Tournament Rules.
The rules are based on the HeroesWorld (HW) rules with some simplifications. Differences and other important points are highlighted in
bold text. Text in
italics is quoted from the HW rules (those familiar with them can skip reading it).
0) Players may agree to change the rules, provided such changes do not lead to a planned increase in game time. All changes must be communicated to the organizers.
1) Tournament format - Swiss system, 5 rounds.
In case of a tie in points, the sum of opponents' scores will be compared. If still tied, the sum of defeated opponents' scores. If still tied, the result of the personal meeting. If there was no personal meeting or it was a draw, an additional game on TC3 will be played.
2) Game version - TE-Light. By mutual agreement - TE-Full or WT, in which case the rules are agreed upon by the players themselves. We do not play on Shadow of Death due to point 0.
Settings for Light. Checkboxes enabled:
- Savage monsters (monsters do not join, not even with diplomacy)
- Chess-like Time Control
- Disable some town building (amplifier and Flax upgrades for 1-6-7 are disabled)
- Restricted Dimension Door (1 DD in any case)
- One to Many Way Monolith (one-way monoliths act as multi-way monoliths)
- Troop Stacks gain Experience, AI Stack Experience Difficulty = None (neutrals do not gain experience)
- Bans on sea artifacts and spells, and necro assembly.
Corresponding points of the HW rules are omitted as they cannot be violated.
All other checkboxes are disabled.
Checkboxes for building the 2nd level and choosing neutral town types (for SM maps) are recommended but not mandatory, set by agreement between players.
3) Templates - 2sm4d(3), Jebus, 8mm6a, 8xm12a, 6lm10a.
The template for the game is determined by a 1-1-1-1 ban-pick process. Who starts the ban-pick in the first round is determined by a coin toss. In subsequent rounds, the player who has started the ban-pick fewer times (in this tournament) starts the ban-pick. If equal, a coin toss again.
By mutual agreement, other templates can be played.
4) Faction selection - standard ban-pick from 9 towns. The player who started the template ban-pick chooses the town, and their opponent chooses the color.
When starting as Flax or Necropolis, the starting hero is random.
By mutual agreement, towns and colors can be determined by a randomizer with negotiation.
5) Size settings for templates - standard: L+U for 2sm4d(3), XL-U for Jebus, XL+U for 8mm6a, 8xm12a, 6lm10a.
6) Road speed - Fast for Jebus, Medium for the others. Cannot be changed.
7) Time control - Chess clocks 4000+400. Can only be reduced.
8) Restarts - 111+113. For Jebus - 111+111.
There is also a restart due to a block.
Attention HW players (!) - a restart due to a block is only taken if the other restarts have been exhausted. This is to avoid time delays and disputes over whether it's a block or not.
Mandatory restarts for hero level and various generation bugs.
For 2sm4d(3), mandatory restart if the only road leads to a guard obstacle (ГО).
For Jebus, mandatory restart if the only road leads to a guard obstacle (ГО) or if there is no road to a guard obstacle (ГО).
A preview of the generated map will be conducted to check for blocks, generation bugs, and restarts due to meeting. If despite a positive verdict from the preview a meeting does occur, the game continues.
9) Restrictions on heroes are standard for HW rules:
All heroes specialized in 4th level magic, as well as Tante (Animate Dead), may use their signature spells against an opponent in the following cases:
a) if the corresponding level of the Mage Guild (MG) has been built in any of the controlled towns. If the required MG level is not present in those towns, then it is necessary to fully build all levels of the MG in any two towns you own. Or capture an opponent's town that already has the required MG built (regardless of how long the captured town remains under your control). Visiting this town with a hero is not mandatory;
b) find and visit the "Shrine of Magic Thought" containing the Animate Dead spell with any hero;
c) if any of your heroes receives the corresponding spell from a Pandora's Box, pyramid, after visiting a scholar, or in a spell book (even if that hero does not have sufficient Wisdom skill to learn the spell).
Against neutral monsters, as well as against the computer (if present on the map), 4th level magic specialists and Tante may use their signature spells without the above restrictions.
4th level spells and Animate Dead may be transferred from their specialists to other heroes, but the heroes who learn them can only use them after fulfilling sub-clauses a, b, or c of the point.
That is, neither against neutral monsters, nor against the computer, nor against the opponent can transferred spells be used without fulfilling the above conditions.
