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

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#2079
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Kilgor
Enough about the RR, the rule is quite adequate. Red can come in on **turn 1 and steal the growth from blue; isn't that an advantage in the late game?
As for the castle churches and templates, that's up to the organizers, and you can't attribute that to blue's advantages.
In the late game, red rush doesn't really matter, and the growth it steals even less so. It can only be effective in the late game with M templates.
And how many HL+U games would be won thanks to the red rush? I think it would be within the margin of error.

Added 2 minutes later
Wicc
I would keep the rule about staggered guard only applicable to arts, pandoras, and prisons; let them take and visit everything else.

Regarding the red rush, I think the clarification "affected the outcome of the battle" should be removed, as it provokes a lot of borderline situations where it's unclear whether it affected the outcome or not.
I agree. Guys, you need to understand that the shorter and simpler the rules, the better for the game. Even the information about the internal guard of the utopia isn't that overpowered. And what scares newcomers on HW the most? It's the long manuscript called the rules.
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