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#162
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Okay, I'll jump into the discussion, and I'll share my thoughts after reviewing the save.
For Lizard, the sequence of actions is straightforward: he heads through Inferno and the adjacent territory towards his starting castle. Along the way, I would suggest he also visit Pyrus's two libraries near the road (one on the sand and one on the lava; Pyrus reaches level 10 by recruiting Cyclops, Gnomes, and Harpies). Meanwhile, Buck takes the consulate in the sand territory to create a strong duo that sticks together. In this case, he captures his starting castle on day 146. Pyrus attacks it with decent stats, having acquired the Mask of the Magus and gained a couple more levels. However, this isn't a mandatory step; he already has a +10 Knowledge helmet, so mana won't be an issue, and he can simply run along the road to his castle, capturing it on day 145. In either scenario, Moner can't interfere.
During this time, the Elves gather enough resources to build a Guild Hall 5 and a library. There's also a high chance that they will find a Scroll of Dragon's Descent in the Inferno territory near the +1 defense bonus (the Red player controls both territories!). I can't imagine what Num can do in the meantime; there aren't any places on the map where he can quickly build up his army.
With the Scroll of Dragon's Descent, Pyrus (or Buck and Pyrus, if they find the scroll(s)), the game will likely end in favor of the Red player within a week. Lizard visually controls about 70% of the map.
Honestly, I don't understand what Num should do. So, I'll go through the suggestions that have been made for him.
1. Elixir: Moner just passed by a consulate on his previous turn, near which there's a ring, but he didn't even notice it. There's no reason to go back to that territory; there's nothing interesting to be found there, but it's clear that the Red player has already been there. It's hard to believe that he would deviate 5 squares and spend a turn and a half to take the consulate. I understand that some players can pull off amazing things after a long preparation, but this doesn't seem to be the case here.
2. 100500 demons on 211: As mentioned above, there's no Elixir. There are 3 un-upgraded Pit Lords (meaning 3 more days to upgrade them), no teleportation, and small reinforcements scattered across many castles, most of which are currently controlled by Lizard. Seeing the Pit Lords and Imps (visually, as I've already written, they control most of the map), Kostya will simply buy the reinforcements in the un-upgraded castles (they are small), and that's it; the Imps' advance to 211 will be over, and it will be too late.
3. Pyrus won't survive until the Dragon's Descent. That's ridiculous. It's impossible to kill Pyrus without Amulets of Resistance (none of the players have them; she spends the night with the Knight Shield starting on day 143) with Ifrits and Gargoyles. At most (and even then, after a couple of days, she'll buy two more in a hidden stash and have her first turn on the lava), he can send her to the tavern, but she'll just buy a spellbook a day earlier. Moreover, attacking Pyrus is risky for Num, as he could lose most of his army. Without teleportation, and by attacking Pyrus, he is very likely to expose himself to Buck.

I don't see how there's a draw here, or how the Blue player has an advantage, as Ive saw.

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