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This is a support thread for editing rules and providing useful information.
Please, moderators – do not delete this thread or make any changes to it.
If you find interesting screenshots and links, please add them; we might use them.


To start playing Heroes 3 online, you need just a few things. Let's begin in order – first, determine your version of the game.
Over time, many versions and patches have been released for Heroes 3. Now I will explain what’s what.
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The Restoration of Erathia (RoE)
Patch fixes some shortcomings of the game.
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Armageddon's Blade (AB)
Patch corrects errors in the texts.
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The Shadow of Death (SoD)
Install the patch depending on your SoD version (you can find it by going to the Heroes folder and viewing the properties of Heroes3.exe).
Shadow of Death patch (3.1 to 3.2)
Shadow of Death patch (3.0 to 3.2)
I am often asked for help – I cannot install patch 3.2
In such a case, there is another way – copy the already patched Heroes3.exe into the game folder.
This patch will eliminate bugs in the game and allow you to play with platinum players, but this installation has one significant drawback – you cannot choose the "Conflux" town, and there is no map generator. To make all this possible, you need to install a map generator:
Map Generator for SoD + Instructions
If you have SoD 3.2 and need to play with 3.1, there is a patch that runs 3.2 as 3.1, while your 3.2 remains intact!
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These are three games that can be found on different discs or even in one collection,
“Platinum Edition”
The first two discs are not of interest to us because almost nobody plays these versions. If you have Platinum, you don't need to change anything.
Upon numerous requests, here is a patch for those whose game disc is damaged.
Patch fixing 100% CPU usage.
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There is another version of the third Heroes –
In the Wake of Gods (WoG)

WoG has many versions; currently, the latest is WoG3.58F.
You can install it on an old WoG or SoD (if you have SoD, it’s best to copy it into a separate folder, such as c:\Games\Heroes3.58WoG\, and then install the WoG patch there), as well as on Platinum (it is also worth making a copy).
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"WoG installation order"

1) Install The Shadow of Death (recommended option) or the Platinum Edition, or a previous version of WoG
2) When installing The Shadow of Death, the catalog is selected automatically (at least that's how it works for me); therefore, move all files from the Heroes folder to a folder whose path consists ENTIRELY of Latin letters, for example, C:\Games\Heroes III WoG[br][/br]3) Extract all files from the allion1 archive into the allion1 folder, where a file named wog358f.part01 with the WoG icon will appear, along with files with the RAR extension.[br][/br]4) Run wog358f.part01; after that, confirm the path for extracting the files (by default, this is the WogInstall folder, which will be created in the allion1 folder).[br][/br]5) After unpacking, the WogInstall folder will appear, which should be moved to the folder C:\Games\Heroes III WoG[br][/br]6) Run the install file from the WogInstall folder – after some time, a menu will appear asking you to select a language; then, a window with the inscription welcome will appear – click the next button.
A window titled list of found components will appear with 3 buttons: change patch, install, and cancel.[br][/br]7) Click change patch; in the window that opens, specify the path to the Heroes folder (C:\Games\Heroes III WoG\) and click ok.[br][/br]8) After clicking the ok button, the window titled list of found components appears again – press install.
After installing WoG, you will certainly need to install a Russian localization pack; for this:
1) Extract the three files with the wog extension from the rubeta358f archive.[br][/br]2) Move these files to the directory C:\Games\Heroes III WoG\update[br][/br]3) Run the H3Wupd.exe file in the folder C:\Games\Heroes III WoG[br][/br]Then proceed as when installing WoG
WoG 3.58F patch + Installation Instructions
Russian localization pack for WoG 3.58F

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A mod to improve the functional aspects of the interface of our favorite game, Heroes of Might and Magic 3. The original gameplay of the game remains completely untouched. Here are some of the most interesting features (although there are many): - You can change the game's resolution to any value from 800x600 to 4000x4000 (resulting in an enlarged game field/map) and launch the game in windowed mode with 32-bit color;
- The list of heroes in the Adventure Manager is increased to 8, and the list of cities is increased to 7;
- The ability to optionally select a game template in the starting random map generation (RMG);
- Optional setting of road types for starting random map generation (paved, gravel, dirt, off-road);
- Quick exchange of creatures and artifacts between heroes, as well as splitting/merging units in a hero's army;
- Russian text in the chat;
- Fixing numerous bugs: network game bugs like "not me," selling artifacts at inflated prices, hero duplication, "graying" of castles, etc.;
- Significant reduction in CPU load
... and much, much more. Also, creative individuals will have the opportunity to independently edit the graphics and text of the interface. The HoMM3 HD mod is compatible with the SoD and WoG, TE, WT configurations. Author of HoMM3 HD - Barinov Alexander Sergeevich (aka baratorch, Bara, Bary). The latest version of HoMM3 HD is 2.93u, and it is updated regularly. A detailed description and information about the HoMM3 HD mod and its installation, as well as a link to download the mod (~4 MB), can be found on the author's website http://sites.google.com/site/heroes3hd/rus/description Information about the mod was made public on websites of script-making enthusiasts back in February 2010, but at that time it was only intended for the possibility of using high screen resolutions in the game... However, this innovation became the basis for further improvements. Now the mod is filled with functional content. The latest version is HoMM3 HD 2.98f (practically final in this context).



