1.5. Restart due to strong block up to 112 inclusive.
A block is a strong guard of something that cannot be destroyed without catastrophic losses in a specific deal.
A restart is taken at the request of the player holding the block if it is impossible to bypass the block, which cuts off the castle from the main part of the starting zone, leaving no possibility for development up to the block.
The strength of the block is evaluated first by the player who declared the block, then by their opponent, and in case of a dispute between players — by the leader/judge/AK.
If subjective restarts remain, one day of subjective restarts is spent (i.e., on 112 we take restart 111).
If subjective restarts have run out, the player is entitled to demand an additional restart.

2. Permitted actions, prohibitions and restrictions

2.1.1. On all templates, except for XL+U size templates, red-rush is prohibited: the player playing as red is forbidden from attacking on the first day of the week with growth (i.e., troops appearing at the start of a new week in the dwellings of the player's towns (villages) or in towns (villages) captured that day from human opponents and computer players), 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.
2.1.2. The concept of red-rush does not apply when opposing players' heroes end up on different sides of a Portal or Underground Gate during an attack, if red cannot see where the blue hero is standing.
2.1.3. When it is impossible to distinguish old troops from growth troops (in case they were merged at a hero or in a castle), it is assumed that growth dies in battles with neutrals.
Until growth has been mixed with old troops, it is considered growth, regardless of losses in the old army.
2.1.4. In a game involving more than two human players, the rule applies sequentially to other colors (blue-rush, tan-rush ...).
In games with player alliances, ally growth is also understood as growth.
Clarifications and examples regarding red-rush.
2.1.5 In a game with bidding for colors, red-rush is permitted on all templates

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

2.3. It is forbidden to take monsters wishing to join. You must either kill them or allow them to flee.
Diplomacy is permitted only for reducing the cost of buy-offs and lowering the required level for access to the Library of same Enlightened.
Clarification on Diplomacy.

2.4. 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.

2.5. It is forbidden to visit Cartographers and Fort on the Hill.

2.6. Transitions between zones.
The words "certain passage between zones" on a generated game map refer to a gap between obstacles forming zone boundaries through which a hero can pass into an adjacent zone. In a real game situation, there may be several such passages, even if the template diagram indicates that the passage is unique.
On all templates except XL+U size templates:
2.6.1. To move from one zone to another through a certain passage, it is necessary to eliminate the guard of that passage. If there are several guards at the passage, destroying any one of your choice is sufficient.
2.6.2. It is permitted to enter a guarded zone to break through the passage guard if entering the zone and attacking the guard is performed in one action, without intermediate stops, overnight stays, and without interaction (visiting, collecting, breaking through) with any objects of the guarded zone.
2.6.3. It is permitted to enter an adjacent zone without breaking through the passage guard in order to visit an object belonging to the zone where the player is located.
2.6.4. When passing through a Portal or Underground Gate, it is sufficient to eliminate the guard at the entrance.
2.6.5. In the absence of passage guards, free transition from zone to zone is permitted.
2.6.6. It is permitted to enter adjacent zones using Angel Wings, Dimension Door and Fly spells without destroying the guard.
2.6.7. 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 an 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 and Diamond size templates, it is permitted to move from one zone to another without breaking a shifted guard. It is also permitted to enter adjacent zones using Angel Wings, Dimension Door and Fly spells without destroying any guards.

2.7. Visiting objects, taking items (resources and artifacts).
The words "Visit an object" mean entering it and gaining the ability to take the corresponding bonus.
Objects and items on the map are generally guarded. It is possible that several objects, resources, or artifacts are guarded by one troop of neutral monsters. In this case, the objects and items touch each other by at least one cell, and at least one of the objects or items touches the common guard of all treasures by one cell.
If it is possible to take a guarded item or visit a guarded object without destroying the monsters, the guard is called shifted.
Some objects also have internal guards, for example, Crypt, Griffin Conservatory, Naga Hive, monster Treasuries, external dwellings of level 5-7 creatures.
2.7.1. It is permitted, without breaking the external guard, to "stand" on objects (i.e., place the hero directly at the entrance of the object) for which entering and receiving a bonus requires breaking internal guards.
2.7.2. It is permitted, without destroying the guard, to receive bonuses in Mystic Gardens, Water and Wind Mills, Canopies, take Chests, Campfires and resources, both from under shifted guards and using Fly, Dimension Door spells and the Angel Wings artifact.
2.7.3. Before
- "standing" at the entrance and visiting any object without internal guard (except those specified in p. 2.7.2),
- entering any object that has an internal guard to fight the guard and gain the ability to take the corresponding bonus there,
- 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.
2.7.4. The Border Guard is equated to an object or item 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 all possible objects (except those specified in p. 2.7.2) behind the guard.

2.8. Castle restrictions.
2.8.1. In the Conflux castle, it is forbidden to upgrade level 1, 6, and 7 monsters.
When playing as Conflux, the starting hero is chosen randomly during map generation.
To use the grail bonus, it is necessary to build a Mage Guild of the corresponding level in any of your towns, or from the moment the player gains control over a castle with an already built MG of the corresponding level. (similarly for magic scrolls, but for all levels of magic)
2.8.2. In the Necropolis castle, it is forbidden to build the Necromancy Amplifier.
When playing as Necropolis, it is forbidden to choose Galtran as the starting hero. If Galtran arrives not as a starter, developing him is permitted for any castle.
2.8.3. If a computer player's castle has performed upgrades of level 1, 6, and 7 monsters in Conflux or level 4 in Necropolis, it is forbidden to upgrade your own troops of these levels and 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.

2.9. It is forbidden to assemble the same composite artifact Cloak of the Dead King. All other composite artifacts are permitted to be assembled.

2.10. Restrictions on heroes Izra and Vidomina.
2.10.1. Izra and Vidomina are allowed to upgrade the Sorcery skill to expert level only with the last offered skill or using a Scholar Librarian. In this case, there are no restrictions on further use.
2.10.2. Izra and Vidomina who obtained the expert Sorcery skill by a method other than specified in paragraph 2.10.1 may attack neutral monsters only with subsequent surrender or buy-off. In this case, they have no right to use the Shackles of War artifact.
2.10.3. 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 p. 2.10.2.

2.11. Level 4 and 5 Magic Scrolls are permitted to be used only from the moment the player builds a Mage Guild of the corresponding level in any of their castles or from the moment the player gains control over a castle with an already built MG of the corresponding level.
Comments.

2.12. Bugs:
2.12.1. It is forbidden to sell Artifacts or Magic Scrolls at prices that do not correspond to their actual price at the Artifact Merchant in Tower, Conflux and Dungeon castles (fixed in HD mod).
2.12.2. Using the bug for viewing an opponent's hero is forbidden.
2.12.3. Use of a hero without an army is forbidden (there must be at least one unit in the army). Before dismissal, the entire army can be taken.
2.12.4. Use of the admiral's hat to obtain additional move points during repeated boarding/disembarking from a boat is forbidden.
2.12.5. The daily excavation bug is forbidden. It is forbidden to perform an excavation if the hero moved on that day.
Comments.

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

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