I am pointing out the imperfections of this option; I haven't made any suggestions yet, as I wrote earlier – it needs to be thought through.
At first glance, the current version of the rules seems to be the least of all evils.
A block is a strong defense of something that cannot be destroyed without catastrophic losses in a specific game.
1) What is a strong defense?
2) What are these catastrophic losses?
3) Who should conduct the battle?
4) Is it possible to invite an independent player to conduct the battle?
5) Points 3 and 4 overlap – how many attempts do they have, and what will happen if the player from point 4 wins the battle without catastrophic losses, but the player from point 3 does not?
Then there was an interpretation about development and not only:
A restart is taken 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 possibility of development up to the block.
1) "How much" is the main part of the starting zone?
2) What is "development up to the block"?
I thought you might want to get rid of this and translate it into quantitative indicators