Additional information for installing the HoMM3 HD mod

After extracting the HoMM3 HD 2.98f.7z archive into the game folder (the main, root folder), new files will appear in it:
- Heroes32.exe;
- Heroes3HDSetup.exe;
- HiRez.dll
and the folder HiRezData.

Then, run the Heroes3HDSetup.exe file, and a window with settings will appear.


In Resolution, set the screen resolution for the game, either the standard one or one you choose. For those who like to play in windowed mode and have small monitors, the minimum proportional size for the enlarged lists of heroes and cities is 864x664.
Then, select the color depth (bit depth) in Color Mode.
The version of your game is selected in the Your HoMM3 Version menu. I, for example, have SoD, but it's some kind of mishmash (English-language), so I set it to - Other (default).
The template you want to play can be selected from the drop-down list RMG Template;
In Options, adjustable game settings are located and saved - resolution, color, enabling/disabling patches, extended mode, battle options, etc. (it changes and is updated constantly). After clicking the "Open HiRez.ini" button, a text file HiRez.ini opens, in which I recommend making some changes/settings in the following sections:
- Two 'Check' buttons in Swap Manager = 0 (SoD mechanism for performing operations of exchanging troops/artifacts, so that the desired hero does not suddenly run away somewhere);
- No wait playing sounds = 1 (you can attack in battle without waiting for the music to finish playing);
- Road type = ... (road type, value 0, 1, 2, 3, 4, choose from the list // param #14).
In Executables, select the executable file of your game version (the one you usually launch from).
To save the settings, click Ok, to save the settings and launch the game, click Apply and Launch. An executable file with a double extension will appear in the game folder, for example, like SoD.exe_HD.exe or Heroes32.exe_HD.exe. Create a shortcut to it and use it.
HoMM 3 HD:

последняя версия - 5.0 RC96 (19.09.2020)

последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8

полное подробное описание
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Mini-Nostalgia Template.
A tournament is currently being played on it on the Portal, you can check the reviews (http://heroesportal.net/tavern/?id=278340&pagenum=1).

Template layout:



Recommended generation parameters - L+U for 8 players (i.e., with 6 computers). You can also play two-player, in which case the computer spots will be neutral Castles.

Player and computer starting respawns have the following content: [0-3000]*14 + [3000-6000]*6 + [10000-15000]*1. Almost standard, only the lower range is slightly expanded and denser.

Treasure zones (yellow zones) have the same content as on 2sm4d(3): [10000-15000]*9 + [15000-20000]*6 + [20000-30000]*1

Each side treasure zone has a village. The central one does not. The village type may not match the territory type.

Passages to computers are weak - 3000, passages into treasure zones are standard - 6000, passages to the central treasure zone are ГО - 45000.

In most generations, each player has 4 roads (3 to secondary zones + ГО), and the passage to the opponent is only through ГО. Exceptions occur only in the case of bugged passages forming.

Recommended rule adjustments for playing on this template:

1) Computer selection is done by players one by one in turn. The Blue player starts the selection. There should be no repeats or matches with the players' Castles. Before the game starts, the host assigns the chosen Castles to the computers.

Reason - to avoid double-builds.

2) It is allowed to run through to neighboring respawns past shifted guards (except for ГО).

Reason - computers ignore shifted guards, so players can also use this to avoid any unfair situations. Furthermore, breaking through to a computer is much easier than taking its Castle, so there is no point in this restriction.

