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#259
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We agreed to play until 2 wins

Markon (blue, Castle, Valeska, Valeska) def bRitvo4kA (red, Stronghold, Gunnison, Gunnison), 2smd4(3), 137

Week 1: From the scout view I see a respawn with stables right next to the ГО, with slow roads, realistically capturable external dwellings of cyclops, orcs, and unrealistically ogres (behind the monks) and a hive (behind the order of beholders). By the end of the week, the cyclops external dwelling and 12345 in the Stronghold are taken.

Week 2: Conflux secondary hero, cyclops in the Castle

Week 3: I break the max nagas bank with upgraded nags and the max medusas den, approach the enemy, kill the scout hero and take away the secondary hero, enter the treasure zone where Valya catches me with 9 angels :eek: The enemy turned out to have 3 Griffin Conservatories on the native respawn and 2 on the secondary with conveniently located stables :smile32:
there was hope for an advantage in stats and in mass spells. After Mass Haste, I wipe out half of Mark's forces, but get Haste in return and on top of that the strike stack of angels gets a Morale proc — complete bad luck, I lose almost all my units. After buying back, I struggle a bit more but to no avail.


0-1 Thanks for the game!
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#260
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bRitvo4kA (blue, Stronghold, Gunnison, Gunnison) def Markon (red, Swamp, Wystan, Wystan), 2smd4(3), 147

Week 1: Took all the resources, spawned a fairly large respawn but the horror - Gunnison without ballista :( . So I started fighting Gretchyn. While moving to my secondary town through a crowd of Medusas, I lost the goblins and the Roc, essentially left without an army. Captured the secondary town and made it the main one, since there was a Stable nearby. End of week result 1235 in Citadel in both towns.

Week 2: Gunnison got Logistics, I level him intensively. Finally bought a ballista :smile02: . Medusa house, dwarf, Naga Bank and Boots of Speed, Library on the edge of the respawn. A scout in the Treasure Hut revealed 2 Dragon Utopias, КЗ and Wings.

Week 3: Library, a couple of Beehives, 2 Dragon Utopias, Wings, КЗ

Week 4: another couple of Beehives, Library. Sentinel's Shield, Sword of Justice, recapture the secondary town, then attack the capital
- in the final I decided to equip Titan's Plate, having Explosion and Earth Boost. Opponent immediately put Antimagic on the Wyvern striking stack. In response, Meteor on the Serpents with Basilisks. Then Implosion with 3,4k damage on the Behemoths, and then the Wyvern. Physically out-fought them.

1-1 Thanks for the game!
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#261
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Neoandy (red, fortress, Tazzar) def Javdet (Castle, Valesca, Charna) sm 217

The emotions have subsided, now briefly about my screw...up
The 1st respawn is barely playable, I might not have taken the 2nd, but after the max crypt with starting 10 picks from Rion, I programmed myself for a re.
Final grade: C-.
Not a single hive\cons on 3 resps, only pokemons now, the respawn itself is in the center. Secondaries are complete sh.. - strong and swamp, you can forget about a magic tower. But Charna was dug up and I spent about a week and a half doing okay. I was already getting ready to visit via metro when I saw Solmir taking a cons near ГО. I thought - if a loser is taking cons - then they won't be too upset by my rush. And I was wrong. Anyway, I turned around, ran into treasure zones, then into another one.
It turned out there are only 2 Dragon Utopia on the map; it's not hard to guess who has control. Despite all the power of my army, seeing how the opp jumps, I never allowed myself to speed up. And when only attacking the lost capital remained, I run into a fluke. The catapult breaks and my 800+ skels with elixir are just watching, гг. There was plenty - fire exp with an accompanying book, a huge lead in mag. parameters, the aforementioned collection, and most importantly, complete confidence in my superiority.
Anyway, sorry guys that I messed up so bad, I tried my best, but it wasn't meant to be.

Added after 20 hours 9 minutes
Javdet (blue swamp Brokhild) def Samurai (red necr Gosha) +3500 gold, 141 8mm6a 1-1

Got lucky with Dragon Utopia - the 1st immediately gives wings and a water book. Putting water magic in the last slot didn't go to waste. Then maxi and mini with good artifacts. I run to visit but am bothered by a Dragon Utopia with unbroken guards in the opp's lands. How I cursed when I found out only the wind was blowing there. Anyway, you need to read the rules - this is not forbidden on bay. And on 141 naturally I put myself under a red rush near the castle - short by 2 cells. Gosha attacks apparently with the goal of casting something like implosion, but I have armageddon in reserve. ГГ. They forgave me this time.
But overall I think I played okay, even if noobishly with only 1 hero, not ashamed to post the saves.

Thanks for the game.
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
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#262
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Mizrael(HW) vs Volland(HP) 2-1

I'm starting a series of reports on my games (the "towels" will be something else, get ready :)). So in the first game I scribbled myself Castle against Swamp and here is what happened:

Volland(blue, swamp, Tazar, Alkin) def Mizrael(red, castle, Valeska, Terrek), smk, 216

