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#1
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The idea of an invitational tournament with a substantial prize pool has been discussed for quite some time. Furthermore, building upon the concept of limited castle selection, which was previously implemented in a couple of tournaments, this session includes a starting prize fund and encourages participants to stream their games. Please note that if I haven't contacted you personally, registration for this tournament is not intended for you :(
"Excellent Company" Tournament!

I. Registration, Regulations, and Deadlines.

1. The tournament will be conducted using a Full double Elimination system (bo1), with the final being bo3 (the bracket will be generated based on the portal HW's permanent ranking).
2. Start date of the tournament:
3. Registration is by invitation only.
4. Each round lasts 2 weeks.
5. The tournament features a prize fund; its initial value is $200, with the following distribution:
1st place - 50%, 2nd place - 30%, 3rd place - 20% (transfer fees to the winner's preferred platform are deducted from the prize).
Anyone can contribute additional funds to the prize pool, and the prizes for each placement will be adjusted accordingly.

II. Rules and Templates.

1. By default, games are played according to the seasonal rules. The main version used is SoD 3.2 (4.0) + HD-mod with the HW-Rules patch enabled. Tents, forts, and cartographers are allowed; building a second level town and obelisks is disabled. Regarding Grail digging, exploiting the daily digging bug is prohibited.
Construction is enabled on all templates; rebuilding the library is only permitted in the starting tower.
2. Game templates: 8xm12a, 6lm10a, Jebus cross, anarchy, Diamond, Mini-nostalgia, mt_diamond, h3dm1, random_template (for those who enjoy chance, it’s possible to expand this into a coin system for determining the template, with the template changing after each restart – a restart is considered each new map generation).
Coin values for random_template:
111 - Jebus Cross
101 - 8xm12a
100 - 6lm10a
010 - Mini-nostalgia
001 - diamond
110 - mt_diamond
011 - h3dm1
000 - anarchy
3. Template selection follows standard procedure; the player going first determines the template by flipping a coin.
4. Color choice is negotiated. Castle selection: Players choose any castle they haven't used yet in the tournament. Once a player has played all castles, the castle selection starts over from scratch (all 9 castles are available again). This repeats cyclically. If both players select the same castle and want to choose the same hero, they negotiate; the player who had the right to choose the template gets priority.
When playing mirror templates, players are allowed to use a castle that was previously used; however, the player must sacrifice one of their remaining castles in exchange. If random_template generates a mirror template, a new random town is generated for each iteration, but the game counts as using the pre-selected town for each player (attempts at cheating will result in disqualification from the tournament).
5. Total number of restarts: 111 for mirror templates, 112 for JC, and 113 for the rest, including random_template.
6. JC, Mini-nostalgia – only fast roads; other templates – only medium roads.

7. Rule adjustments regarding templates:

JC:
The restart rule concerning blocking on this specific map is clarified. A block is considered to be a guard (or group of guards) that:
- blocks both paths to villages (the presence/absence of a free path to GO is not taken into account)
- cannot be defeated without losing more than half of the army
- cannot be bypassed within a day's travel (1500 moves). Moves are calculated "from road to road" along the shortest route. If there are passable guards along the way, they are considered to have been passed.

Mini-nostalgia:
- GO off-road - any player can request a restart up to turn 117 inclusive, but only on the day it is discovered.
- GO blocking one of the players’ computers - the possibility of requesting a restart up to turn 113 inclusive using their own 111 restarts (if no subjective restarts remain, a technical restart is used), but only on the day it is discovered.
- Using buggy passages to reach the opponent's side is prohibited.

Anarchy: timer (16,6:30,1)
- Played with the HW-rules mod option disabled and 200% difficulty (players will receive starting resources of 2500 gold and 5 ore).
- If anarchy appears in random_template, color negotiation for that generation is canceled (upon restarting, the negotiated colors are returned); a coin flip determines the color for anarchy.
- Templates like Christmas Tree (with 3 starting towns) – technical restart.
- A block in front of the castle when there are no subjective restarts remaining – technical restart.

h3dm1, mt_diamond:
First, negotiate the color; then, players can ban one hero each (optional). The red player bans first, followed by negotiating heroes.
The following restrictions apply to certain heroes from the tavern and prisons:
Luna - upon gaining advanced Fire magic, cannot use Wall.
Kryll, Gunnar, Dessa - Logistics cannot be upgraded if these heroes are released from prison with advanced or expert Logistics. They can only be used during that turn; after that, the hero must be dismissed. Using a purchased hero from the tavern is also not allowed.
When playing Hota, Jeremy - upon gaining advanced Artillery, cannot use Cannon (must skip its turns).
If any of these heroes are chosen as a starting hero, the restrictions do not apply.