Template file is attached.
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There has been a need for such a thread for a long time. In the current season, 5-10 games are played daily, and consequently, there are problems, but it is unclear where to turn for help. Discussing problems in the "Reports" thread is off-topic. So, in this thread: 1. we deal with unconfirmed reports; 2. we arrange make-up matches for postponed games; 3. we ask any questions about the seasonal games, about interpreting the rules in real game situations, discuss any disagreements and differing interpretations; 4. we learn how to write reports correctly; 5. we clarify inaccuracies in the ranking tables; 6. other issues during the season. I remind you that the judges of the seasonal tournament are members of the AK. Dirty_Player - icq 408722873, LeBron - icq 550279567, Mizrael - icq 27384379, Pit for LM - icq 471401475, scorp - icq 360913099, vbn - icq 252039393, Дубровин Павел - icq 482071082. You can discuss game-related problems with any of them. In many cases, a qualified explanation from one AK member is sufficient. If it is not possible to find a solution with his help, then you need to contact the AK - controversial issues thread. Or he will suggest it himself. Then we will deal with everything together. Exception – investigation of suspicions of cheating. The rules of conduct in this case are here.
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Maybe some people don't venture beyond their native HeroesWorld and don't know what's happening in the world :) Respected baratorch has created a unique and amazing patch that allows you to play your favorite game in any resolution from 800x600 to 4000x4000! If you own a widescreen monitor and are tired of playing in a small window, this patch is for you! Just take a look – installation is simple, but after that, it will be hard to convince you not to play on the HD patch. Everything works and is beautifully made (admittedly, it's still a beta, but release is just around the corner!)

To the question of whether DD works correctly (since the visible area of the map becomes larger), I will answer – yes! Check it out, download it, and be amazed, gentlemen!
Multi-Resolution patcher

version: 0.91 beta
compatibility: SoD 3.2, WoG 3.58f, TE, WT, ERA, Phoenix mod, AlexSpl SoD 3.2 XXL mod

changes:

fixed chat text positioning

now, at sufficiently large resolutions, the text 'Reading Map Files' ('Reading Map Files') no longer appears near the save dialog.

added compatibility with TE and WT (by disabling CRC checks)

added compatibility with Phoenix mod and WT (by disabling import of zdraw.dll)

fixed the large resource bar (it was created slightly longer than needed)

other minor changes, mainly concerning foolproofing

http://sites.google.com/site/heroes3hd
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II. Online Game Rules, General for All Templates (SoD version).
This section contains 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. 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 rating tournament, the crossing begins with:
- either the player lower in the ratings;
- or a Новичок who is missing from the rating table;
- or by agreement.

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

1.4. On templates with computer players, castles for the computer are selected randomly (except for the Mini-Nostalgia template, see Section III).

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

4.1. A Mandatory Restart must be taken. Players must check for grounds for a mandatory restart immediately after game generation and are required to take a restart within 1 minute in cases where:
– the starting hero is above level 1;
- the player or computer lacks a starting castle;
- no roads lead out of the starting castle;
- ГО generated right next to the starting castle (such that one cannot exit the starting castle or enter it without a battle with ГО).

4.2. Restart on First Encounter by 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 match, the game continues. Subsequent encounters occurring within the specified timeframes are not grounds for a restart.

4.3. Subjective Restarts.
Each player has the right, without explanation, 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).

4.4. 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.

4.5. Restart due to a strong block, if the block cannot be bypassed and the block cuts off the castle from the main part of the starting zone, leaving no possibility for development up to the block. This is taken until 112 inclusive.
The strength of the block is first evaluated by the player reporting 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.

5. Permitted Actions, Prohibitions and Restrictions

5.1. Red-rush is prohibited, meaning a player playing as red has no right to attack on the first day of the growth 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 could affect the outcome of the battle or losses in the battle for either player.
* Troops arriving 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 does not apply if both heroes end up in a Portal or Underground Gate during the attack.

5.2. Hit-and-run is prohibited: an attacking hero has no right to retreat in the first round of combat if they cast any magic. This prohibition does not apply to a defending hero.

5.3. Diplomacy is permitted only for reducing the cost of same-side 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.
* In Pandora's Boxes and Seer's Huts, it is permitted to receive any troops, with no restrictions on their further use.

5.4. Dimension Door spell:
- 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.

5.5.1. Visiting Cartographers is prohibited.
5.5.2. The Fort on the Hill can be used to upgrade only those creatures whose upgraded dwelling has been built in any of the player's controlled castles. Creatures whose upgrade is prohibited in clause 5.8 cannot be upgraded.