On the first day I broke a crypt with 5 vamps using archers that weren't upgraded yet; there is a cons, stable, Terrek arrived - I'm playing. Three forks on medium roads, there is room for maneuver at the start. 113 - Valeska pushed through the mud, money goes to Terrek who runs to other mud, ГО (scorpion horde) spotted. I sent swordsmen to Valeska, thinking this would be enough for the secondary dwelling, but not so - a pack of snipers on the road clearly explained: not now. Terrek meanwhile slipped through the mud along the road and entered the snows; it's not getting any easier... a Dragon Utopia and a couple of fat artifacts suggested that this road to the secondary dwelling hit a treasure zone and where I'll end up next is known only to some random person - turning back. On the fifth day, the last fork remained where one could still poke around - a lizard lot behind the crypt; for now I decided to bypass them and on day 7 the necro-secondary was captured, horses are at home in the Stronghold, Terrek has log. The blue scout is already sniffing around the necro - I'm building a smokehouse and putting "papa" there, speeding him up with horses. Meanwhile, the blues appeared from the other side too - near the ГО there is a passage through the adjacent area. With papa I break the crypts in the mud so the enemy doesn't get them; the small fry monitor the blue maneuvers from above. The blue scout popped out onto the mud that leads to the snipers - well, let him sniff around for now, the chain is already set and we'll nail him soon. I have three cons on two resps, it's time to cultivate them, but the hero is a bit weak. I drive off the blue with a mage using an arrow, papa levels up and scouts the arena. By the end of the week I finally pushed further into the snows and hit a lot of exhibitionists behind Pandora, take that. Speeded up Terrek before the cons, time to take it without options, plus offense was given. 131 - max cons, damn it! had to use my hated tactic with archers in the pocket; goodbye pokemons and half the horses. The home cons turned out both to be mini, pfft. Valeska with tactics pushes through the chain of "pipisochniki" and enters the metro, there is a Dragon Utopia. 134 - secondary dwelling dungeon, I start the battle for money for angels. Naga-bank, dwarf-place and medusa-place allow building them by the end of the week. 141 - speeding up papa before ГО and the next day he takes the blue capital; on the way an external dwelling of bulls is visible - all the one's money has been hauled out... By looking at the air I see there are no heroes nearby, everyone is in the treasure zone. Terrek runs to the Dragon Utopia and on 145 breaks a "trezhka": titan sword, helmet +6 to all, shield +5 and cuirass. 146 papa is home replenishing mana, angels became archangels. Built hydras in the swamp and sent a "loshek" on a hydra to the blue Inferno secondary; their boss stubbornly sniffs around in the treasure zone. Took the Inferno, but Alkin takes my dungeon (and nearby is a Dragon Utopia that I haven't taken yet...), I hope he won't try to check it - and so it goes - freshly bought "losheks" run past. I see control, I realize things are bad... in the end everything spilled into the finale, where after the blast on archangels everything became clear - I have nothing to oppose the cap of 5 (Terrek wasn't given earth at all, and there was no anti-magic).
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#263
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Game number two, or sometimes it happens too.

Mizrael(blue, Castle, Valeska, Alkin) def Volland(red, Tower, Aine, Shakti) 2sm4d(3) 225

Roads are super fast, on the respawn there's an external dwelling of pokemons and a mercenary camp, Alkin arrived - I'm playing. On day two I scattered into seven heroes, quite a lot of money on the respawn, refuges are actually guarded by Troglodytes - a breeze!
113 - Alkin is already at the stables, took a couple of camps +1 attack. Scouts found an external dwelling of horses on the respawn, the guard is just a stack of Minotaurs...
114 - dad hits a Pandora's Box behind the Dwarves for +5000 gold, really don't feel like breaking through Silver Pegasi to the swamp, so we give the main stack to Valeska and lead her to the Dwarf Cottage, meanwhile grabbing the external dwelling of swordsmen.
115 - Dwarf Cottage 100-150, on grass... forget it for now, even if I crack it I'll lose a lot there and goodbye then to the dream of the horse dwelling. Give the main stack to dad, he hits some rags for 1000 experience and 2 chests, gave a Log.
116 - the refuge guard is right on top, which means I'll get more pokemons!, I take it, seems Troglodytes were there, because they gave a whole 14 pokemons. Breathed a sigh of relief and attacked the Minotaurs, because besides the dwelling there was also an artifact lying there, so they were 6 stacks of 5 with an upgrade: somehow covered the archers with spearmen, bought a ballista and a tent at the Factory, and off we go. Lured the Minotaurs with horses to go down, sacrificed the swordsmen to those running on top - just so they wouldn't reach the cover, in the end gave up all the swords, half the pokemons and the tent, excellent. The dwelling itself was easier after that, only the pokemons took a little hit.
Week result: horses in the citadel with the dwelling, plus a dwelling of swords, dad sleeps at the stable.
121 - Alkin on just horses with a ballista gets through the Pegasi, the archers and pokemons go to Vale, the Dwarf Cottage is cracked.
122 - secondary swamp, right under it a Hive for a horde of Eyes, dad races to the Naga Bank, because angels are planned by the end of the week.
123 - the horses wiped the bank, Valeska breaks through the portal and grabs the secondary dungeon... thoughts about the Portal of Summoning flashed by, but together with the angels it wasn't working out, so I dropped it. Dad on horses breaks through to the metro (supposedly into the treasure zone), and the archers go to Mullich to cut down two crypts.
