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Labyrinth Template - in principle, the most difficult of all available. To play it well, you need a very decent understanding of how things work in Heroes. It is quite confusing, which often makes it impossible to fully maintain a chain, and requires heroes to have special "survivability," meaning the ability to fight sufficiently on their own. At the same time, there is a GO [Guard Outpost], so if you have the desire and the capability, the path to the enemy will not take long.
There are 3 exits from the starting zone: 1 strongest (usually guarded by various drakes or titans), which is the GO, and two fairly weak ones leading to intermediate zones. From each such intermediate zone :cool: there are 3 exits to the same zones: 2 to Mini-centers and 1 to a resource zone. 2 mini-centers are "General" for both players, meaning both can enter them. The resource zone is separate for each. In principle, even in such a mini-center, monsters with majors, artifact shops, etc., can spawn, so sometimes the game ends with a fight in such a center, or the opponents simply stop leveling up much after that. Further, there are many exits from the mini-centers: 2 to treasuries, 2 to city zones, and 2 to players' resource zones. So, it's worth thinking through your game once you break into the mini-center.
Letos Template: Somewhat similar to Labyrinth, but simpler. Again, 3 exits from the starting zone: 1 strong GO, 2 weaker ones to intermediate zones. From one such intermediate zone there are 4 exits (one of these four is a direct exit to the enemy's similar intermediate zone), and from the other there are 2. All exits from these intermediate zones lead to mini-centers (of which there are quite a few, and from these mini-centers you can enter treasuries). Essentially, the main principle of this template is to scout both intermediate zones and then slowly see where the enemy is, or run around searching for treasuries in the mini-centers.
Chaos Template: one of the three "small" rush templates. There are 2 exits from the starting zone, both to intermediate zones. From each intermediate zone there are 5 exits: to your own second one, to both of the enemy's intermediate zones, and 2 to different treasuries. Naturally, the entrances to the treasuries are stronger. Thus, the game often proceeds very quickly. If desired, you can easily run to the enemy's intermediate zone, and from there, their starting zone is just a stone's throw away.
M3 Template: my favorite, and probably one of the most "balanced" templates (the only drawback, perhaps, is the fairly large amount of money, which makes playing this template against people quite risky; you can't let them grow too fat—though it can be done if desired). It is quite easy to grasp, allows for different strategies (from rush to heavy, long-term "fattening"), is moderately confusing (there is some element of randomness, but it's usually 50/50), and moderately simple. There are 3 exits from each starting location, all 3 go to intermediate zones (each containing 1 abandoned mine and a level 2 dwelling). From each such intermediate zone, there is 1 further exit to a mini-center (there are 3 mini-centers in total: 1 better, two others slightly worse, but the worse ones have exits to Treasuries—there are 2 on the map). Usually, on this template, experienced players level up 2, and sometimes even 3, fully powerful heroes, so don't relax—trouble can come from anywhere. If you look closely, it turns out that with a 1/3 probability, opponents can enter the same mini-center almost simultaneously, leading to a quick fight. This should also be taken into account.
Sun Template: quite cool, almost not confusing (personally, I call it benzene—the scheme is somewhat similar, if anyone remembers chemistry). For beginners, it will probably be the second easiest to understand after "Smile," and more interesting.
From each starting location (which contains an abandoned mine) there are 3 exits: 1 slightly stronger—to a Mini-Treasury (hereafter MT), and 2 others weaker leading to mine zones (both different—one with Mercury and Crystal mines, the other with Sulfur and Gem mines). Then, from each such mine zone, there are 2 exits—1 to a zone with a Gold mine and another to a different mine zone. From the zones with gold mines, you can get to the MT, and from there you can get to the BT (Big Treasury). Although the scheme looks quite confusing, the game actually doesn't become long, because opponents usually bump into zones where the other has already been. So, essentially, the advice for playing on this template is to bring a chain when you go to break through and be roughly ready for a fight when entering unknown zones. There is a simple rule for MTs to understand how not to get lost in them. Each MT has 3 openings. In those adjacent to the players' starting locations, there is accordingly 1 "entrance" from the respective player's zone and 2 exits: 1 to a similar "enemy" MT zone, and another to a "special" MT zone, from which you can then reach the BT. This "special" MT also has 3 openings—one leading to each player's MT zone and one to the BT.
Essentially, although playing on templates seems more difficult than on fixes, teleports sometimes throw you off—the main principle: all schemes indicate the distinctive features of ZONES, by orienting yourself to them and following the scheme, you can understand where your hero is currently and where to run (these could be the corresponding mines, or for example, MTs usually spawn monsters guarding artifacts). And further, guys, one piece of advice—play, play, and play again. You'll love it.