III. Organizational Matters.

1. The tournament will be conducted according to the Rules for Organizing, Conducting, and Participating in Online HOMM3 Tournaments.
2. Tournament host and judge: HellLighT, ICQ - 649566490.
3. After each game, participants must submit a report and confirmation.
4. All game saves must be kept until the end of the tournament and submitted upon request from the tournament host or judge.
5. Judicial decisions are primarily based on the tournament rules. If a situation arises that is not covered by the rules, judges will rely on common sense and gaming ethics.
6. During the tournament, the judge may make minor adjustments to the rules.

IV. Payment Details.

For those who want to support the tournament with more than just words, here are payment details:

Webmoney R810353322249 Z133420754895

Sberbank card 4276 8640 2800 0097

yandex.money 410011694271151

Qiwi +79095391801

paypal HellLighT@inbox.ru

Current bracket
In reply to Falcone
#22
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Please register me for the tournament.
Награда: Лучшему игроку сезона Осень 2009 за замок Конфлюкс
In reply to HellLighT
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#23
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HellLighT
Kir, Gunnar, Dessa - it's not possible to improve logistics if these heroes are released from prison with advanced or expert logistics; they can only be used during that turn. After that, the hero must be dismissed. Also, you can't use a hero bought from the tavern.
This can lead to a debuff for the player who found such a hero in the prison - the opponent gets a free hero, and you get nothing.
you can't use a hero bought from the tavern
What does "use" mean? For example, if such a hero arrives at the beginning of a new week with troops, can you buy him, take the army, and then immediately dismiss him?
In reply to Wicc
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#24
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Wicc
This carries the risk of debuffing the player who finds such a hero in a dungeon – the opponent gets a free hero, and you get nothing. What does "use" mean? For example, if such a hero arrives at the beginning of a new week with troops, can you buy him, take his army, and then immediately dismiss him?
A debuff is simpler than creating complex rules, and the chance is not high, and the effect will not be critical. Buying him is, of course, possible, but using him on the map or, even more so, in battle is not.
In reply to HellLighT
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#25
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I wouldn't impose any restrictions on heroes from the Dungeon faction at all. If you manage to capture a hero in the Dungeon, good for you.
In reply to Dirty_Player
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#26
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Dirty_Player
I wouldn't introduce any restrictions on heroes from prison at all. You caught a hero in prison — good for you.
The template is the mirror, as I understand it, so I completely agree.

In the mirror, there is almost no imbalance; you found Kyrre at level 20 from prison 5 turns earlier, this hardly affected the game :D

лето 2012.
In reply to Dark
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#27
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Dark
the template is mirrored as I understand it, so I fully agree.

In the mirror, there's almost no imbalance, I found Kyrre hero at level 20 from a prison 5 turns earlier, it had almost no impact on the game :D
Prisons are not mirrored, so there's only one Kyrre at level 20 on the map. That's the problem.
In reply to Dirty_Player
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#28
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Dirty_Player
I wouldn't impose any restrictions on heroes from the Dungeon at all. If you manage to capture a hero in the Dungeon, good for you.
The chance of finding a powerful hero in the Dungeon is lower than in the Tavern, but not by much. Besides, the powerful heroes there are often already leveled up. So, if you're going to ban heroes from the Tavern, you should ban them from the Dungeon as well.
In reply to HellLighT
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#29
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HellLighT
A debuff is simpler than creating complex, multi-layered rules, and besides, the chance is not high, and the effect will not be critical. It can naturally be dispelled, but using it on the map or, even more so, in battle is not possible.
Considering all the clarifications and borderline situations, your option seems more cumbersome. Regarding the non-criticality of the effect, we will read the reports of those who are affected by it.
In reply to Dirty_Player
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#30
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Dirty_Player
I wouldn't introduce any restrictions on heroes from the prison at all. If you caught a hero in the prison, good for you.

To be honest, I agree with this opinion. We had a game not so long ago with De Luxe, where a very strategically important prison was located on the treasure road. On one side, by the way, was Kirr, and on the other, Mephala. But that's not the point. Both of these "mommy jailers" reached the opponent's most important town not on the turn they were released, but on the next one. Yes, Kirr did it with a large number of moves to spare, but still (and this is the main point) - it was on the next turn. And if there was a need to dismiss her, the game would be completely broken. Of course, the probability of this is small, but (for example) finding a scroll of control a week earlier than your opponent is also not very likely, but this unbalances the game more than even all 3 logistics experts + Jeremy on one side. As proof of this, there was also a not-so-distant game (somewhere in January-February of this year) with Hellight. He had all 3 logistics experts and the main hero Jeremy, but I found a teleportation scroll at level 121 at the entrance to the treasure and easily won, despite the fact that I completely lost in the first week. What needs to be improved first and foremost is the issue with scrolls. In my opinion, they should all be usable only after building the corresponding level of guildhall. That is, the slow scroll cannot be used without building guildhall level 1, the blind scroll - without guildhall level 2, and so on. And for control scrolls, introduce something even more cunning, for example, guildhall level 5 + capitol.
http://ru.twitch.tv/lizard_wt
In reply to =Lizard=
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#31
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Kostya, we're kind of playing SoD here, so everything is fine :)