126 - both crypts are killed, the main stack goes through the chain into the treasure zone, Mullich is dismissed (just got level 3). The next day a Pandora's Box gives 35 Battle Dwarves, with a small trade angels are built in the castle.
131 - another 35 Battle Dwarves from a Pandora's Box and a Hive for a horde of G.Beasts. Then I thought, what am I doing in this treasure zone, if scouting the surface already tells me - the red player has no entrances to it. Decided to run full sail into the contested treasure zone underground. Cleaned up a couple of Hives there, a Naga Bank, a Sword +6 and ran into the opponent's scout, also found a gutted conservatory... considered it wise not to force a contact, but to clear the grass treasure zone, since it's quite large, and settled in Castle on 137 to start from the stables. Dad already has Log and Pathfinding, so I decided to enter the treasure zone through the swamp secondary, grabbed a Hive on the way and broke through some portal. The portal turned out to lead to the northern barb treasure zone and right behind it a Dragon Utopia, that was a lucky find: КЗ and the Sentinel's Shield, cleared what was nearby and Town Portal home for Archangels. Meanwhile, near the ГО, a gathering of reds started... not a good sign, but since they weren't attacking yet, I rushed to the grass treasure zone. By the end of the week I spotted Dragon Utopia towers, clearly on grass, but the terrain is such that going around there would be easier for me from the dungeon through the metro. On 147 Alkin stays home again for the stables.
211 - Shakti breaks through the ГО and falls a bit short of the external stable, not much of a main stack, but stats noticeably fatter than mine... After some thought, I gather the main stack and attack him in the field: I have first speed, but the Troglodyte has +3 speed total, which is bad, and my spell power - just in case I cast Anti-Magic on the Archangels and wait, Implosion flies and the brawl begins. In the end I cut down everything living, they start summoning piles of 100 each, on grass speed 8 - how to hit them, who knows. Finished off the last stack of Golems and ran away, for some reason thinking Shakti would disappear from the map, naive :D Good thing I had some Roc and Orc reserves from Pandora's Boxes at home, something to stack with. However, Shakti is persistent, attacks again - I really don't like the idea of giving him my Archangels, and another battle clash happens, resulting in my horses being taken and the Rocs taking heavy damage, Ko and Wyverns from Shakti also die. Already rejoicing that I decided not to put all eggs in one basket: swordsmen who hadn't been bought almost from the start and were added from the dwelling are sitting at home. Shakti seems to have cooled down, doesn't push anymore - Alkin immediately runs into the grass treasure zone, where behind a horde of Minotaurs he finds the entire 4th level... Almost reach the Dragon Utopia, but I see Shakti pushing through again - from the main stack 3 Wyverns and a bunch of pixies, Town Portal home (giving away Archangel growth is not beneficial). By this point the game had been going on for who knows how many hours, I'm zoning out and don't buy the swamp growth (nearly 50 Lizardmen), and the mage in the citadel can't hold off Shakti's onslaught, who attacked even without mana! enough stacks of lizards to chase him away from there for good, but in the end the lizards went to him. The refuge rolled out Archdevils! on 217 Alkin manages to drag the main stack to the swamp and Ciele takes him back, but I couldn't give her the main stack for defense - there's a well under Shamek's effect and Shakti would just tear her to pieces, so I gave the meat to Alkin. Shakti meanwhile just took the swamp growth and fled straight into the grass treasure zone, where the Dragon Utopia towers were sticking out on the right - if I knew those Dragon Utopias were long gone, I wouldn't have chased him. But as it was, a couple of days of chase and finally reaching the right edge of the treasure zone I see THREE gutted Dragon Utopias (that's where the stats and magic came from), Shakti has control, I have nothing except Town Portal for transport, no Explosion either, but there's one last hope for Armageddon - no one has a main stack anymore, and I have a surviving stack of 50+ swordsmen. It's already deep night and just by sleeping through the breakthrough of the metro on my own respawn (didn't press end turn), I lose the Castle - Shakti gets Archangels, things are really bleak, I Portal Alkin to the dungeon and speed him up on an Archdevil. Chances of victory are already negligible, Shakti on his turn reaches the Dungeon and attacks. Right off the bat, chain lightning on the swordsmen and encirclement, first thought - it's a complete pin, time to surrender.. But then I see the Archangels are split into 2 stacks of 2!, from the fat stuff only fifty lizards... 2 AM, my head is barely working, I couldn't even calculate hit points on the fly, gave up and opened the Windows calculator and see that the swordsmen, even after the chain lightning, hold up to my Armageddon thanks to +3 hit point artifacts, and the lizards need exactly 60 damage for their stack to fall completely. Archdevil!!! they didn't touch him (apparently I'm not the only one whose brain was asleep), I aimed 60-90, just what the doctor ordered, struck and the fire rain on the battlefield turned into a rain of artifacts from Shakti onto Alkin. That's how this game was pulled out with such a mega-prune :o.
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#264
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Mizrael
Game two, or that happens too.

