II. General rules for all templates. (Online games, SoD version).
This section consists of rules that are common to all templates. During a specific game, it is necessary to read the rules to understand the special rules for each template on which the game is played. (Section III).
1. Restarts. Below are situations that provide an opportunity for the player to start a new game using map regeneration.
1.1. An obligatory restart must be taken. Players must check the generated map for any necessity of taking an obligatory restart immediately after map generation and take the obligatory restart within 1 minute in the following cases:
– The experience level of the starting hero differs from others.
- The starting town of the player or a PC-player is absent.
- There are no roads leading from the starting castle.
- The Main Guard is generated in such a way that you cannot leave your starting town without battling the Main Guard.
1.2.
First meeting restart up to day 115-116-117 including for fast-middle-slow roads respectively.
A meeting is direct contact between opponents, meaning any fight between them (between heroes, or with the garrison of the opponent's town or mine) or the capture of an empty town without fighting. When a meeting takes place while using the Simultaneous Turns option, players are obliged to load the save and replay turns without the Simultaneous Turns option; if the meeting does not take place without the Simultaneous Turns option, the game continues.
If the meeting takes place at a fixed time, any of the players has the right to request a restart immediately after the battle.
If both players do not wish to use this option, the game continues. Other meetings from this generation do not grant the right to take a meeting restart.
After the first meeting restart, the terms for another meeting restart are shortened by 1 game day, meaning that the next meeting restart can be taken no later than day 114-115-116 for fast, middle, and slow roads respectively. The terms for third and fourth meeting restarts are shortened by 1 more day, including days 113-114-115 for fast, middle, and slow roads respectively.
1.3. Subjective restarts.
Each player has the right to take a restart or restarts no later than when they finish their turn without any explanation. It is possible to take 3 restarts on the first game day (111+111+111), or 2 restarts on the first and second game days (111+112 or 112+111), or 1 restart on the third game day (113).
1.4. Each player has the right to take a restart if only one road leading to the Main Guard is generated and there are no other roads. This rule applies to templates 2SM4d(3), Jebus cross, Balance, Nostalgia). The restart can be taken on the day this fact is realized, but no later than day 115.
If the player has subjective restarts, one of them is spent in such a situation; for example, on day 114, a 111 must be taken.
If the player does not have any subjective restarts and finds only one road leading to the Main Guard, an extra restart may be taken.
1.5. The Strong-block restart including day 112.
A block is a powerful guardian of something that it is impossible to kill without fatal losses on a specific map generation.
The restart can be taken at the wish of a player who has such a block which separates the starting town from the main part of the starting respawn and does not provide an opportunity for development before the block when it is impossible to bypass it.
The player evaluates the power of the block first, then the opponent does so. When players disagree, they ask the moderator/judge or appeal commission for help.
If the player has subjective restarts, one of them must be used. For example, on day 112, a 111 must be taken.
If the player does not have any subjective restarts, an extra restart may be taken.
2. Allowed actions, prohibitions, and restrictions.
2.1.1. On all XL+U templates, red-rush is forbidden: the player marked red is not allowed to attack on the first day of every new week using gained army. Gained army is the army that appears on the first day of every new week in the towns and villages of the player marked red, and the captured towns and villages of the player marked blue and other PC-players. It is forbidden for the player marked red to attack using the army bought on the first day of every new week:
а) The towns of the player marked blue, even if they are not guarded;
б) Heroes and guarded mines of the player marked blue, if the presence of the new army influences the result of the battle or the losses of each player.
2.1.2. Red-rush does not apply when players' heroes are on different sides of Portals or Subterranean Gates, provided the player marked red cannot see where the player marked blue is.
2.1.3. If it is necessary to distinguish the old army from the gained army (if they were united by heroes or in a town), it is considered that the gained army dies first in battles against neutrals.
The army is considered "gained" until it is mixed with the old army; losses of the old army are not taken into account.
