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The current version of the rules can be found in the Important Topics section:
Heroes 3 Tournament - Tournaments for Heroes 3 - ONLINE
.



Rules in effect from November 18, 2007, to November 30, 2010.
Discussion of the new edition of "Rules for online games in Heroes III and the seasonal Player Rating tournament".

Useful info: templates, maps, programs.

Let's agree to play 3-//online! . . . Player Rating in Heroes III online

Rules for online games in Heroes III
and the seasonal Player Rating tournament.

(Version 2.3)
In effect from December 1, 2010, to August 31, 2013.

I. General organizational issues.

1. Online matches are held on any version of HoMM3 (SoD 3.2, 4.0; WT, ТЕ 1.03q, ТЕ-light ...) by mutual agreement of the players or according to tournament regulations.

2. The use of additional programs that speed up the gameplay process is permitted, specifically:
- A program for fast exchange of troops and artifacts between two heroes in Heroes III - HMM3_Lighter,
- Animation accelerator in battles - Cranim,
- A mod to improve the functional part of the interface - HoMM3 HD.
The player using these programs and files is responsible for all bugs that arise from their use.
The use of any other additional programs and files affecting the Gameplay without agreement with the opponent is prohibited.

3. You can find an opponent in the topic Let's agree to play 3-//online!, where anyone wishing to play leaves their request in any form, but must include their ICQ. To facilitate finding opponents, it is recommended to also specify the main nuances of the mandatory conditions under which you are willing to play.
/Example.
invisible, Platinum or WoG, turn time 6 minutes, random L+U, template 2SM4d(3), ICQ XXX-XXX-XXX. Waiting two hours./


4. Games are played on random maps generated via templates.
Template selection for the game is carried out by agreement.
Various templates and recommended settings and rules for each can be found in the topic Useful info: templates, maps, programs.
/To play on a preferred template, you must copy the template text file attached to the description into the Data folder (located in the folder where Heroes is installed), rename it to rmg.txt if necessary, and restart the game for changes to take effect./
Also, a template for the game can be chosen from a list of templates by elimination (crossing out). Currently, the most common templates are 2SM4d(3), 8mm6/8mm6a, Jebus cross, Balance, Panic, Nostalgia, Mini-Nostalgia, 8xm12/8xm12a, 6LM10a, Anarchy. There are dozens of other templates. First, players agree on which templates to include in the list, then they remove unwanted templates from this list. The blue player starts crossing out templates. Each takes turns crossing out one template from the list until only one last one remains. That is the template used for the game.
/Example.
Players agreed on a list of 5 templates: 2SM4d(3), Balance, Jebus cross, Mini-Nostalgia, 8mm6a.

Pit : 1. balance
numOne : 2. 8mm6
Pit : 3. 2SM4d(3)
numOne : 4. Jebus cross
This means we play on Mini-Nostalgia./


5. Games on fixed maps are also possible. Map selections and rules for playing them can be seen in the posts:
- Best fixes from the St. Petersburg championships,
- Maps of the "Seasons" tournament (winter 2009-10).

6. Players are required to make daily saves, keep them until the end of the tournament (i.e., until results are finalized and the winner is awarded), and present them upon first request by the tournament leader/judge/AK member.
If saves are missing for any reason, the leader/judge/AK will rely on the saves presented by the opponent. Claims against the opponent or judges in such a case will not be accepted.

7. Terms in these rules correspond to the Russian translation of Heroes of Might and Magic III (version 4.0) made by Buka Company (Platinum series), the description in "Physics of the World of Heroes", and the conventional symbols commonly used when describing templates.
The word "castle" in these rules refers to any town on the game map.
Specific concepts used in the game: names of castles, artifacts, objects, spells, etc. - are written with a capital letter.
Abbreviations:
ГО - Main Guard (strong guard (value=45000) between zones starting for players),
ГМ - Mage Guild.

II. Rules for online games on template 2SM4d(3) and SoD version.

1. Description and text file of the 2SM4d(3) template.

2. Map setting options:
humans – 2; computers – 0; teams – 0; map size L+U; no water; strong monsters; difficulty 160%; turn time limit – 6 minutes.