Mizrael(blue, Castle, Valeska, Alkin) def Volland(red, Tower, Aine, Shakti) 2sm4d(3) 225

Roads are super fast, at the spawn there is an external dwelling of pokemons and a mercenary camp, Alkin arrived - I'm playing. On the second day I spread out to seven heroes, plenty of money at spawn, refugees are guarded by Troglodytes - freebies!
113 - Alkin is already at the stables, took a couple of camps +1 attack. Scouts found an external dwelling of horses at spawn, the guard is only a stack of Minotaurs...
114 - Dad hits a Pandora's Box behind Dwarves for +5000 gold, really don't want to break through Silver Pegasi to the swamp, so we give the cash to Valeska and lead her to the Dwarf Cottage, grabbing an external dwelling of swordsmen along the way.
115 - Dwarf Cottage 100-150, on grass... forget it for now, even if I break it I'll lose a lot there, and goodbye to the dream of the horse dwelling. Cash to Dad, he hits a rag camp for 1000 experience and 2 chests, got a Log.
116 - The refugee guard is right next to it, so I'll get more pokemons! I clear it, Troglodytes were probably sitting there, because I got a whole 14 pokemons. Breathed a sigh of relief and attacked the Mino camp, since besides the dwelling there was also an artifact lying there, so there are 6 stacks of 5 with upgrade: barely covered the archers with spearmen, bought a ballista and a first aid tent at the Factory, and off we go. Lured the Minotaurs down with the horses, fed the swordsmen to those running along the top - just so they don't reach the cover, in the end I lost all swordsmen, half the pokemons and the tent, excellent. The dwelling itself was easier, only the pokemons took a bit of a beating.
Week result: horses in the Citadel with the dwelling, plus a dwelling of swords, Dad stays the night at the stables.
121 - Alkin on just horses with a ballista gets through the Pegasi, the archers with pokemons go to Vale, the Dwarf Cottage is broken.
122 - secondary swamp, right under it a Dragon Fly Hive behind a horde of Eyes, Dad rushes to the Naga Bank, since Angels are planned by the end of the week.
123 - the horses wiped the bank, Valeska breaks through the portal and grabs the secondary dungeon... thoughts of a Town Portal crossed my mind, but along with the Angels it wasn't shaping up, so I dropped it. Dad on horses breaks through to the metro (to the treasure zone supposedly), and the archers go to Mullich to cut through two crypts.
126 - both crypts are killed, the cash goes by chain to the treasure zone, Mullich is dismissed (just got level 3). The next day a Pandora's Box gives 35 Battle Dwarves, with a small trade the Angels are built in the castle.
131 - another 35 Battle Dwarves from Pandora and a Dragon Fly Hive behind a horde of Minotaur Kings. Then I thought, what am I doing in this treasure zone if I already know from scouting the surface - the reds have no entrances to it. Decided to go full speed to the contested underground treasure zone. Cleaned up a couple of hives there, a Naga Bank, Sword +6 and ran into the opponent's scout, and even found an emptied Griffin Conservatory... considered it wise not to force contact, but to clear the grass treasure zone, since it was pretty big, and settled in the Castle on day 137 to start from the stables. Dad already has Log and Pathfinding, so I decided to enter the treasure zone through the swamp secondary, grabbed a hive along the way and broke through some portal. The portal turned out to be in the northern barbarian treasure zone and right behind it a Dragon Utopia, that was a lucky entry: Ring of Greater Cold and Shield of the Guardian, cleared what was nearby and Town Portal home for Archangels. Meanwhile, a gathering of reds started at the Griffin Conservatory... not good, but as long as they don't attack I rushed to the grass treasure zone. By the end of the week I spotted Dragon Utopia towers, clearly on grass, but the terrain is such that going around there is easier from the dungeon through the metro. On day 147 Alkin stays home again for the stables.
211 - Shakti breaks through the Griffin Conservatory and almost reaches the external stable, not much cash, but his stats are noticeably fatter than mine... After some thought I gather the cash and attack him in the field: I have first speed, but the Troglodyte has +3 speed total, which is bad, and his spell power is creepy - to avoid trouble I put Anti-Magic on the Archangels immediately and wait, Implosion flies and the brawl begins. In the end I chop down everything alive, they start summoning 100 elementals each, on grass speed 8 - how to hit them, no idea. Chopped the last stack of Golems and ran away, for some reason deciding Shakti would disappear from the map, naive :D Good thing I had leftover Rakshasa and Orcs from Pandora at home, something to build cash with. However, Shakti is persistent, attacks again - I really don't want to give him the Archangels, and another battle happens, as a result I lose my horses and the Rakshasa get hit hard, but the KZ and Wyverns at Shakti die too. I'm already glad I decided not to put all eggs in one basket: swordsmen are sitting at home, which I haven't bought almost since the start and added from the dwelling. Shakti seems to have cooled off, doesn't attack anymore - Alkin immediately runs to the grass treasure zone, where behind a horde of Minotaurs he finds the entire 4th level... Almost reach the Dragon Utopia, but I see Shakti charging again - from the cash 3 Wyverns and a handful of fairies, Town Portal home (no reason to give away the Archangel growth). The game by this point had been going on for who knows how many hours, I'm foggy and don't buy the swamp growth (almost 50 Lizardmen) and the Mage in the Citadel can't hold back Shakti's onslaught, who attacked even without mana! A few stacks of Lizardmen would have been enough to drive him away from there for good, but in the end he got the Lizardmen. The Refugees offered an Arch Devil! On day 217 Alkin manages to drag the cash to the swamp and Ciele takes him back, but I couldn't give her the cash for defense - there's a well under the shield and Shakti would just tear her to pieces, so I gave the meat to Alkin. Shakti meanwhile just took the swamp growth and fled straight to the grass treasure zone, where the Dragon Utopia towers were sticking out on the right - if I'd known those Utopias were long gone, I wouldn't have chased. As it is, a couple of days of pursuit and finally reaching the far right of the treasure zone I see THREE gutted Dragon Utopias (that's where his stats and magic came from), Shakti has control, I have nothing except Town Portal for transport, no Armageddon either, but one last hope remains for Armageddon - neither of us has cash anymore, and I have a surviving stack of 50+ swordsmen. It's already deep night and, stupidly missing the metro breakthrough on my spawn (didn't press end turn), I lose the Castle - Shakti gets the Archangels, things are completely hopeless, I portal Alkin to the dungeon and speed him up on the Arch Devil. Chances of victory are already minuscule, Shakti reaches the Dungeon on his turn and attacks. Right off the bat, Frenzy on the swordsmen and surround, first thought - it's a total pincer, time to surrender... But then I see the Archangels are split into 2 stacks of 2!, from the fat stuff only fifty Lizardmen... 2 AM, my head is barely working, couldn't even calculate the HP in my head, I gave up and opened the Windows calculator and see that even after Frenzy the swordsmen hold my Armageddon thanks to artifacts +3 hitpoints, and the Lizardmen need exactly 60 damage added for their stack to fall completely. The Arch Devil!!! it wasn't touched (apparently I wasn't the only one whose brain was asleep), I aimed 60-90, just what the doctor ordered, hit, and the fire rain on the battlefield turned into a rain of artifacts from Shakti onto Alkin. That's how this game was pulled off with such mega-prune :o.
First Naga in the Citadel, secondary Castle there +1000, and secondary dungeon, 8 heroes, lots of money, external market, 2 external dwellings of Serpents and one of Gargoyles, on grass there is an external dwelling of Angels 3 behind mages, checked the Griffin Conservatory in the snow - mini and on grass for 2-4 Angels, 2 Dragon Utopias are visible - one is mine 3 behind the castle, the other in the grass treasure zone 3 behind mountains
Week 2 - Naga upgrade, Griffin Conservatory - mini, drained the caps and 3 from anti-morale Necromancy in the medusaries, but it was all 3 from the start conceived to break into the Griffin Conservatory on grass, turned out to be for 3 Angels, where I completely drain all the Nagas, caps, Angel and other meat, leaving 34 Griffins, but in reserve I had about 50 Skeletons and in the Castle I upgraded the archers and finished the Griffins, then Shakti on Tactics took the external Angel dwelling, in the dungeon a portal and there too an Angel (total from all troops - 5 Angels), sent a scout hero into the underground treasure zone, but there's nothing
Week 3 we jointly cleared the common treasure zone, I got the Griffin Conservatory for 2 Angels, Shield +4 all behind Bone Dragons, Dragon Fly Hive for 8 Wyverns, built the lookout in the capital and spotted in the grass treasure zone 3 behind mountains another Dragon Utopia, in the capital guild level 4 and library - need to somehow fly to them
Week 4 - the guild had Armageddon and Summon Air Elementals - had to run far 3 behind the castle to take the home Dragon Utopia, gave a Cloak +2 speed and a level 5 hat, flew to the grass where I took a Pandora's Box for 30 Dendroid Guards and 2 more Dragon Utopias with Boots of Speed, Pendant of Speed, Sword+5 all Titan's Plate
Week 5 - after the battle with the opponent I was left completely without meat, the opponent still had a reserve
Week 6 - on day 223 I take position at the metro acceleration point on the opponent's spawn, the opponent couldn't see me through end turn because the metro wasn't broken through, on day 224 I captured the opponent's capital, upgraded 2 of my Angels and bought the opponent's Angels and now I have the advantage in army and stats, 225 - the opponent does Town Portal to the dungeon, I attack and after Frenzy (probably really wanted to play another game) having high speed on 4 Archangels, 20 Serpents and 4 upgraded Wyverns didn't even try to assume the opponent might have Armageddon and didn't pile on the fattest stack
Thanks for the game
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#265
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Game number three, long live Gurnisson.