Irez and Vidomina are forbidden from raising their Sorcery skill to Expert level. Otherwise, this hero must be dismissed within four days of achieving Expert Sorcery (example: on day 124 Vidomina raised Sorcery to Expert level, therefore, no later than day 127 she must be dismissed).In Light, Sir Mullich is banned by scripts; you cannot hire him.
Reminder about Light mechanics - Sir Mullich located in a prison cannot be extracted - clicking will offer to attack, but after victory the prison will not disappear. His presence in the prison can be detected either by right-clicking on the prison or by the fact that the prison appears as a white dot on the minimap.10)
It is forbidden to use scrolls of 4th and 5th level magic spells without building the corresponding level of the Mage Guild (MG) in any of your towns. If the starting town does not have the required MG level, you must act according to point 9a.11) Red rush is forbidden on 2sm4d(3) and Jebus, allowed on other templates. The wording for red rush is almost the same as in the HW rules:
A player playing the red color has no right to attack on the first day of the week with troops purchased that same day:
a) the blue player's town (even if the town is unguarded).
b) the blue player's heroes or guarded mines.That is, attacking is generally not allowed, not even against weak neutrals.Troops that come with purchased heroes, as well as troops from caches, Pandora's Boxes, summoning portals, etc., may be used without restrictions (including upgrading them).
The concept of red rush does not apply if both heroes end up in a portal or underground gate upon attacking (i.e., on opposite sides of the portal).The last point apparently refers to the case where the exit of the portal or gate is not visible to the attacker. I will interpret it this way.12) Hit-and-run is also forbidden.
Hit-and-run refers to using
direct damage spells(!) and fleeing/buying off in the first round by the attacking player. This restriction does not apply to the defending side. In case of resistance, the spell is considered to have been cast.
Attention HW players - using non-combat magic is not considered hit-and-run. This is to avoid disputes about whether it affected the outcome or not.
13)
On 2sm4d(3), it is forbidden to enter adjacent territories without defeating the guard blocking the passage (i.e., if it has been moved aside). If two or three guards are scattered along the road, any one can be defeated.
If there is no guard on the passage, including one that has been moved aside, it is allowed to freely move between respawns.On Jebus, entering the central zone from your own zone, either on foot or using DD, Fly, or Wings, is only allowed if a guard obstacle (ГО) has been cleared to it. If there are several passages from a zone to the center, it is sufficient to kill the guard obstacle (ГО) on one of them; after that, all passages between that zone and the center can be used.
Moving between corner zones is only allowed if a guard obstacle (ГО) has been cleared from the center to both of them.On 8mm6a, 8xm12a, and 6lm10a, it is allowed to run through adjacent zones past a moved guard.
14)
It is forbidden to take artifacts, Pandora's Boxes, and prisons past a moved guard. Everything else can be taken and visited.
Using DD, Fly, and Wings does not grant the right to take the aforementioned objects without defeating the guard (Battlesite players, take note)15)
On templates with one-way portals (8mm6a, 8xm12a, 6lm10a), it is forbidden to end the turn inside the entrance of a one-way portal. It is allowed in the exits. If your movement points run out inside a teleporter, you should use the spacebar to jump between the teleporter's branches and end the turn in an exit.This is so that an opponent or neutrals can attack you in the teleporter - when teleporting to the entrance, the script checks for the presence of foreign heroes there and does not teleport if someone is there, a plug effect. Teleportation to the exit happens in the standard way, and the hero can be attacked there.
16) The Grail can be dug up after 5 weeks of game time.
17)
If a "stalemate" situation occurs in battle, the attacking player must retreat. For example: the attacker has 100 dwarves left in the battle, and the defending hero has 1 fly. And 100 dwarves cannot catch the fly. In this case, the attacker with 100 dwarves must retreat (or buy off). If someone is wearing "Shackles of War", you must load the last save, repeat all moves exactly as they were made before this battle, dismiss the troops that were killed during this battle. Then the player(s) wearing the shackles must remove them, the attacker must attack and flee/buy off.
If a disconnect occurs during the game, the player who was taking their turn finishes their turn and saves the game. Then load from this save and continue. Or load the autosave of the player who was inactive at that moment. If the connection was lost during a battle, then after loading, all moves of the battle are repeated as closely as possible to those made before the disconnect.18) In case of a prolonged game, one of the following decisions may be made:
a) Awarding a result.
b) Setting a final deadline (date and location determined by the situation).
c) Scheduling the next round's game in parallel. That is, the previous round's game is finished on one computer, while the next round's game begins on another.
19) If there is no time for a full game, a game on TC3 may be scheduled instead. Rules as per the TC3 League -
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