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Posts from Version 3.0 of the “Online Games Rules” was only in effect during the summer of 2013.

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This topic is outdated, closed, and not being edited.
The current version of the rules can be found in the Important Topics section
Heroes 3 Tournament - Tournaments for Heroes 3 - ONLINE.

Version 3.1 was introduced on September 1, 2013.



Rules for online games in Heroes III
and the seasonal Ranked Tournament.

(Version 3.0)
Valid from June 1 to August 31, 2013.

Summer 2013 – a transition period. Tournaments started according to Rules (version 2) will be completed according to those rules. Version 3 is undergoing testing and discussion and will be refined throughout the summer of 2013, and in the fall it will be adopted as the main set of rules.
Sections that were "under discussion" in version 2 will be revised.
Also, the Rules will be fully translated into English.

Currently, Version 3 includes revised Sections II and III from version 2.

Sections:
I. General organizational issues.
V. Unusual and controversial situations. Judging.
VI. Seasonal Ranked Tournament.

remain in their previous form and will be included in Version 3 during the revision process.
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II. Online Game Rules General for All Templates (SoD version).
This section contains rules common to all templates. For 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. Selection of Color and Castles.

1.1. Players select their castles using the elimination method: taking turns, they cross out (remove) from the full list of 9 castles those they do not wish to play until only 3 remain. The player who started crossing first chooses a castle from the remaining three, then the second player chooses a castle from the remaining two and announces the color they wish to play.
/Example:
Player1 - Conflux
Player2 - Necropolis
Player1 - Fortress
Player2 - Stronghold
Player1 - Bastion
Player2 - Castle
Player1 chooses from the remaining Inferno, Dungeon and Tower, for example, Inferno, and then Player2 – Dungeon and red color./


1.2. In a seasonal rated tournament, the crossing begins with:
- either the player lower in the rating;
- or a Новичок who is absent from the rating table;
- or by agreement.

1.3. In Tournaments, the choice of colors and castles is determined by rules or draw.

1.4. On templates with computer players, castles for the computer are selected randomly (except for Mini-Nostalgia Section III.7 and Diamond Section III.8 templates).

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

2.1. A Mandatory Restart must be taken. Immediately after game generation, players must check for grounds for a mandatory restart and are required to take a restart within 1 minute in the following cases:
– if the starting hero is above level 1;
- if a player or computer lacks a starting castle;
- if no road leads from the starting castle;
- if ГО generated right next to the starting castle (such that one cannot leave the starting castle or enter it without a battle with ГО).

2.2. 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 (battle between any heroes, battle with the garrison of an opponent's castle or mine).
If an encounter occurs within the specified timeframe, either opponent has the right to demand a restart immediately after it.
If both players agree to continue the game, the game continues. Subsequent encounters in this generation occurring within the specified timeframes are not grounds for a restart.
After the first restart on encounter, the deadlines for taking a repeat restart are 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 deadlines 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.

2.3. Subjective Restarts.
Each player has the right, without explaining 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).

2.4. Restart at the request of a player whose only road leads to ГО (for templates 2SM4d(3), Jebus cross, Balance, Nostalgia). This is taken on the day this fact is discovered, but no later than 115.
If subjective restarts remain, a subjective restart of the player's choice is spent (for example, on 114 one can take the remaining 111 restart).
If subjective restarts have run out and the player discovers that the only road from the starting castle leads to ГО, they are entitled to demand an additional restart.

2.5. Restart due to a 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 declaring the block, then by their opponent, and in case of a dispute between players - by the leader/judge/AK.
If subjective restarts remain, a subjective restart of the player's choice is spent (i.e., on 112 one can take the remaining 111 restart).
If subjective restarts have run out, the player is entitled to demand an additional restart.

3. Permitted Actions, Prohibitions and Restrictions

3.1. Red-rush is prohibited, meaning a player playing with the red color does not have the right to attack on the first day of the week with growth 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.
* Troops that arrive with purchased heroes, as well as troops from External Dwellings ("Nychki"), Pandora's Boxes, Summoning Portals, etc., can be used without restrictions.
* The concept of red-rush is not applicable if both heroes end up in a Portal or Underground Gate during the attack.

