Rules in effect from November 18, 2007 to November 30, 2010.
I. General Organizational Issues.1. Online matches are held on
any version of HoMM3 (SoD 3.2, 4.0; WT, TE 1.03q, TE-light ...) by mutual agreement of the players or according to tournament regulations.
2. The use of
additional programs that speed up the game process is permitted, specifically:
- A program for fast exchange of troops and artifacts between two heroes in Heroes III -
HMM3_Lighter,
- Battle animation accelerator -
Cranim,
- Interface functionality improvement mod -
HoMM3 HD.
3. You can
find an opponent in the thread
Agreeing to play Heroes III online!, where anyone wishing to play leaves their application in any form, but with a mandatory ICQ. To facilitate finding opponents, it is recommended to also specify the main nuances of the required 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 for two hours./4. Games are played on
random maps generated
by 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 thread
Useful info: templates, maps, programs.
/To play on a preferred template, you need to 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 several dozen 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 a turn crossing out one template from the list until only one last one remains. That is the one used for the game.
/Example.
Players agreed on a list of 5 templates: 2SM4d(3), Balance, Jebus cross, Mini-Nostalgia, 8mm6a.Pit :
1. balancenumOne :
2. 8mm6Pit :
3. 2SM4d(3)numOne :
4. Jebus cross
Meaning we play on Mini-Nostalgia./5. Playing on
fixed maps is also possible. Map collections and rules for playing them can be found in the posts:
-
Best fixes from St. Petersburg championships,
-
Maps of the "Seasons" tournament (winter 2009-10).
6. Players are strongly recommended to make
daily saves.
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 Heroes World", and
conventional notations 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 template 2SM4d(3).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) from the full list, which includes 9 castles, those they do not want to play with, until 3 castles remain. The player who started crossing out first chooses a castle for themselves from the three remaining, and then the second player chooses a castle from the two remaining and announces the color they wish to play.
/Example:
invisible - Conflux
vbn - Necropolis
invisible - Fortress
vbn - Stronghold
invisible - Bastion
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 lacks a starting castle;
- if no road leads from the starting castle;
- if ГО generated right next to the starting castle (such that one cannot leave or enter the starting castle without a battle with ГО).
A mandatory restart is taken immediately after game generation (within 1 minute).
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 period, either opponent has the right to demand a restart immediately after it.
If both players agree to continue the game, then 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. 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. Taken on the day this fact is discovered, but no later than 115.
If subjective restarts remain, a subjective restart is spent by the player's choice (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 up to the block. Taken until 112 inclusive.
The strength of the block is first evaluated by the player who declared 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 is spent by the player's choice (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 restrictions5.1. So-called
"red-rush" is
prohibited, meaning a player playing with the red color has no right to attack on the first day of the week with growth purchased on that day:
a) the blue's castle (even if the castle is unguarded)
b) the blue's 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 come 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 is not applicable 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 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 same-side bribes 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 may 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. When passing through a Portal or Underground Gate, it is sufficient to eliminate the guard at the entrance.
5.6.3. In the absence of passage guards, including shifted ones, free transition from zone to zone is permitted.
5.6.4. It is permitted to enter adjacent zones using Angel Wings, Dimension Door and Fly spells without destroying the guard.
5.6.5. 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 how the opponent destroyed one of the guards or passed 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 aforementioned spells and Angel Wings, as well as from under shifted guards.
The Border Guard is equated to an object/artifact guard, and 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 various objects behind the guard.
5.8.
Castle restrictions.
5.8.1. In the
Conflux castle, upgrading level 1, 6, 7 monsters is prohibited.
When playing as Conflux, the starting hero is chosen randomly during map generation.
5.8.2. In the
Necropolis castle, building a necromancy enhancer is prohibited.
When playing as Necropolis, choosing Galtran as the starting hero is prohibited. If Galtran comes non-starting, he CAN be developed, for any castle.
5.9. Assembling the composite artifact
Cloak of the Dead King is prohibited. All other composite artifacts may be assembled.
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 "Sorcery" 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 sorcery 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), may 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 all levels of the Mage Guild in any two castles you own. Visiting this castle with a hero is not mandatory. If the condition is met, it does not matter whether castles with built 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, and a Magic Book of the required element was found;
c) To use Tant's profile spell, any of your heroes must have found and visited the Sanctuary of Magical Thoughts with the Raise Dead spell.
* Against neutral monsters, as well as against the computer (if present on the map), level 4 magic specialists and Tant may use their profile spell without the above restrictions.
5.10.5. Level 4 magic specialists and Tant may transfer their spells to other heroes, but until any of conditions 5.10.4.a, b, or 5.10.4.c for Tant is met, 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-point 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 opponent's hero view bug is prohibited.
5.14. Actions not prohibited/restricted by these rules are permitted.