II. Online Game Rules Common to All Templates (SoD version).This section collects rules common to all templates. In 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. Restarts. In the situations described below, players must/may start a new game with map regeneration.
1.1.
Mandatory restart must be taken. Immediately after game generation, players must check for grounds for a mandatory restart and are obliged to take a restart within 1 minute in cases where:
– if the starting hero is above level 1;
- if the player or computer lacks a starting castle;
- if no roads lead 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).
1.2.
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 (a battle between any heroes, a 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 match, the game continues. Subsequent encounters in this generation occurring within the specified timeframes are not grounds for a restart.
After the first restart due to an encounter, the same-day 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.
1.3.
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).
1.4.
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 a 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.
1.5.
Restart due to strong block up to 112 inclusive.
A block is a strong guard of something that cannot be destroyed without catastrophic losses in a specific distribution.
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 who declared 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 a remaining 111 restart).
If subjective restarts have run out, the player is entitled to demand an additional restart.
2. Permitted Actions, Prohibitions and Restrictions2.1.1.
Red-rush is prohibited: a player playing as red is forbidden from attacking on the first day of the week with growth (i.e., troops appearing at the start of a new week in the same player's town/village dwellings or in towns/villages captured that day from human opponents and computer players), 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.
2.1.2. The concept of red-rush does not apply when opposing players' heroes end up on
different sides of a Portal or Underground Gate during an attack, if red cannot see where the blue hero is standing.
2.1.3. When it is impossible to
distinguish old troops from growth troops (in case they were merged at a hero or in a castle), it is considered that growth dies in battles with neutrals.
Until growth has been mixed with old troops, it is considered growth, regardless of the losses of the old army.
2.1.4. In a game involving
more than two human players, the rule applies sequentially to other colors (blue-rush, tan-rush ...).
In games with player alliances, ally growth is also understood as growth.
Clarifications and examples regarding red-rush.2.2.
Hit-and-run is prohibited: Your hero attacking an opponent's hero has no right to retreat in the first round of battle if they cast any magic. This prohibition does not apply to the defending hero.
2.3.
Diplomacy is permitted only for reducing the cost of same-day buyouts 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 flee.
Clarification on Diplomacy.2.4.
Dimension Door spell:
-
on all templates except XL+U size templates, it can be used by each hero
no more than 1 time per day;
-
on XL+U size templates, it can be used by each hero
2 times per day with expert air magic.
2.5. Visiting
Cartographers and
Fort on the Hill is prohibited.
2.6.
Transitions between zones.
The words "certain passage between zones" on a generated game map refer to a gap between obstacles forming zone boundaries through which a hero can pass into an adjacent zone. In a real game situation, there may be several such passages, even if the template diagram indicates that the passage is unique.
On all templates except XL+U size templates:
2.6.1. To move from one zone to another through a certain 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.
2.6.2. If the guard of the passage between zones is shifted deep into the adjacent zone, entering that zone is permitted for its elimination. In the presence of several passage guards, it is permitted to enter the adjacent 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.
2.6.3. It is permitted to penetrate an adjacent zone without breaking the passage guard in order to visit an object belonging to the zone where the player is located.
2.6.4. When passing through a
Portal or
Underground Gate, it is sufficient to eliminate the guard at the entrance.
2.6.5. In the absence of passage guards, free movement from zone to zone is permitted.
2.6.6. It is permitted to penetrate adjacent zones using
Angel Wings,
Dimension Door and Fly spells without destroying the guard.
2.6.7. It is permitted to pass by passage guards without destroying them if
- the player has already passed through this passage (i.e., destroyed one of the guards);
- the player saw an 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 move from one zone to another without breaking shifted guards.
2.7. Before
- visiting any object,
- taking a
Pandora's Box, Magic Scroll, Artifact by any means (including using
Fly, Dimension Door spells and the
Angel Wings artifact), 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; without visiting the corresponding
Key Keeper's Tent and removing the
Border Guard, one cannot take
Pandora's Boxes, Magic Scrolls, Artifacts or visit various objects beyond the guard.
2.8.
Castle Restrictions.
2.8.1. In the
Conflux castle, it is prohibited to upgrade level 1, 6, and 7 monsters.
When playing as Conflux, the starting hero is chosen randomly during map generation.
2.8.2. In the
Necropolis castle, building the
Necromancy Amplifier is prohibited.
When playing as Necropolis, choosing
Galtran as the starting hero is prohibited. If
Galtran arrives non-startingly, developing him is permitted for any castle.
2.8.3. If a computer player's castle has performed upgrades of level 1, 6, and 7 monsters 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, but additional skeletons do not need to be dismissed.
2.9. Assembling the composite artifact
Cloak of the Dead King is prohibited. All other composite artifacts may be assembled.
2.10.
Restrictions on heroes Izra and Vidomina.
2.10.1.
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.
2.10.2.
Izra and Vidomina who obtained the
expert Sorcery skill by a method other than specified in point 3.10.1 may attack neutral monsters only with subsequent surrender or buyout. In doing so, they have no right to use the
Shackles of War artifact.
2.10.3.
Izra and Vidomina released from prison with
expert Sorcery can be used without restrictions during the day they were obtained. Subsequently, the use of these heroes is limited by point 3.10.2.
2.11.
Level 4 and 5 Magic Scrolls are permitted to be used only from the moment the player builds a Mage Guild of the corresponding level in any of their castles, or from the moment the player gains control over a castle with an already built GM of the corresponding level.
Comments.This same-day edition of point 2.11 was adopted as experimental in the autumn season of 2013.2.12. The
Grail can be dug up after 5 weeks of play.
2.13.
Bugs:
2.13.1. 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.
2.13.2. Using the bug for viewing an opponent's hero is prohibited.
2.13.3. 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.
Comments.2.14. Actions not prohibited/restricted by these rules are permitted.