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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.
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.
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.