Mizrael(red, Stronghold, Gurnisson, Gurnisson) def Volland(blue, Tower, Aine, Ivor) 2sm4d(3) 211

We picked all the rest, it generated an external dwelling of behemoths, but behind the Horde of flies along with an artifact and a resource – I completely gave up on scouting in the first week. The heroes were pleasing; Grindan and Rizza arrived. Next to the castle there turned out to be as many as 2 pillars for 1000 experience behind the golems, and Gurni quickly leveled up, getting Air Magic. The medusa dwelling was broken with 4 in a stack (I was preparing for 6, but it turned out easier, not even all the elementals died). While heading to the underground secondary town, I hit a stack of trolls guarding a ring of sulfur and a mill, clearly not the minimum number there, so I turned around. End of the week: I somehow managed to place the bears in the citadel. With the next week's growth, I finally pushed through the trolls (the underground ground isn't corrupted by lava, so 50% chance the secondary is a Dungeon, which is a portal for the bears) and on day 122 I captured the Dungeon. Day 123 – Arena +2 Attack behind the tree stumps, and Gurni rushes at full speed to the external dwelling of bears. In the Dungeon, I bought a spell book, which gave me Haste to go with Expert Air Magic. Day 125 – I finally scouted the area and see under ГО Tan with upgraded Nagas, to the left very close is a passage through an adjacent zone – danger! I still have two days to go to the external dwelling, hoping not to run into them, and I have no money to split the army; I would have sent Gurni home long ago. Day 126 – Ivor with Angels is already breaking a beehive, but he doesn't go into the adjacent passage! (only a pack of Archmagi), relief. Day 127 – Dad with the Masks breaks the flies with no losses of birds and behemoths, while Grindan makes it to the external dwelling, resulting in behemoths with a castle, external dwelling, and a portal in the Dungeon. Day 131 – Blue went off on business, and Gurni breaks a crypt on the snow right next to the opponent's spawn. Day 133 – With 6 behemoths, Dad crushes a medusa dwelling of 8 and takes the Golden Bow from the Wood Elves; Grindan with birds rushes to the Tower secondary, capturing it the next day. I set up a chain to transfer birds for an upgrade; day 136 – a Dragon Utopia with three stacks fell under the claws of the bears; birds, orcs, and rabble were lost; I came out with 6 bears, Sword +5 to all stats, КВ, and Sandals. Gurni was sent home and on the last Thunderbird runs to the stables (the logs didn't allow it, roads are slow; at least something). Day 141 – After doubling mana at the Spring, Dad, after the stables, teleports into the Dungeon, from where it's a stone's throw to the second Dragon Utopia. Day 142 – The mini Dragon Utopia falls very easily; Dragon's Necklace and Dragon's Crown as a reward; Dad spends the night in the Dungeon. Day 143 – After doubling mana with the Whirlpool, I find the opponent's heroes in the underground by scouting with Air Magic; they are clearly clearing a treasure zone; gathering all my forces, Gurni rushes there (only now were wolves bought and upgraded; earlier there was no money for them, and they weren't needed). In Pandora's Box, we got 25 Demons; I destroyed a Dwarf Cottage and captured a Gold Mine; a Dragon Utopia is visible right nearby. Day 145 – Flying to the Dragon Utopia, it's been cleaned out! Nearby stands a scout, and higher up in the beehive sits Ivor. I killed the scout with birds using Tactics, flew to Ivor, but he with the first speed of Angels immediately buys himself out; right next to the Giants lies a lollipop. Day 146 – I took the candy from the Giants; they forgot to summon the Titans and fell very easily. Dimension Door to the place where Blue was first spotted on the map – there's a subway. Day 147 – Another Dimension Door following the Air Magic scouting tip, and now the Tower's towers are visible. On day 211, Gurni storms the capital with Ivor; 170+ mana, Critical Mass spell dealing 1k damage; the dangerous element there is 17 Nagas. But I propped the gate with birds, and the lightning slaughter began; on top of that, the Ballista with the Golden Bow just mowed them down until it was destroyed in 2 casts. Half of the bears survived, which I didn't even have time to upgrade – there was no chance for that. Thanks for the game.
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http://www.twitch.tv/mikevalentine/
In reply to Mizrael
#266
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Mizrael
Game number three, long live Gurnisson.

Mizrael(red, Stronghold, Gurnisson, Gurnisson) def Volland(blue, Tower, Aine, Ivor) 2sm4d(3) 211

We picked all restarts, it generated an external dwelling of hounds, but behind a horde of flies along with an artifact and a resource - I completely gave up trying on the first week. The heroes were pleasing, Grindan and Rizza came. Next to the castle there turned out to be as many as 2 pillars for 1000 experience behind golems, and Gurn quickly leveled up, gaining Air Magic. Medusa dwelling broken with 4 per stack (preparing for 6, but it turned out simpler, not even all elementals died). When heading to the underground secondary town, ran into a stack of trolls for a ring of sulfur and a mill, clearly not the minimum amount there, turned around. End of week: barely managed to place the bears in the Citadel. With the growth, I finally pushed through the trolls (the underground ground is not spoiled by lava, so 50% chance the secondary is a Dungeon, and that's a portal for the bears) and on 122 captured the Dungeon. 123 - Arena +2 attack behind the stumps, and Gurnisson rushes at full speed to the external dwelling of bears. In the Dungeon, stocked up on a book that gave Haste to Expert Air Magic. 125 - finally scouted the area and see under GO Tan with upgraded Nagas, to the left very close a passage through an adjacent zone, danger! I still have two days to reach the external dwelling, hope not to run into them, and no money for splitting, would have transferred Gurnisson home long ago. 126 Ivor with Angels is already breaking a beehive, but does not go into the adjacent passage! (only a stack of Archmagi was there), relief. 127 - Papa with Mass Haste breaks through the flies without losses of birds and hounds, and Grindan reaches the external dwelling, resulting in hounds with Castle, external dwelling, and portal in Dungeon. 131 - Blue left on business and Gurnisson breaks a crypt on snow very close to the opponent's spawn. 133 - with 6 hounds Papa crushes the Medusa dwelling with 8 and claims the Golden Bow from wooden creatures, Grindan with birds rushes to the Tower secondary, capturing it the next day. Managed chains for transferring birds for upgrade, 136 - Dragon Utopia-three fell under the claws of bears, birds, orcs, and rabble were lost, came out with 6 bears, Sword +5 to All, KV and Sandals. Gurnisson transferred home and on the last Thunderbird runs to the stables (logs didn't give, roads are slow, at least something). 141 - having doubled mana at the fountain, Papa after the stables splits into the Dungeon, from where it's a stone's throw to the second Dragon Utopia. 142 - mini Dragon Utopia falls very easily, Dragon's Necklace and its own hat as a reward, Papa stays overnight in the Dungeon. 143 - having doubled mana already with a Maelstrom, I find by Air Scout the opponent's heroes in the underground, clearly cleaning a treasure zone, gathering all of Gurnisson's resources he rushes there (wolves were bought and upgraded only now, earlier there was no money for them and there was no need). In Pandora's Box, 25 Demons were given, smashed the Dwarf Cottage and captured the Gold Mine, right under the nose a Dragon Utopia is visible. 145 - flew into the Dragon Utopia, cleared!, nearby stands a scout and higher in the beehive sits Ivor. Killed the scout with birds on Tactics, flew to Ivor, but he with first speed of Angels buys himself out immediately, nearby behind the Giants lies a lollipop. 146 - took the candy from the Giants, they forgot to call the Titans and fell very easily. Dimension Door to the place of first detection of Blue on the map, there is the metro. 147 - another Dimension Door based on Air Scout tip and now the Tower's turrets are visible. On 211 Gurnisson storms the capital with Ivor, 170+ mana, chain lightning for 1k, among the dangerous things there are 17 Nagas. But propped the gate with birds and the lightning grinder started, plus the ballista with Golden Bow just mowed down until it was dismantled in 2 casts. Half of the bears survived, which I didn't even manage to upgrade - somehow there was no time for that. Thanks for the game.
That's what happened. I played very poorly and the slow roads didn't help either
Thanks for the game
In reply to Volland
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#267
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Dirty_Player (Rampart, Mephala, Mephala) def TERM (Dungeon, Shakti, Shakti) 8mm6a 225