There are 3 exits from the starting zone: 1 strongest (usually guarded by various drakes or titans), which is the GO, and two fairly weak ones leading to intermediate zones. From each such intermediate zone :cool: there are 3 exits to the same zones: 2 to Mini-centers and 1 to a resource zone. 2 mini-centers are "General" for both players, meaning both can enter them. The resource zone is separate for each. In principle, even in such a mini-center, monsters with majors, artifact shops, etc., can spawn, so sometimes the game ends with a fight in such a center, or the opponents simply stop leveling up much after that. Further, there are many exits from the mini-centers: 2 to treasuries, 2 to city zones, and 2 to players' resource zones. So, it's worth thinking through your game once you break into the mini-center.
Letos Template: Somewhat similar to Labyrinth, but simpler. Again, 3 exits from the starting zone: 1 strong GO, 2 weaker ones to intermediate zones. From one such intermediate zone there are 4 exits (one of these four is a direct exit to the enemy's similar intermediate zone), and from the other there are 2. All exits from these intermediate zones lead to mini-centers (of which there are quite a few, and from these mini-centers you can enter treasuries). Essentially, the main principle of this template is to scout both intermediate zones and then slowly see where the enemy is, or run around searching for treasuries in the mini-centers.
Chaos Template: one of the three "small" rush templates. There are 2 exits from the starting zone, both to intermediate zones. From each intermediate zone there are 5 exits: to your own second one, to both of the enemy's intermediate zones, and 2 to different treasuries. Naturally, the entrances to the treasuries are stronger. Thus, the game often proceeds very quickly. If desired, you can easily run to the enemy's intermediate zone, and from there, their starting zone is just a stone's throw away.
M3 Template: my favorite, and probably one of the most "balanced" templates (the only drawback, perhaps, is the fairly large amount of money, which makes playing this template against people quite risky; you can't let them grow too fat—though it can be done if desired). It is quite easy to grasp, allows for different strategies (from rush to heavy, long-term "fattening"), is moderately confusing (there is some element of randomness, but it's usually 50/50), and moderately simple. There are 3 exits from each starting location, all 3 go to intermediate zones (each containing 1 abandoned mine and a level 2 dwelling). From each such intermediate zone, there is 1 further exit to a mini-center (there are 3 mini-centers in total: 1 better, two others slightly worse, but the worse ones have exits to Treasuries—there are 2 on the map). Usually, on this template, experienced players level up 2, and sometimes even 3, fully powerful heroes, so don't relax—trouble can come from anywhere. If you look closely, it turns out that with a 1/3 probability, opponents can enter the same mini-center almost simultaneously, leading to a quick fight. This should also be taken into account.
Sun Template: quite cool, almost not confusing (personally, I call it benzene—the scheme is somewhat similar, if anyone remembers chemistry). For beginners, it will probably be the second easiest to understand after "Smile," and more interesting.
From each starting location (which contains an abandoned mine) there are 3 exits: 1 slightly stronger—to a Mini-Treasury (hereafter MT), and 2 others weaker leading to mine zones (both different—one with Mercury and Crystal mines, the other with Sulfur and Gem mines). Then, from each such mine zone, there are 2 exits—1 to a zone with a Gold mine and another to a different mine zone. From the zones with gold mines, you can get to the MT, and from there you can get to the BT (Big Treasury). Although the scheme looks quite confusing, the game actually doesn't become long, because opponents usually bump into zones where the other has already been. So, essentially, the advice for playing on this template is to bring a chain when you go to break through and be roughly ready for a fight when entering unknown zones. There is a simple rule for MTs to understand how not to get lost in them. Each MT has 3 openings. In those adjacent to the players' starting locations, there is accordingly 1 "entrance" from the respective player's zone and 2 exits: 1 to a similar "enemy" MT zone, and another to a "special" MT zone, from which you can then reach the BT. This "special" MT also has 3 openings—one leading to each player's MT zone and one to the BT.
Essentially, although playing on templates seems more difficult than on fixes, teleports sometimes throw you off—the main principle: all schemes indicate the distinctive features of ZONES, by orienting yourself to them and following the scheme, you can understand where your hero is currently and where to run (these could be the corresponding mines, or for example, MTs usually spawn monsters guarding artifacts). And further, guys, one piece of advice—play, play, and play again. You'll love it.


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