5.6. Transitions between zones.
On all templates except XL+U size templates:
5.6.1. 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.
5.6.2. If the guard of the passage between zones is shifted deep into the neighboring zone, then passing into that 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.
5.6.3. It is permitted to penetrate into a neighboring zone without breaking the passage guard in order to visit an object belonging to the zone where the player is located.
5.6.4. When passing through a Portal or Underground Gate, it is sufficient to eliminate the guard at the entrance.
5.6.5. In the absence of passage guards, free transition from zone to zone is permitted.
5.6.6. It is permitted to penetrate into neighboring zones using Angel Wings, Dimension Door and Fly spells, without destroying the guard.
5.6.7. 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.

5.7. 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, it is prohibited to take Pandora's Boxes, Magic Scrolls, Artifacts or visit any objects beyond the guard.

5.8. Castle Restrictions.
5.8.1. 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.
5.8.2. In the Necropolis castle, it is prohibited to build the Necromancy Amplifier.
When playing as Necropolis, choosing Galtran as the starting hero is prohibited. If Galtran arrives not as a starter, developing him is permitted for any castle.
5.8.3. If an upgrade of level 1, 6, and 7 monsters was made in a computer player's 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.

5.9. It is prohibited to assemble the composite artifact Cloak of the Dead King. All other composite artifacts may be assembled.

5.10. Restrictions on heroes Izra and Vidomina.
5.10.1. Izra and Vidomina are permitted to upgrade the Sorcery skill to expert level only with the last offered skill or via the Scholar Librarian. In this case, there are no restrictions on further use.
5.10.2. Izra and Vidomina who obtained the expert Sorcery skill by a method other than specified in clause 5.10.1 may attack neutral monsters only with subsequent surrender or buyout. In doing so, they have no right to use the Shackles of War artifact.
5.10.3. 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 clause 5.10.2.

5.11. Use of Level 4 and 5 Magic Scrolls.
5.11.1. 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 Mage Guilds of all levels in any two castles you own. Visiting said castle with a hero is not mandatory. It does not matter whether castles with built Mage Guild levels are subsequently controlled.
5.11.2. Scrolls can be used if:
- the corresponding spell was obtained by any of your heroes in a Pandora's Box (even if this hero lacks sufficient wisdom skill to learn this spell);
- the corresponding spell was obtained by any of your heroes after visiting the Scholar Librarian;
- a Magic Book of the required element was found;
- said spell was obtained in the Pyramid.

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

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

5.14. 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 for 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 – 6; 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 – 0; teams – 0; no water; strong monsters; difficulty 160%, turn time limit – 8 minutes.
Additionally:
- 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 player's request if:
a) they lack ГО in the passage through which the road leads to the central treasure zone;
b) they lack 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 (e.g., 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:
- To exit your zone into the central treasure zone (zone 5), as well as to pass from the central treasure zone to 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 Dimension Door spells is permitted:
a) between any of 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, provided that 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.
Additionally:
- 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 Dimension Door spells is prohibited.
- On the Panic template, heroes Solmir, Dimer and Aislinn can use their signature spell against opponent's heroes only if the player has built a 4th level Mage Guild in one of the cities or captured a city 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 Librarian;

5. Templates 2sm2с, Balance(200), skirmish at 200% difficulty - M-200% tournament rules:
Map setting options: players – 2; computers – 0; teams – 0; map size M; no water; medium monsters; difficulty 200%; turn time limit – 4 minutes.
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 the second castle.
- Restart at the request of a player who has a stone or wood mine, and on the Balance template the second castle is guarded by monsters of level 3 and above or archers of level 2.
After each restart, players switch colors.
Additional rules.
- 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's heroes only in cases:
a) if the player has built a 4th level Mage Guild in one of the cities or captured a city 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.
c) 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);
d) 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.
Additionally:
- 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 allowed.

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 draft. Castles for computer players are chosen by human players one by one from the list of remaining castles. The player who drafted first starts choosing. All starting castles must be different. Before the start, the player creating the game assigns the chosen castles to the computer players.
Additionally:
It is prohibited to pass by a shifted ГО. Passing by shifted guards of other passages between zones is allowed.

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 made:
- either in the usual way - by draft,
- 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 except the Fair Play rule and the prohibition of using bugs (clause 5.13) are cancelled.
Не бійся коли ти один, бійся коли ти нуль.