3.2. Hit-and-run is prohibited: Your hero, attacking an opponent's hero, does not have the right to retreat in the first round of combat if they cast any magic. This prohibition does not apply to the defending hero.

3.3. Diplomacy is permitted only for reducing the cost of buyout and lowering the required level for access to the Library of the Enlightened. Taking monsters wishing to join is prohibited; they must either be killed or allowed to escape.
* In Pandora's Boxes and Seer's Huts, it is permitted to receive any troops, and there are no restrictions on their further use.

3.4. The spell Dimension Door:
- 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.

3.5.1. Visiting Cartographers is prohibited.
3.5.2. The Fort on the Hill can be used to upgrade only those creatures whose upgraded dwelling is built in any of the castles controlled by the player. Creatures whose upgrade is prohibited in point 3.8 cannot be upgraded.

3.6. Transitions between zones.
On all templates except XL+U size templates:
3.6.1. To pass from one zone to another through a specific passage, it is necessary to eliminate the guard of that passage. If there are several guards at the passage, destroying any one of choice is sufficient.
3.6.2. If the guard of the passage between zones is shifted deep into the neighboring zone, then passing into this zone is permitted for its elimination. In the presence of several passage guards, it is permitted to enter the neighboring zone to eliminate any guard of the player's choice. Elimination of the guard in these cases must be the first action in the new zone.
3.6.3. It is permitted to penetrate into a neighboring zone without breaking through the passage guard in order to visit an object belonging to the zone where the player is located.
3.6.4. When passing through a Portal or Underground Gate, it is sufficient to eliminate the guard at the entrance.
3.6.5. In the absence of passage guards, free movement from zone to zone is permitted.
3.6.6. It is permitted to penetrate into neighboring zones using Angel Wings, Dimension Door and Fly spells, without destroying the guard.
3.6.7. 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 the 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 pass from one zone to another without breaking shifted guards.

3.7. Before
- visiting any object,
- taking a Pandora's Box, Magic Scroll, Artifact
by any means (including using the spells Fly, Dimension Door and via the artifact Angel Wings), it is necessary to eliminate the corresponding guard.
Chests, Campfires and resources may be taken both with the aforementioned spells and Angel Wings, as well as from under shifted guards.
The Border Guard is equated to an object/artifact guard, and without visiting the corresponding Key Keeper's Tent and removing the Border Guard, it is prohibited to take Pandora's Boxes, Magic Scrolls, Artifacts or visit various objects beyond the guard.

3.8. Castle Restrictions.
3.8.1. In the Conflux castle, it is prohibited to upgrade level 1, 6, and 7 monsters.
When playing as Conflux, the starting hero is selected randomly during map generation.
3.8.2. In the Necropolis castle, it is prohibited to build the Necromancy Amplifier.
When playing as Necropolis, it is prohibited to choose Galtran as the starting hero. If Galtran arrives non-startingly, developing him is permitted for any castle.
3.8.3. If a computer player's castle has level 1, 6, or 7 monster upgrades in Conflux or level 4 in Necropolis, it is prohibited to upgrade your own troops of these levels or 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.

3.9. It is prohibited to assemble the same-set artifact Cloak of the Dead King. All other same-set artifacts may be assembled.

3.10. Restrictions on heroes Izra and Vidomina.
3.10.1. Izra and Vidomina are permitted to increase the Sorcery skill up to expert level only with the last offered skill or via the Scholar Librarian. In this case, there are no restrictions on further use.
3.10.2. Izra and Vidomina who obtained the expert Sorcery skill by a method other than that specified in point 3.10.1 may attack neutral monsters only with subsequent surrender or buyout. Furthermore, they do not have the right to use the artifact Shackles of War.
3.10.3. Izra and Vidomina released from prison with expert Sorcery may be used without restrictions during the day they were obtained. Subsequently, the use of these heroes is limited by point 3.10.2.