3. Selection of color and castles.
Castle selection is carried out by elimination. Players take turns crossing out (removing) those they do not want to play with from the full list of 9 castles, until 3 castles remain. The player who started crossing out first chooses a castle for themselves from the remaining three, and then the second player chooses a castle from the remaining two and declares the color they wish to play.
/Example:
invisible - Conflux
vbn - Necropolis
invisible - Fortress
vbn - Stronghold
invisible - Tower
vbn - Castle
invisible chooses from the remaining (Inferno, Dungeon and Tower) - Inferno, then vbn – Dungeon and red color./


4. Restarts.
4.1. Mandatory restarts:
– if the starting hero is above level 1;
- if a player or computer lacks a starting castle;
- if no roads lead from the starting castle;
- if ГО generated right next to the starting castle (such that one cannot exit the starting castle or enter it without a battle with ГО).
A mandatory restart is taken immediately after game generation (within 1 minute).

4.2. Restart on first encounter by day 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 a castle or mine of the opponent).
If an encounter occurs within the specified period, either opponent has the right to demand a restart immediately after it.
If both players agree to continue the game, the game continues. Subsequent encounters occurring within the specified periods are not grounds for a restart.

4.3. Subjective restarts:
each player has the right to take a restart/restarts no later than the end of their turn on the corresponding day, i.e., start a new game with map regeneration. One can 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 same time as a player's wish, if their only road leads to ГО. 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 for 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 before the block. Taken up to 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. So-called "red-rush" is prohibited, meaning a player playing with red color does not have the right to attack on the first day of the 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 may affect the outcome of the battle or losses in the battle for either player.
* Troops that arrive with purchased heroes, as well as troops from Dwellings (caches), 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 does not have the right to retreat in the first round of battle if they cast any magic. This prohibition does not apply to the defending hero.

5.3. Diplomacy is permitted only for reducing the cost of buyout 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 escape.
* In Pandora's Boxes and Seer's Huts, it is permitted to receive any troops; there are no restrictions on their further use.

5.4. The Dimension Door spell can be used by any hero no more than 1 time per day.

5.5. Visiting Cartographers and Fort on the Hill is prohibited.

5.6. Transitions between zones.
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, it is sufficient to destroy any one of choice.
5.6.2. If the guard of the passage between zones is shifted deep into the neighboring zone, then passing into this zone is permitted for its elimination. In the presence of several passage guards, passing into the neighboring zone to eliminate any guard of the player's choice is permitted. Elimination of the guard in these cases must be the first action in the new zone.
5.6.3. It is permitted to enter a neighboring zone without breaking through 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 a passage guard, free transition from zone to zone is permitted.
5.6.6. It is permitted to enter 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.

5.7. Before
- visiting any object,
- taking a Pandora's Box, Magic Scroll, Artifact
by any means (including using Fly, Dimension Door spells and Angel Wings), it is necessary to eliminate the corresponding guard.
Chests, Campfires and resources may be taken both with the help of the aforementioned spells and Angel Wings, as well as from under a shifted guard.
The Border Guard is equated to an object/artifact guard, and without visiting the corresponding Key Keeper's Tent and removing the Border Guard, one cannot take Pandora's Boxes, Magic Scrolls, Artifacts, or visit various objects behind the guard.

5.8. Castle restrictions.
5.8.1. In the Conflux castle, it is prohibited to upgrade level 1, 6, 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 a necromancy enhancer.
When playing as Necropolis, choosing Galtran as the starting hero is prohibited. If Galtran arrives not as a starter, he CAN be developed, for any castle.

5.9. Collecting the composite artifact Cloak of the Dead King is prohibited. All other composite artifacts may be collected.