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SoD 6 min SMKA 580248855

Terms and abbreviations

7. Dictionary: terms, abbreviations, commonly used hero slang.
Terms in these rules correspond to the Russian translation of the game Heroes of Might and Magic III (version 4.0), made by Buka Company (Platinum Edition), as described in "Physics of the World of Heroes" and conventional notations, which are commonly used when describing templates.
The word "castle" in these rules refers to any city on the game map.
Specific concepts used in the game: names of castles, artifacts, objects, spells, etc., are written with a capital letter and highlighted in italics.
Abbreviations:
ГО - Main Guard - strong guard (value=45000) between zones that are starting locations for players.
ГМ - Mage Guild.
ДД - Dimension Door = Spatial Gate spell = Dimension Door.
КВ - there are two possible interpretations: Book of Air or Book of Water - in games on SoD, it is usually the first one.
КЗ

Commonly used hero slang:
External Dwelling = dwelling = нычка
Bugged passage - a passage between zones that should not exist according to the template scheme. Often occurs when generating a mine at the border of two zones.
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HoMM6, WT, right now. In the two previous posts, the PROJECT of the next (third) edition of our rules is presented – for now, sections II and III. This edition is experimental and will come into effect with the summer season. Based on the results of the "testing," we will either adopt it definitively or hold a vote on controversial points. Therefore, I am looking forward to discussions of real game situations, not theoretical reflections on what is better or worse. In the tournaments that are already underway, the previous edition continues to be in effect, unless the organizers decide otherwise. During the transition period – in the summer of 2013 – the seasonal tournament will be played according to the third edition, and newly started tournaments will be at the discretion of the organizers. For those who are too lazy to read, here is a brief overview of the changes. 1. I have changed the structure. Now, section II contains the rules that are common to all templates (in previous editions, these were the rules for the CM – Castle Might). Section III contains additional information and individual rules for specific templates. In this connection, I have made many minor changes that do not affect the essence of the rules but are necessary in meaning. 2. I have reworked 5.10. Restrictions on heroes. This is where the largest number of significant changes have been made. - To solve the problem with chains, I have changed the points regarding Izra and Vidomina. In the previous edition, the possibility of splitting these heroes was not taken into account. I carefully read the discussion. Several options were proposed, from "do not change anything" to "completely cancel." I chose a compromise option – we will use one day, and in the future, we will not accumulate skeletons on neutral creatures. If there are problems in games, we will think further. - I have completely removed the restrictions on Mullich. If we feel serious inconvenience, we will return them. Experiment. - I have removed the restrictions on Tantu and level 4 magic specialists from the general rules. However, I have added points that restrict Solmyr, Dimera, and Aislinn on the Panic template and in the rules for the M templates at 200% difficulty, where this is significant. 3. Point 5.5 now looks like this:
5.5.1. Visiting Cartographers is prohibited. 5.5.2. The Fort on the Hill can only be used to upgrade those creatures whose upgraded dwelling has been built in any of the player's controlled castles. It is not allowed to upgrade creatures whose upgrade is prohibited in 5.8.
Indeed, regarding the Fort on the Hill, this is a logical suggestion. 4. I have added rules for the 2sm2c, Balance, and skirmish templates to section III for 200% difficulty. This is the main part. It would be good if you read it and wrote if there are any errors or typos. When I reread it 50 times, I no longer notice everything.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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8. Template Diamond:
Map settings options: map size L+U; players – 2; computers – 6; teams – 0; no water; strong monsters; difficulty 160%; time limit per turn – 8 (4?) minutes.
Castle selection. Players choose their castles in the standard way. After that, 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 order. All starting castles must be different.
Additionally:
Rush is allowed.
It is forbidden to pass by a shifted GO. It is permissible to pass by shifted guards of other passages between zones.


Each restart upon encounter reduces the deadline for subsequent restarts upon encounter by 1 day (but not less than 113).
Стратегия - искусство возможного.

Первое правило форума :
"Хвалу и клевету приемли равнодушно
И не оспаривай глупца" (с)

Новичкам: ВНИМАТЕЛЬНО перечитайте ВЕСЬ первый пост по нижеприведенной ссылке и 90% ваших вопросов отпадут( на остальные 10% с удовольствием отвечу):
Правила онлайн игр
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Let's play? 263293484