3.11. Use of Level 4 and 5 Magic Scrolls.
3.11.1. It is prohibited to use Level 4 and 5 Magic Scrolls without building the corresponding level of Mage Guild in any of your castles. If your castles lack the corresponding level of Mage Guild, it is necessary to fully build the Mage Guild of all levels in any two castles that belong to you. It is not mandatory for a hero to visit this castle. It does not matter whether the castles with built Mage Guild levels are subsequently controlled.
3.11.2. Scrolls can be used if:
- the corresponding spell was obtained by any of your heroes in a Pandora's Box (even if this hero does not have sufficient wisdom skill to learn this spell);
- the corresponding spell was obtained by any of your heroes after visiting the Scholar Librarian;
- there is a Magic Book of the required element;
- there is an Orator's Hat (for level 5 spells);
- this spell was obtained in the Pyramid.

3.12. The Grail can be dug up after 5 weeks of play.

3.13. Bugs:
3.13.1. It is prohibited to sell Artifacts or Magic Scrolls at the Artifact Merchant in Tower, Conflux and Dungeon castles at prices that do not correspond to their actual price.
3.13.2. Using the bug for viewing an opponent's hero is prohibited.
3.13.3. Use of a hero without an army (there must be at least one unit in the army) is prohibited. Before dismissal, the entire army can be taken.

3.14. Actions not prohibited/restricted by these rules are permitted.
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III. Map setting options, additions and differences in game rules for popular templates (SoD version).

Descriptions and text files of the templates, as well as information on how the random map generator works, can be found in the topic Useful Info: templates, maps, programs.
It is recommended to adhere to the general rules outlined in Section II, with individual differences for each template.

1. Template 2SM4d(3):
Map setting options: map size L+U; players – 2; computers – 0; teams – 0; no water; strong monsters; difficulty 160%; turn time limit – 6 minutes.

2. XL+U size templates: 8mm6/8mm6а, 8xm12/8xm12a, 8xm8/8xm8а, 6LM10/6LM10a, Spider:
Map setting options: map size XL+U, players – 2; computers – 6; teams – 0; no water; strong monsters; difficulty 160%, turn time limit – 8 minutes.
Additional:
- Restart for slow roads. Taken at the request of at least one opponent immediately after map generation.

3. Template Jebus cross:
Map setting options: map size XL-U, players - 2, computers – 0; teams – 0; no water, strong monsters, difficulty 160 %, turn time limit – 10 minutes.
Differences:
- In the Necropolis castle, Galtran can be chosen as the starting hero.
Additional restarts:
- Restart for slow roads. Taken at the request of at least one opponent immediately after map generation.
- Mandatory restart if a player has no ГО at all between their starting zone and the center, i.e., there is no ГО on any passage to the center. Taken on the day this fact is discovered.
- Mandatory restart if a player has not a single passage from their starting zone to the center. Taken on the day this fact is discovered.
- Restarts at the same time as requested by the player,
a) who lacks ГО in the passage through which the road leads to the central treasure zone;
b) who lacks a road to the central treasure zone,
taken on the day these facts are discovered. If subjective restarts remain, then a subjective restart of the player's choice is spent (i.e., for 124 one can take the remaining restart 111). If subjective restarts have run out, the player is entitled to request an additional restart.
Additional rules for transitions between zones:
- In order to exit your zone into the central treasure zone (zone 5), as well as to pass from the central treasure zone into other zones, it is necessary to break through the corresponding ГО. Using bugged passages between the central treasure zone and a specific zone is prohibited until the ГО between these zones has been broken.
- Passing via bugged passages between two zones 1-4 is only allowed if same ГО have been broken between the central zone 5 and both of these zones.
- Transition between zones using the Angel Wings artifact and Fly and Town Portal spells is permitted:
a) between any of the zones 1-4 and the central zone 5, if the ГО of any passage between the corresponding zones has been broken;
b) between two zones 1-4, if same ГО have been broken between the central zone 5 and both of these zones;
c) in cases of several ГО for one passage - to approach the ГО chosen by the player, while the first action in the new zone must be the elimination of this ГО.