5.10. Hero restrictions.
5.10.1. Sir Mullich level 3 or higher cannot attack heroes, towns, mines with a garrison and neutral monsters.
5.10.2. Izre and Vidomine are permitted to upgrade the "wizardry" skill to "expert" level only as the last offered skill. In this case, there are no restrictions on further use.
5.10.3. Izra and Vidomina who obtained expert wizardry in a manner other than specified in point 5.10.2 cannot attack heroes, towns, mines with a garrison and neutral monsters.
5.10.4. All level 4 magic specialist heroes, as well as Tant (who has the level 3 spell Raise Dead), can use their profile spells against an opponent if one of the following conditions is met:
a) Level 4 Mage Guild is built in any of the controlled castles (level 3 is required for Tant). If your castles do not have the required Mage Guild level, it is necessary to fully build out all levels of the Mage Guild in any two castles that belong to you. Visiting this castle with a hero is not mandatory. If the condition is met, it does not matter whether castles with built-out Mage Guild levels are subsequently controlled.
b) The corresponding spell was obtained by any of your heroes in a Pandora's Box (even if this hero does not have sufficient wisdom skill to learn this spell) or after visiting the Learned Scholar, a Magic Book of the required element is present, or an Orator's Hat is present (for level 5 spells);
c) To use Tant's profile spell, any of your heroes has found and visited the Sanctuary of Magical Thoughts with the Raise Dead spell.
* Against neutral monsters, as well as against a computer (if one is present on the map), level 4 magic specialists and Tant can use their profile spells without the above restrictions.
5.10.5. Level 4 magic specialists and Tant can transfer their spells to other heroes, but until any of conditions 5.10.4.a, b, or 5.10.4.c for Tant are met, these trained heroes cannot use these spells against neutral monsters, the computer, or an opponent.

5.11. Using Level 4 and 5 Magic Scrolls without building the corresponding Mage Guild level in any of your castles is prohibited. If your castles do not have the corresponding Mage Guild level, you must proceed according to sub-paragraph 5.10.4.a. Also, scrolls can be used if point 5.10.4.b is met or upon receiving the required spell 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 to sell Artifacts or Magic Scrolls at the Artifact Merchant in Tower, Conflux and Dungeon castles at prices that do not correspond to their actual price.
5.13.2. Using the bug for viewing an opponent's hero is prohibited.
5.13.3. Use of a hero without an army (there must be at least one unit in the army) is prohibited. Before dismissal, the entire army can be taken.

5.14. Actions not prohibited/restricted by these rules are permitted.
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III. Rules for online games on other templates and SoD version.

Descriptions and text files of the most popular templates, as well as information on how the random map generator works, can be found in the topic Useful info: templates, maps, programs
When playing on templates other than 2SM4d(...), it is recommended to adhere to the general rules outlined in section II, with individual differences for each template.

1. Differences for 8mm6/8mm6а, 8xm12/8xm12a, 8xm8/8xm8а, 6LM10/6LM10a, Spider:
- Map settings: XL+U, 2 humans + 6 computers, difficulty 160%, turn time limit – 8 minutes.
- Restart for slow roads. Taken at the request of at least one opponent immediately after map generation.
- It is permitted to move from respawn to respawn without breaking shifted guards.
- If a computer's castle has an upgrade of level 1, 6, or 7 in the Conflux or level 4 in the Necropolis, it is forbidden to upgrade your own troops of these levels or hire the upgraded version of creatures. If the Necromancer Amplifier is built, upgrading vampires is forbidden, but additional skeletons do not need to be dismissed.
- DD can be used 2 times a day with expert air magic.

2. Differences for Jebus cross:
- Standard map settings: size XL-U, two players, no water, monsters - strong, difficulty 160%, turn time limit – 10 minutes.
- In the Necropolis castle, Galtran can be chosen as the starting hero.
- Restart for slow roads. Taken at the request of at least one opponent immediately after map generation.
- To exit your zone into the central treasure zone (zone 5), and to move from the central treasure zone to other zones, it is necessary to break the corresponding ГО. Using bugged passages between the central treasure zone and a specific zone is forbidden until the ГО between these zones has been broken.
- Moving via bugged passages between two zones 1-4 is only allowed if the ГО between the central zone 5 and both of these zones have been broken.
- Mandatory restart if a player completely lacks a ГО 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 request of a player who:
a) lacks a ГО in the passage through which the road leads to the central treasure zone;
b) whose only road leads into a ГО;
c) lacks a road to the central treasure zone,
are taken on the day these facts are discovered.
If subjective restarts remain, then a subjective restart of the player's choice is used (e.g., on 124, the remaining restart 111 can be taken).
If subjective restarts have run out, the player is entitled to request an additional restart.
- Transition between zones using the Angel Wings artifact and Fly and Dimension Door spells is permitted:
a) between any of zones 1-4 and central zone 5, if the ГО of any passage between the corresponding zones is broken;
b) between two zones 1-4, if the ГО between central zone 5 and both these zones are broken;
c) in cases of multiple ГОs for one passage - to approach a ГО chosen by the player, provided that the first action in the new zone must be the elimination of this ГО.