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22.09.2013 There is:
2.10. Restrictions on the heroes Izra and Vidomina. 2.10.1. Izra and Vidomina are allowed to upgrade the Wizardry skill to the Expert level only with the last available skill or with the help of a Scholar. In this case, there are no further restrictions on its use. 2.10.2. Izra and Vidomina, who have acquired the Expert Wizardry skill in a way other than that specified in paragraph 2.10.1, can only attack neutral monsters, followed by surrendering or paying a ransom. In this case, they are not allowed to use the Shackles of War artifact. 2.10.3. Izra and Vidomina, released from prison with Expert Wizardry, can be used without restrictions during the day they were obtained. Subsequently, the use of these heroes is limited by paragraph 2.10.2.
2.10.2. attack a hero, a city, a mine with a garrison, or neutral monsters, ??? Add: 2.10.4. Izra and Vidomina, attacked by an opponent or a computer player, are allowed to defend themselves without restrictions. There is:
2.6. Transitions between zones. The words "a specific passage between zones" on a generated game map refer to the space between obstacles that form the boundaries of zones, 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 scheme indicates that there is only one passage. On all templates, except for XL+U size templates: 2.6.1. To pass from one zone to another through a specific passage, it is necessary to eliminate the guard of this passage. If there are several guards on the passage, it is enough to destroy any one of them. 2.6.2. If the guard of the passage between zones is moved deeper into the adjacent zone, it is allowed to pass into this zone to eliminate it. If there are several guards of the passage, it is allowed to pass into the adjacent zone to eliminate any guard at the player's choice. Eliminating the guard in these cases should be the first action in the new zone. 2.6.3. It is allowed to penetrate into the adjacent zone without eliminating the guard of the passage in order to visit an object belonging to the zone in which the player is located. 2.6.4. When passing through a Portal or Underground Gate, it is enough to eliminate the guard at the entrance. 2.6.5. In the absence of a passage guard, it is allowed to freely pass from zone to zone. 2.6.6. It is allowed to penetrate into adjacent zones using Angel Wings, Spatial Gate, and Flight spells, without eliminating the guard. 2.6.7. It is allowed to pass by the passage guards, without destroying them, if: - the player has already passed through this passage (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 undeniable evidence that the guard was destroyed. On XL+U and Diamond size templates, it is allowed to pass from one zone to another without eliminating the moved guard.
2.6. Transitions between zones. The words "a specific passage between zones" on a generated game map refer to the space between obstacles that form the boundaries of zones, 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 scheme indicates that there is only one passage. Portals and Underground Gates are also passages between zones. On the 2SM4d(3), Jebus cross, Panic, Balance templates, and M size templates: 2.6.1. To pass from one zone to another through a specific passage, it is necessary to eliminate the guard of this passage. If there are several guards on the passage, it is enough to destroy any one of them. After destroying any one guard, the player can use this passage without restrictions, and his heroes can freely pass by the remaining moved guards of this passage. 2.6.2. If the guard of the passage between zones is moved deeper into the adjacent zone, it is allowed to pass into this zone to eliminate it. If there are several guards of the passage, it is allowed to pass into the adjacent zone to eliminate any guard at the player's choice. Eliminating the guard in these cases should be the first action in the new zone. 2.6.3. It is allowed to penetrate into the adjacent zone without eliminating the guard of the passage in order to visit an object belonging to the zone in which the player is located. 2.6.4. When passing through a Portal or Underground Gate, it is enough to eliminate any one guard at the entrance. 2.6.5. It is allowed to pass by the passage guards, without destroying them, if: - the player has already passed through this passage (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 undeniable evidence that the guard was destroyed. On the Nostalgia and Mini-Nostalgia templates, it is forbidden to pass by the moved GO. It is allowed to pass by the moved guards of other passages between zones. On XL+U and Diamond size templates, it is allowed to pass from one zone to another without eliminating the moved guard. Additional rules for transitions between zones for the Jebus cross template - paragraph III.3. On all templates, except for Jebus cross (see paragraph III.3 for Jebus cross), Panic, Balance, and M size templates (see III.5): 2.6.6. In the absence of a passage guard, it is allowed to freely pass from zone to zone. 2.6.7. It is allowed to penetrate into adjacent zones using Angel Wings, Spatial Gate, and Flight spells, even if none of the guards between these zones have been destroyed. On the Panic and Balance templates, it is additionally forbidden to penetrate into treasure zones through bugged passages until the guards corresponding to the template scheme are eliminated.
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Pit for LM (red, Fortress, Tazar, Tazar) def M4-Masterkey (blue, Rampart, Ivor, Ivor), Jebus, 132. /topic/at/328958/

Tiamath (red , Barbarian, Kreg, Kreg) def Aldegir(Blue, Swamp, Tazar, Tazar)Jebus Cross, 215 /topic/at/329487/

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Mizrael /topic/at/282537/
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Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
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23.07.2010 Hardcore+ (red, Necropolis, Gosha) def Tovariщ (blue, Dungeon, Shakhti) 111 2sm4d(3)

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