4. Templates Panic and Balance:
Map setting options: size L-U, players - 2, computers - 0, teams – 0; no water, strong monsters, difficulty 130% (rook), turn time limit – 6 minutes.
Additional:
- It is prohibited to enter treasure zones (10 on the Balance template, 6, 9, 12 on the Panic template) via bugged passages.
- Use of Fly and Town Portal spells is prohibited.
- On the Panic template, heroes Solmir, Dimer and Aislinn can use their signature spell against opponent heroes only if the player has built a level 4 Mage Guild in one of the towns or captured a town with a built MG4. Visiting this castle with a hero is not mandatory. If the condition is met, it does not matter whether castles with built MG levels are subsequently controlled.
- the corresponding spell was obtained by any of your heroes after visiting the Scholar;

5. Templates 2sm2с, Balance(200), skirmish at 200% difficulty:
Map setting options: players – 2; computers – 0; teams – 0; map size M; no water; medium monsters; difficulty 200%; turn time limit – 4 minutes, with a chess timer - (08:00+04:00+01:00).
Choice of castles and bonuses is random.
Additional restarts:
- Restart for generations with identical castles. Taken at the request of at least one opponent immediately after map generation.
- Restart on the Balance template at the request of a player who lacks a road to their home village.
- Restart at the request of a player who has a stone or wood mine, and on the Balance template - the home village is guarded by monsters of level 3 and above or archers of level 2.
Additional rules.
- After each subjective restart, players switch colors.
- Use of the External Market is prohibited.
- Use of Fly, Town Portal, Dimension Door spells, as well as the Angel Wings artifact, is prohibited.
- Heroes Solmir, Dimer and Aislinn can use their signature spell against opponent heroes only in cases:
a) if the player has built a level 4 Mage Guild in one of the towns or captured a town with a built MG4. If your castles do not have the corresponding MG level, it is necessary to fully build MGs of all levels in any two castles that belong to you.
Visiting these castles with a hero is not mandatory. It does not matter whether castles with built MG levels are subsequently controlled.
v) if the corresponding spell was obtained by any of your heroes in Pandora's Box (even if this hero does not have sufficient wisdom skill to learn this spell);
g) if a Magic Book of the required element is found.

6. Template Nostalgia:
Map setting options: size XL+U, players - 2; computers - 6; teams – 0; no water, monsters - strong , difficulty 160%, turn time limit – 8 minutes.
Additional:
- Restart for slow roads. Taken at the request of at least one opponent immediately after map generation.
- It is prohibited to pass by a shifted ГО. Passing by shifted guards of other passages between zones is permitted.

7. Template Mini-Nostalgia:
Map setting options: map size L+U; players – 2; computers – 6 (or 0 - in this case, neutral castles will be used instead of computer players); teams – 0; no water; strong monsters; difficulty 160%; turn time limit – 8 minutes.
Choice of castles. Players choose their castles by the standard method. Castles for computer players are chosen by human players one by one from the list of remaining castles. The player who chose castles first starts choosing. All starting castles must be different. Before starting, the player creating the game assigns the chosen castles to the computer players.
Additional:
It is prohibited to pass by a shifted ГО. Passing by shifted guards of other passages between zones is permitted.

8. Template Diamond:
Map setting options: map size L+U; players – 2; computers – 6; teams – 0; no water; strong monsters; difficulty 160%; turn time limit – 8 minutes.
Choice of castles. Players choose their castles by the standard method. After this, the player who chose the color crosses out one of the remaining seven castles that will not participate in the game. The player creating the game assigns the other six castles to computer players in any sequence. All starting castles must be different.
Additional:
Restart for slow roads. Taken at the request of at least one opponent immediately after map generation.

9. Template Anarchy:
Map setting options: map size L+U; players – 2; computers – 0; teams – 0; no water; strong monsters; difficulty 200% (recommended) or 160%; turn time limit – 6 minutes.
Castle choice can be carried out:
- either by the usual method,
- or randomly (full random) - random starting castle, hero and resource. In this case, after each subjective restart players switch colors; for objective restarts (hero level, bugs, etc.), no color change occurs.
Restarts:
Restarts for first encounter and strong block are cancelled.
Rules:
All rules are cancelled except the Fair Play rule and the prohibition of using bugs (clause 3.13).

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