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Regarding the Facebook group, the players in the final stage should decide which format to use. Create a topic with two options, for example, a standard circular map or one with a twist, and let them vote. Then there will be no questions.
The rules need to be revised; there are many unclear points. For example, from the rules:
1.5. Restart is allowed for a strong block up to 112 inclusive.
A block is a strong defense of something that cannot be destroyed without catastrophic losses in a specific game.
A restart is initiated at the request of the player who owns 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 opportunity for development up to the block.
Could you provide more details here? How is the main part of the starting zone determined? What is meant by "development up to the block"?
Here's an example from a real game: one mine was blocked, and it covered approximately 50% of the starting zone, but there was some kind of single, questionable exit to another half of the starting zone... which, as it turned out, was blocked by a guard. The solution in this situation was as follows: when playing as Necromancer, you need to build skeletons (as I understand it, in that half of the zone that exists) and break the guard at the end of that turn (it doesn't matter that nothing is being built in the city at that time), and that when playing as Necromancer, mines are not needed; just keep building skeletons and move forward.
Why isn't it stated in the rules that mines are not needed for Necromancers? Is building skeletons considered development?
There are many more such moments that could be cited.
The rules need to be revised; there are many unclear points. For example, from the rules:
1.5. Restart is allowed for a strong block up to 112 inclusive.
A block is a strong defense of something that cannot be destroyed without catastrophic losses in a specific game.
A restart is initiated at the request of the player who owns 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 opportunity for development up to the block.
Could you provide more details here? How is the main part of the starting zone determined? What is meant by "development up to the block"?
Here's an example from a real game: one mine was blocked, and it covered approximately 50% of the starting zone, but there was some kind of single, questionable exit to another half of the starting zone... which, as it turned out, was blocked by a guard. The solution in this situation was as follows: when playing as Necromancer, you need to build skeletons (as I understand it, in that half of the zone that exists) and break the guard at the end of that turn (it doesn't matter that nothing is being built in the city at that time), and that when playing as Necromancer, mines are not needed; just keep building skeletons and move forward.
Why isn't it stated in the rules that mines are not needed for Necromancers? Is building skeletons considered development?
There are many more such moments that could be cited.
Удача любит подготовленных!!!


Стримы и обучение тут:
https://www.youtube.com/channel/UCWlnXU5R5RLCMuWzIpBc65Q
Стримы и обучение тут:
https://www.youtube.com/channel/UCWlnXU5R5RLCMuWzIpBc65Q