3. Differences for Panic and Balance:
- Standard map settings: size L-U, humans - 2, computers - 0, no water, monsters - strong, difficulty 130% (rook), turn time limit – 6 minutes.
- It is forbidden to enter treasure zones (10 on Balance, 6, 9, 12 on Panic) via bugged passages.

4. Differences for Nostalgia:
- Map settings: XL+U, 2 humans + 6 computers, difficulty 160%.
- Restart for slow roads. Taken at the request of at least one opponent immediately after map generation.
- Restart at the request of a player whose only road leads into a ГО. Taken on the day this fact is discovered.
- It is forbidden to pass by a shifted ГО. Passing by shifted guards of other passages between zones is permitted.
- If a computer's castle has an upgrade of level 1, 6, or 7 in the Conflux or level 4 in the Necropolis, it is forbidden to upgrade your own troops of these levels or hire the upgraded version of creatures. If the Necromancer Amplifier is built, upgrading vampires is forbidden, but additional skeletons do not need to be dismissed.
- DD can be used 2 times a day with expert air magic.

5. Differences for Mini-Nostalgia:
- Map settings: L+U for 8 players (i.e., with 6 computers). It is also possible to play as two people, in which case neutral castles will be in place of the computers.
- To avoid double-builds, the choice of castles for computers is made by players alternately, one at a time. The blue player starts the selection. There should be no repetitions or matches with the players' castles. Before starting the game, the host assigns the chosen castles to the computers.
- It is forbidden to pass by a shifted ГО. Passing by shifted guards of other passages between zones is permitted.
- If a computer's castle has an upgrade of level 1, 6, or 7 in the Conflux or level 4 in the Necropolis, it is forbidden to upgrade your own troops of these levels or hire the upgraded version of creatures. If the Necromancer Amplifier is built, upgrading vampires is forbidden, but additional skeletons do not need to be dismissed.

6. Differences for Anarchy (SoD/TE-light only):
- Map settings - L+U, two players, turn time limit – 6 minutes.
- All rules are canceled except for fair play.
- There are no restarts for meeting or blocking.
- EVERYTHING ELSE IS PERMITTED! That is, there are no restrictions on diplomacy, shifted guards, same-faction castles, use of scrolls, red-rushing, etc. There are also no restrictions on Necromancers and Flux.
- Two options for choosing starting castles are possible - either a standard choice or full random, meaning a random starting castle, hero, and resource. In the second option, players switch colors with every subjective restart taken; in objective restarts (hero level, bugs, etc.), colors do not change.

IV. Differences for WT version.

Item under discussion

V. Non-standard and disputed situations. Judging.

This item is currently in the same stage of discussion. Therefore, for now, we are guided by what was in the previous Rules:

Fair play
The most important point: players must play fair and respect each other.
- It is forbidden to use cheat codes and all kinds of "bugs" during a match.
- No one has the right to open saves of an unfinished match except for the judge/tournament leader or a member of the AC, and only when a disputed situation arises in the match. If at the moment a disputed situation requiring the opening of saves occurs, there is no connection with the judge/leader/AC, the match must be interrupted and saved by both participants until contact with the judges is established.
- It is forbidden to open the map on which the game is being played in the editor before the end of the match.
A match is considered finished when one player has completely destroyed the second or one of them surrenders, which must be confirmed via ICQ. Only after this is it permitted to open saves and view the map in the editor.
Players who agreed to the game are responsible for all actions that occurred on players' computers during the match and/or related to an unfinished game.

Miscellaneous
If a "stalemate" situation occurs in battle, the attacking player must retreat. For example: the attacker is left with 100 dwarves during the battle, while the defending hero has 1 fly. And 100 dwarves simply cannot catch the fly. In this case, the attacker with 100 dwarves must retreat (or pay off). If someone is wearing "shackles of war," it is necessary to load the last save, repeat all moves exactly as they were made before this battle, and dismiss the troops that were killed during this battle. Then the player(s) who had the shackles on must remove them, the attacker must attack and flee/pay off.
If a disconnect occurs during the game, the player whose turn it was finishes their move and saves the game. Then they load from this save and continue. Alternatively, they load the autosave of the player who was inactive at that moment. If the connection was interrupted during a battle, then after loading, all battle moves are repeated as closely as possible to those before the disconnect.
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VI. Seasonal Ranked Tournament.