I don't remember the beginning anymore. We agreed to a single victory. The randomizer generated something strange, since I don't like either of these towns in TE. My opponent paid about 3000 gold for Shakti and the color (plus a 500 randomizer restart). I didn't complain. I thought a long time about the starting hero and ultimately decided on a non-standard approach. Off we go. The starting hand was mediocre. I took an external dwelling of horses on the first turn, home horses in the Stronghold. On the neighboring respawn I took 2 external dwellings of pikemen and 1 of griffins. I see a Griffin Conservatory guarded by 20-49 gr. minotaurs. Need to break it on 121. Mephala got Logistics and learned Scouting in a hut!!! I took the Griffin Conservatory on 121 as planned and was aiming for the stable, when suddenly my town got taken away :(((((( Shakti had a decent army, I thought about surrendering, but after visiting the stable, Scouting revealed amazing horizons. A passage to a desert respawn. Also, 2 Pandora's Boxes and a Dragon Fly Hive. I decide to keep playing for now. Pandora's Boxes gave experience. Dragon Fly Hive was max, I think. Two Pandora's Boxes gave 10000 experience each, I level up Logistics, take Wisdom and Water Magic, spot a Dragon Utopia, a Pyramid, and a Dragon Fly Hive. Shakti, meanwhile, is wasting time on some nonsense, losing 5 days. I manage to capture Necropolis to avoid being eliminated from the game, and buy a spellbook. The Dragon Fly Hive gives 8 Wyverns, I level up Wisdom to Expert, take the Pyramid — get Water Elemental summon. I take the Dragon Utopia — junk. By the end of the second week I think I got GM3. On the third week I captured the Inferno computer player, built Devils and a Capitol there :smile12:. On 137 I took the computer's Castle and built Angels there!!! Then came a tedious grind. I upgraded to Archangels, took a couple of Dragon Utopias... Finally found Dimension Door. But Shakti had Town Portal with Fire Magic. We jostled for a long time, I started slowly losing towns, but I didn't give up the Castle. Shakti assembled the Elixir of Life and had 350 Troglodytes with 21 HP!!! :eek: But I had an answer. 29 Archangels!!! In the end I reached his town on 225, and there was a pleasant surprise. Shakti removed the Elixir for speed. In the first round, Anti-Magic on the Archangels (Valenok and HL, greetings) and through wait they killed any stack. No chance. Thanks for the game, it was nice to meet and play. ;)
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#268
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Pit for LM (blue, Castle, Valeska, Wistan) def Mike_Spb (red, Tower, Neela, Solmyr/Neela), 2sm4d(3), 135. 111 - 30 archers + Wistan with 16 lizards, fast roads, one leading to the grass behind the zombies, seems okay, I won't take the rest. 112 - crypt-mini, didn't reach the Rampart by 2 squares. The second road also leads to the grass, GO through the rough terrain. 113 - took both secondaries (Ramparts), snipers towards the opponent. There's a lair and a conservatory on the opponent's barbarian secondary, but it's quite close to me. Not much money, but just enough. I decide to play. However, the map was generated heavily in favor of the opponent - strongholds for naga, mages, gargoyles, 3 gremlins, 2 lairs for 12 wyverns, a conservatory for 2 angels + a barbarian one + a cloak of speed. I don't have any strongholds at all (only gnomes, which I didn't take), a conservatory for 2 angels, a lair for 4 wyverns, a Pandora's Box for 25 griffins, and a library. Oh well. 115 - in Pandora's Box, 50 gold for griffins gives 25 simple ones, they eat the swordsmen and the remaining spearmen. Not bad, although experience would be more useful - there's nothing to level up, it's problematic to reach level 10 for the library. Wistan has earth magic. 116-117 - I defend the gold, build riders and a Stronghold. 121 - 3 markets, buying, mini-lair, book. 123 - +2 angels. 124 - in the vicinity of the conservatory, there's barely enough experience for level 10, library. I scout near the opponent's conservatory. Seems quiet for now. 125 - I prepare to steal the conservatory. On my turn, Tiris finds it, Neela breaks into the Stronghold, runs to the conservatory and decides to speed up next to it. 126 - Orrin with wyverns breaks through the skeletons, enters the Stronghold. Wistan breaks in there and on a wolf runs to the conservatory. He is given an army, he takes 3 angels and attacks Tiris with the entire army (9 gold nagas, 150+ gremlins, 16 mages, 12 wyverns, 1 golem, 1 wolf, 16 gargoyles). The battle is quite difficult (the cloak of speed still matters), but Wistan wins at the cost of 1 angel and almost all the archers, there is no money for a ransom, Neela is left with only 2 angels. 127 - I replenish mana in the Stronghold. 131 - I take the Necropolis. 132 - I take the capital, and finally learn mass slow. Solmyr takes the Rampart through snipers. 133-134 - I bring up the remaining troops and run after Solmyr, who went to the treasury underground. 135 - I catch up with Solmyr and easily defeat him. Thank you for the game.
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#269
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On WCL, house rules and templates were discussed for a long time, and team compositions were finalized.