1. Tournament Regulations.

This section is currently under discussion. Therefore, for now, we are guided by what was in the previous Rules:

- The rating takes into account both online games on random maps and games on fixed maps.

- Any changes to the rules are allowed with mutual consent of the players, except for the fair play clause. That is, you can play according to mutually agreed-upon rules or even without any rules at all. If an agreement cannot be reached through negotiations regarding a change (addition) to any rule, the players follow these rules. HOWEVER: We recommend that you discuss all this in advance via ICQ, because if controversial issues arise, the judge will base his decision on the following when making a verdict: these rules, logs provided from ICQ, and (in cases not covered by these rules), based on his personal discretion.

- In order for games to be included in the ranking table, it is necessary to submit reports in the Online Game Reports and Confirmations topic.
For ease of maintaining the ranking table and statistics, reports should be written according to the following scheme:
Date of game. Winner (color, castle, starting hero, main hero) def Loser (color, castle, starting hero, main hero), template (if fixed map, then name of the map), game time.
For example,
vbn (red, dungeon, Shakti, Shakti) def invisible (blue, inferno, Pyrrhus, Marius) 2SM4d(3) 136.
The name of the template can be found during the game in "scenario information".
It is mandatory to write such a report if the players want these games to be taken into account in the rating. If desired, you can describe the matches in more detail. The game will only be counted after submitting the above-mentioned report and confirmation from the loser.

Additional conditions:
I. After publishing the report on the forum, the winner is advised to send the opponent a link to this report via ICQ for confirmation (it is advisable to save these logs).
II. If a player cannot confirm the report in the corresponding topic for some reason, he must contact the seasonal tournament administrator and confirm the report by any other means (private message, ICQ, etc.).
III. If a player has outstanding unconfirmed reports about lost games, all his subsequent reports will not be counted until the debts are paid off.
IV. If one report is not confirmed by a player, and at least a formal reason for non-confirmation is indicated (investigation of unfair play), then reports about the victories of this player will continue to be counted.

- The player with the best result in the seasonal ranking becomes the "season winner" and is awarded a medal under their avatar.

2. Rating Calculation Formulas.

From November 2007 to February 2009, the rating was calculated using the formula proposed by SS-D and reset each season.
The Spring 2009 season was calculated using two systems: the old SS-D system and the new system proposed by StickyFingaz. Starting from Summer 2009, the forum voted to switch completely to the new system, which calculates both the seasonal rating, which is reset at the beginning of the season, and the permanent rating, which has not been reset since March 1, 2009.
"Zero" level is considered to be 1500 rating points, which are given to all players before the first game that is taken into account in the rating.

The rating is calculated as follows:

Let R1 and R2 be the initial ratings of the players.

The coefficients for the difference between player ratings are calculated as follows:
f1=max(-1, min((R1-R2)/400, 1));
f2=max(-1, min((R2-R1)/400, 1));
where min and max are functions that return the minimum and maximum of two numbers.

Points awarded for a win (WP) and loss (LP) are calculated as follows:
WP1=max(1, 16*(1+f1));
WP2=max(1, 16*(1+f2));
LP1=min(-1, 16*(-1+f1));
LP2=min(-1, 16*(-1+f2));

If the first player wins, then
R1->R1+(int)WP2;
R2->R2+(int)LP1;

if the second player wins, then
R1->R1+(int)LP2;
R2->R2+(int)WP1;

if the game ends in a draw, then
R1->R1+(int)((WP2-WP1)/2+0.5);
R2->R2+(int)((WP1-WP2)/2+0.5);

where (int) is a function that returns the integer part of a number.

-------------------------------------------------

In developing these Rules, materials from heroesportal.net and other friendly resources were used.
Version 2 was based on the Rules that were used from November 2007 to November 2010.
Thank you to everyone who actively participates in the development and discussion of the rules, as well as in running the seasonal Ranked Tournament. Special thanks to:
SS-D - the first tournament administrator (November 2007 – February 2009),
invisible - tournament administrator and judge (November 2007 – February 2009),
vbn - tournament administrator and judge (spring, summer, autumn 2009), author of the HMM3_Lighter program,
as well as ewgeniy1985, Деконтаминатор, Wicc, Neoandy, Дубровин Павел, Oelm, Kluka, Javdet, pHOMM, Dirty_Player, КостяN and other players for their valuable comments.

Sincerely,
Pit for LM, tournament administrator and judge since December 2009.
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15 years ago
It is allowed to use additional programs, making the game process faster, including:
- The program for quick army and artifacts exchange between two heroes - HMM3_Lighter,
- The file increasing animation speed in battles - Cranim,
- Mod for improving game interface - HoMM3 HD.

II. Rules for on-line games on 2SM4d(3) template and SoD version.

1. The description and text file of 2SM4d(3) template is here.

2. Map options:
human players – 2; computer players – 0; teams – 0; map size - L+U; no water; strong monsters; difficulty - 160%; time limit – 6 minutes.

3. Color and castle choosing.
The choice of castles is conducted by the elimination procedure. Players eliminate unwanted castles turn by turn, from a complete set of 9 castles, until 3 castles remain. The player who started procedure chooses the castle from the three remaining. Then the second player chooses a castle from the two remaining and declares the color he wish to play.
/An example:
Maretti - Conflux
Pit - Necropolis
Maretti - Fortress
Pit - Stronghold
Maretti - Rampart
Pit - Castle
Maretti chooses from the remaining (Inferno, Dungeon and Tower) - Inferno, then Pit - Dungeon and red color./


4. Restarts.
4.1. Obligatory restarts:
– if starting hero is not level 1;
- if player has no starting castle;
- if there are no roads leading from starting castle;
- if Main Guard (MG, guard between starting zones of opponents) is generated right up to starting castle (so you can't leave or enter starting castle without fighting the MG).
The obligatory restart must be taken right after the map generation (in one minute).

4.2. Restart after the first meeting until 115-116-117 inclusively for cobblestone-gravel-dirt roads correspondingly.
The meeting is a direct contact between players, i.e. any battle between them (the battle between any heroes, the battle with opponent's garrison of castle or mine).
If a meeting happened in the above-noted period then any player right after it can demand a restart.
If both players agree to continue then the game goes on. The following meetings happened in the above-noted period can't be the reasons for restart.

4.3. Subjective restarts:
each player has a right to take a restart until the end of his turn in a corresponding day, i.e. to start a new game with newly generated map. It is allowed 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 1 restart on the third day (113).

4.4. Restart by the will of player who has the only road leading to MG. It is taken on the day when the fact is established, but not after 115.
If player has subjective restarts remaining, he spends subjective restart of his choice (for instance, you can take remaining 111 restart on day 114).
If all subjective restarts are spent and player found that the only road is leading to MG, he has a right to demand an additional restart.

4.5. Restart by the strong block, if it is impossible to go round this block and it divides the castle from the main part of the starting zone, leaving no opportunity for development. It is taken until 112 inclusively.
The strength of the block is evaluated in the first instance by the player declaring about the block, then by his opponent, then, in the case of an argument between players, by the judge.
If player has subjective restarts remaining, he spends subjective restart of his choice (for instance, you can take remaining 111 restart on day 112).
If all subjective restarts are spent the player has a right to demand an additional restart.

5. Allowed actions, bans and restrictions

5.1. The red-rush is banned, i.e. red color player has no right to attack on the first day of any week with the new population bought this day:
a) the castle of blue player (even if it is unguarded)
b) heroes or guarded mines of blue player if the presence of new population can affect the result of battle or battle casualty of any player.
* Troops coming with bought heroes, troops from Creature Dwellings, Pandora's Boxes, Portals of Summoning etc. can be used without any restrictions.
* The red-rush is not applicable if the both heroes are situated in the Monolith Two Way or Subterran Gate at the time of the attack.

5.2. Hit-and-run is banned: the attacking hero has no right to retreat/surrender in the first round of the fight if he casted any magic. The defending hero is not affected by this restriction.

5.3. Diplomacy is allowed only for surrendering at lower cost and lowering the necessary level for the access to Library of the Enlightenment. It is banned to take monsters willing to join, it is necessary either to kill them or let them run.
* It is allowed to take any troops in Pandora's Boxes and Seer's Huts. There are no restrictions on their further applications.