Teams:
SOD:
Maretti (Denmark)
Dread1 (Lebanon)
Lord of TajMahal (India)
TheVinz (Holland)
TE:
Liophy (Bulgaria)
Protos (Serbia or Croatia)
Black_knight (Lithuania)
Fank (Bulgaria)
Currently, there are house rules and a template for SOD:

House Template - BALANCE
Rules:
No cheats
Details: It is forbidden to use cheat codes and programs that provide an advantage to one player, as well as programs for calculating morale and skill trees.
No ghost heroes
Details: It is forbidden to create and/or use a ghost hero, i.e., when they have no army at all (all 7 army slots are empty).
Saved games and map
Details: It is forbidden to look at saves or the randomly generated map in the editor before the end of the game.
Towns
Details: It is forbidden to start as Necropolis or Conflux, and also to build creature dwellings of levels 3-7 there.
No Diplomacy and no joining monsters.
Details: Joining monsters is forbidden; selecting Diplomacy upon leveling up is forbidden; increasing the level of Diplomacy upon leveling up is forbidden. If 7 skills are at Expert and the last 8th skill is Diplomacy, it is permitted to upgrade it to Expert.
No level 4 and level 5 scrolls.
Details: It is forbidden to use scrolls with level 4 or 5 magic. The scrolls themselves can be picked up, but using magic from a scroll is forbidden if the hero does not know that magic without the scroll.
No Grail.
Details: Building the Grail is forbidden.
No Hillfort and no Cartographer.
Details: It is forbidden to use these buildings.
No upgrading of conserved angels and wyverns from hives.
No Dimension Door and no Fly
Details: These spells are not permitted under any circumstances. Using the Angel Wings artifact is also forbidden.
Restarts (new map generation)
Details: If the starting zone is HEAVILY blocked (abundance of mountains or misplaced monsters on the road, etc.) or the map generated poorly, a map restart can be taken within 3 of one's own turns. The opponent has the right to verify that there was an adequate reason for the restart, and if there are doubts, the decision is made by an inter-portal judge. If the map conditions are deemed insufficient for a restart, the player who took such a restart is automatically awarded a loss in the game. If the inter-portal judge or tournament organizer (from the opponent's side) is online and ready to help, they may make a decision on the possibility of a restart during the game. A restart is mandatory for slow roads (dirt).
No hit-and-run:
You cannot flee from battle in the first round if direct damage magic was applied. It does not matter whether the hero is defending or attacking.
It is forbidden to sell cheap artifacts at the price of expensive ones in artifact markets.
Draw situation in battle.
Details: Sometimes a draw situation arises in battle—for example, one player has a speed advantage and constantly runs away from a strong second player. In such a situation, the attacking player must exit the battle—either flee or surrender for money.
Starting hero level.
Details: If the starting hero level is not 1, a restart is mandatory. Players are required to check the level on the very first day of the game.
Rules for misplaced or missing monsters:
A "misplaced monster" is a monster that does not guard the object it should be guarding—an error during random map generation. On a random map, it is forbidden to bypass such an "erroneous" monster in order to pick up a Pandora's Box, an artifact, collect or visit an object on the map; it is also forbidden to pass into another zone. In cases where several monsters guard the passage to another zone, killing one guard is sufficient. It is also forbidden to enter a neighboring zone if a map generation error is clearly visible (for example, a misplaced mountain sometimes allows passage into a zone; there is also a bug—unguarded roads to another zone or a road through mine guards).
Note: Guards near a mine only guard the mine itself; resources near it can be collected without combat.
Selection of town, hero, and bonus:
Full random. If BOTH players agree, the town, hero, and bonus are selected.
Combo artifacts:
Details: All are allowed except for the Necromancer King's Cloak
Disconnects:
In case of a disconnect (as far as possible in the given situation), the player making the move finishes their turn either up to the moment they need to attack the opponent, or until the end of their turn and makes a save; then the connection is restored and the game continues from this save; if a disconnect occurred during battle, after resuming the game, all combat turns are repeated (if exact repetition is impossible, then as close as possible to how it was).
Random map generation settings:
- size L, no underworld
- difficulty Rook (130%)
- 2 human players, no computer players
- no water
- monsters Strong
- turn time: unlimited

Translation:
WCL domestic SOD rules:
0) Template BALANCE
1) Without cheats; forbidden to use programs that are giving advantage to one player and program showing luck/moral and skill tree.
2) No ghost heroes.
3) Forbidden to look map or saves till game is finished.
4) Forbidden to start with Necro/Flux towns and build creature dwellings lev3-7 there.
5) Forbidden to join monsters, forbidden to select Diplo at level-up as new skill, forbidden to level-up Diplo. If all skills are on expert level and Diplo is the last - it's allowed to make it expert.
6) No scrolls level4-5.
7) No grail
8) No hillfort/carto
9) No upgrade of cons/hives
10) No DD Fly Wings.
11) Restarts: If someone has an exstremely bad map, for example heavy presents of mountains or is badly blocked he is allowed a restart within 3 own turns. Or if by random town selection he gets only weak heroes and a bad map. Opponent may check if restart conditions were adequate and if he disagree, then decision is made by third-party judge. If judge decides that there was no adequate reason for restart, then player who has asked for such restart will get automatic loss. If third-party judge or judge from team of opponent is online and ready to help, then players may consult with them while game goes. Dirt road restart is mandatory.
12) No hit-n-run:
Fleeing or surrendering from combat is not allowed in the first round if you have cast offensive magic. Does not matter if you attacker or defender.
13) Selling arts above the price is forbidden
14) DRAW CONDITION: if battle ends in a draw - then attacking player must flee
15) Players must always restart if starting hero is not Level 1. Players must check hero level on day 1.
16) - must Fight misplaced guards (FMG) rule:
"Misplaced guard" is a guard (monster) that is not guarding proper map object - this is error of random map generator. On Random Maps, ALL misplaced guards MUST be fought (this means you may not walk around a creature in order to pick up or visit any object as well as you can not walk past the guards for another zone). In case there are multiple misplaced guards for example at the middle break, you must fight "1" of the stacks (any). Also, you may not enter another zone if there is definitely some template error (like misplaced mountain or road or misplaced mountain or other object that allows you to pass without fighting proper guard).
Guards near resource mines are considered to guard only mine itself - you may pick up resources near mine without fighting guard.
17) TOWN, HERO, BONUS SELECTION:
full random. If BOTH players agree, they may pick all.
18) Combo arts allowed, except Undead King combo
19) Disconnections:
If disconnection happens, then player makes turn till end of his turn or till moment when he should attack opponent. If disconnection happens at battle, then players do same turns as before disconnection, as accurate as possible.
Map settings:
- L size, no under
- 130% diff
- 2 players, no teams
- no water
- monsters strong
- time: unlimited
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#270
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Details: If the starting area is STRONGLY blocked (many mountains or misplaced monsters on the road, etc.) or the map is poorly generated, you can restart the map within your first 3 turns. The opponent has the right to verify that there was a valid reason for the restart, and if there are doubts, the decision is made by the interportal judge. If the map conditions are deemed insufficient for a restart, the player who initiated the restart is automatically declared the loser. If the interportal judge or the tournament organizer (on the opponent's side) are online and willing to help, they can make a decision on the possibility of a restart during the game.
Oh, come on... the criteria need to be clarified somehow. Because the concept of "bad" is extremely vague, and it's easy to get into trouble or be afraid to restart an obviously terrible map.