5.4. The spell Dimension Door can be used by any hero not more than once a day.

5.5. It is forbidden to visit Cartographers and Hill Forts.

5.6. Transitions between zones.
5.6.1. It is necessary to destroy the guards standing in a passage to come from one zone to another through this passage. If there are several guards standing in a passage it is enough to destroy any of player's choice.
5.6.2. While passing through Monolith Two Way or Subterran Gate it is enough to destroy entrance guards.
5.6.3. If there are no passage guards it is allowed to move freely between zones through this passage.
5.6.4. It is allowed to move between zones using Angel Wings, Dimension Door and Flight spells without destroying the passage guards.
5.6.5. It is allowed to move beside the passage guards without destroying them if
- player has already moved through this passage (i.e. he destroyed one of the guards);
- player saw the opponent destroying one of the guards or moving through this passage;
- there is any other doubtless evidence that one of the guards was destroyed.

5.7. Before
- visiting any object,
- taking Pandora's Box, Spell Scroll, Artifact
by any way (including using spells Filght, Dimension Door or Angel's Wings), it is necessary to destroy corresponding guard.
Treasure Chests, Campfires and resources are allowed to be taken both using spells Filght, Dimension Door or Angel's Wings and avoiding fight with misplaced guard.
Border Guard equals the guard of object/artifact and without visiting the corresponding Keymaster's Tent and removing Border Guard it is forbidden to take Pandora's Boxes, Spell Scrolls, Artifacts and visiting different objects behind the Border Guard.

5.8. Castle's restrictions.
5.8.1. In Conflux castle it is forbidden to upgrade level 1, 6, 7 creatures.
The starting hero of Conflux castle must be set to random.
5.8.2. In Necropolis castle it is forbidden to build Necromancy Amplifier.
It is forbidden to choose Galthran as the starting hero of Necropolis castle. If Galthran comes in a tavern it is allowed to level-up him playing any castle.

5.9. It is forbidden to assemble Cloak of the Undead King. It is allowed to assemble any other composite artifacts.

5.10. Hero's restrictions.
5.10.1. Sir Mullich of 3-rd level or higher can't attack heroes, castles, mines with garrison and neutral monsters.
5.10.2. It is allowed to advance Necromancy skill of Isra and Vidomina to expert only at the last skill-giving level-up. In that case there are no restrictions on their further using.
5.10.3. Isra and Vidomina who got expert Necromancy skill by the way different from mentioned in 5.10.2. can't attack heroes, castles, mines with garrison and neutral monsters.
5.10.4. All 4-level spell specialists and Thant (who has 3-level spell Animate Dead) can use their profile spells against opponent if one of the following conditions is fulfilled:
a) The 4-th level of Mage's Guild is built at any of the controlled castles (Thant requires 3-rd level). If there are no required level of Mage's Guild at your castles you should build Mage's Guild of all levels at any two castles that belong to you. It is not necessary to visit the castle with Mage's Guild of required level. If the condition is fulfilled once heroes can be further used without any restrictions even if you lose the castle with Mage's Guild.
b) The corresponding spell is gained by any of your heroes in Pandora's Box (even if this hero has no enough wisdom skill to learn a spell) or after visiting a Scholar, the Magic Book of necessary domain is acquired;
c) The Magic Shrine with Animate Dead spell is found by any of your heroes for Thant's profile spell using.
*4-level spell specialists and Thant can use their spell without any restrictions against neutral monsters or computer players.
5.10.5. 4-level spell specialists and Thant can transfer their spells to other heroes but before any of the conditions 5.10.4.a,b, or 5.10.4.c for Thant is fulfilled they can't use this spells against neutral monsters, compuret players and opponent.

5.11. It is forbidden to use 4-th and 5-th level Spell Scrolls without building the corresponding level of Mage's Guild at any of your castles. If there are no required Mage's Guild level in your castles it is necessary to behave according 5.10.4.a. Scrolls can also be used after 5.10.4.b. is fulfilled or if the necessary spell is gained from a Pyramid.

5.12. It is allowed to dig Grail after 5 weeks of game passed.

5.13. Bugs:
5.13.1. It is forbidden to sell Artifacts or Spell Scrolls to Artifacts Merchants in Tower, Conflux and Dungeon castles for the prices that don't correspond their actual prices.
5.13.2. It is forbidden to use opponent's hero view bug.

5.14. Actions that are not forbidden/restricted by given rules are allowed.

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