This wording may be suitable for fan games among friends, but it is not suitable for the interportal.

The option of "somehow agreeing" is not suitable - in a match with the Poles, the Baev players have already had time to see the double standards of these guys - they start to nitpick and find fault with any trifle. So, the rules must be clearly defined.
A draw situation in battle.
Details: sometimes a draw situation arises in battle - for example, one player has a speed advantage and constantly runs away from a stronger second player. In such a situation, the attacking player must exit the battle - either by fleeing or surrendering for money.
What do we do in case of amulets of life?
On a random map, it is forbidden to bypass such a "misplaced" monster in order to pick up a Pandora's Box, an artifact, or visit an object on the map; it is also forbidden to pass into another zone.
Some kind of awkward translation... in the English version, it says "ALL misplaced guards MUST be fought," meaning you can't take anything at all from a shifted guard, not even a pile of resources.

However, there may be disputes about whether a pile is guarded or just lying nearby. Similar to what happened in Alex's game with Lesgor in the previous interportal.

To avoid this, it is recommended to attack the guard in borderline situations.
It is also forbidden to enter the neighboring zone if a map generation error is clearly visible (for example, a shifted mountain sometimes allows you to pass into a zone; there is also a bug - unguarded roads to another zone or a road through a guarded mine).
What if the only road leads to such a crack in the rocks?

Is there a restart option upon encountering this?
#271
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GM: I'll try to clarify everything as soon as possible. It's especially difficult to understand the different opinions on restarts.
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#272
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Could someone please post the interportal house rules for HW, HP, and Bay on the first page, along with a translation? Thanks in advance.
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#273
Правила HW для SoD:

0) Template is 2sm4d(3), size L+U, human players 2, computer players 0, difficulty 160%, no water, strong monsters, time limit 6 minutes.
Players choose towns and colors according to the following procedure. Towns, available for selection are reduced by 1 by each player, turn-by-turn. It's not allowed to pick same town types. When 3 towns are left, player chooses town which he will play and his opponent chooses from the rest 2 towns. Player, who chooses from 2 towns, chooses the color. Example:
invisible - Conflux
vbn - Necropolis
invisible - Fortress
vbn - Stronghold
invisible - Rampart
vbn - Castle
The rest towns are Tower, Inferno and Dungeon. invisible: "I choose Inferno", vbn: "I choose Dungeon and red color".
1) Restarts:
Players must take restart:
- if starting hero is not Level 1.
- if player has more than 1 starting town.
- if starting town hasn't Fort.
- if players have battle between them during first 6 turns. But, if both players agree, they can continue their game.
player can take 1 restart with no reason during 1st own turn.
player can take 1 restart with no reason during 3rd own turn.

2) Interdictions:
2.1 Banned hero - Sir Mullich. If this hero has 3rd level and higher - player must dismiss him at once.
2.2 Heroes-specialists of magic 4-5 level and Thant can use their magic against opponent in the following situations:
a) You have Magic Guild 4 level for 4-level magic, Magic Guild 5 level for 5-level magic and Magic Guild 3 level for Thant. If you can't build Magic Guild 4-5 level in your town (Fortress, Stronghold and Castle) - you must build all Magic Guild's levels in any 2 of your towns. Or you must take opponent's town with necessary Magic Guild level (it's not necessary to visit this town by magic specialist).
b) You visited any place where you could learn this magic, or took it from Pandora's Box or Magic Book.
This heroes can use their special magic against any neutrals.
c) You can transfer high-level spells from specialists to other heroes by Scholar skill, but hero who learned such spell can use it against neutrals and opponent only if 2.2a or 2.2b conditions are fulfilled.
2.3 Isra and Vidomina can't take Expert Necromancy. If they take it - player must dismiss these heroes during next 4 turns.
2.4 If player rescue Mullich > 3 level or Isra or Vidomina with Expert Necromancy from prison - player must dismiss them during next 4 turns.
If player buy Mullich > 3 level or Isra or Vidomina with Expert Necromancy from tavern - player must dismiss them during next 4 turns.
Player can't buy Mullich > 3 level or Isra or Vidomina with Expert Necromancy in tavern after their capitulation.
2.5 No Red Rush (Red player can't attack Blue heroes or towns or guarded mines or flag Blue's unguarded town on Day 1 of ANY week using some NEW army (army brought with new heroes, from dwellings, Pandoras, hives, conservatories, portals of summoning is NOT considered as NEW))
2.6 No Hit & Run. Attacking hero can't flee in round 1 if he used some magic of direct damage. Defending hero can cast a spell and run away.
2.7 No Joiners (you can''t join wandering monsters even without Diplomacy skill).
2.8 You can use Scrolls Level 4 - 5, but you must build corresponding level of Magic Guild. If you can't build necessary Magic Guild's level in your town - you must build all Magic Guild's levels in any 2 of your towns. Or you must take opponent's town with necessary Magic Guild level (it's not necessary to visit this town by magic specialist).
2.9 Heroes can use DD only one time a day.
2.10 Free to use Angle Wings.
2.11 No Hillfort and Carto.
2.12 Must Fight misplaced guards. If there is no guard between zones - you can move between zones.
2.13 Must Fight misplaced guards of Pandora's Boxes, Arts and any other objects. You can take chests and resources without guards fighting.
2.14 No Cloak of the Undead King.
2.15 You can dig Grail after 5 week of game.
2.16 No upgrade of 1, 6 and 7 unit levels in Conflux. Starting hero in Conflux must be random.
2.17 No Necromancy Amplifier in Necropolis.
2.18 Free to use Mercenary Camp

3. If battle ends in a draw - then attacking player must flee (even if attacking player has better army).
Example: attacking player has horde of Golems and can't kill 1 Ghost dragon which flies away.
In "shackles present during draw battle" condition it is necessary to load last savegame, repeat exactly all moves until the draw battle, dismiss army, killed in battle. Than it's necessary to remove shackles, attacking hero must attack and flee or surrender.
In the case of disconnect player has to end his turn and make a save. Than the game continues from loading this save. In the case of program crash the game continues from autosave of inactive player. If connection was lost during the fight, all moves must be repeated after loading.