2.1.4. The rules for blue-rush, tan-rush, etc., are used accordingly if more than 2 players participate in a game.
The army of an ally is considered gained army in an allied game.
2.1.5 In case of trading for color, Red-Rush is allowed on any templates.Specifications and examples of red-rush.2.2. Hit-and-run is forbidden: A hero attacking an opponent's hero has no right to retreat in the first round of battle if any kind of magic was used by that hero. This restriction does not apply to the defending hero.
2.3. It is forbidden to recruit neutrals who want to join the army. They must be killed or allowed to run away.
Diplomacy is allowed only to make payoffs cheaper or decrease the required level of Library use.
Specifications about diplomacy.2.4. The Dimension Door spell:
- on each template, except XL+U templates, each hero can use this spell only once a day.
- on XL+U templates, it is allowed to use the Dimension Door spell two times if they have expert air magic.
2.5. It is forbidden to visit Cartographer and Hill Forts.
2.6. Zone-crossings.
A definite crossing between zones is a space between obstacles creating zone borders that a hero can use to enter another zone. In actual game situations, more than one crossing may be possible, even if the scheme shows only one available crossing.
For each template, except XL+U templates:
2.6.1. To enter any other zone, it is necessary to kill the space-guard. If there are several guards, killing only one of them according to the player's choice is sufficient.
2.6.2. It is allowed to enter a guarded zone to kill its guard if the player needs only one action for both activities without any intermediate stops, overnight stays, or other possible actions (taking resources, artifacts, and visiting other buildings) in the guarded zone.
2.6.3. It is allowed to enter a guarded zone to visit objects that belong to the zone where the hero is located.
2.6.4. Only the entrance guard may be killed when the player passes through a Portal or Subterranean Gate.
2.6.5. If the space-guard is absent, it is allowed to enter another zone.
2.6.6. It is allowed to enter another zone using the artifact Angel's Wings or spells Dimension Door and Flight without killing its guard.
2.6.7. It is allowed to pass the space between zones without killing its guard in the following cases:
- The hero has already killed it;
- The player knows that the opponent has already killed it or used this space;
- There are other facts showing the guard was killed.
On XL+U templates and Diamond template, it is allowed to use spaces without killing their shifted guards. It is also allowed to use the artifact Angel's Wings and spells Dimension Door and Flight without killing the guards.
2.7. Object visiting and taking of resources and artifacts.
Object visiting is understood as entering it and taking its corresponding bonus.
Objects and other map elements are generally guarded. It is possible for more than one object to be guarded by the same guard of neutral monsters. In such a situation, they touch each other at least in one square, and at least one of the objects touches the guarding monsters at least in one square. If there is a possibility to take or visit at least one of the guarding objects, the guard is called shifted.
Some objects, such as The Crypt, The Griffins Conservatory, The Hive, The Dwarfs' Treasury, and Dwells of Monsters from level 5 to 7, also have an inner guard.
2.7.1. It is allowed to place the hero at the object's gate without killing its guard if it has an inner guard.
2.7.2. It is allowed to get bonuses from Mystical Garden, Water and Wind Mills, Leans, take Treasure chests, Campfires, and take resources from a shifted guard without killing their guards, as well as with the help of the artifact Angel's Wings and spells Dimension Door and Flight.
2.7.3. Before:
- placing the hero at the object's gate and visiting any object without an inner guard, except objects named in paragraph 2.7.2;
- entering any object with an inner guard to fight the guard and get the corresponding bonus;
- taking Pandora's box, a Spell Scroll, or an Artifact
by any means, including the help of the artifact Angel's Wings and spells Dimension Door and Flight, it is necessary to kill the guard.
2.7.4. Border Guard is equal to the guard of an object or item, and it is forbidden to take Pandora's boxes, Spell Scrolls, artifacts, and other objects (except those described in 2.7.2) without visiting the corresponding Keymaster's tent.
2.8. Town restrictions.
2.8.1. It is forbidden to upgrade units of level 1, 6, and 7 in a Conflux town.
2.8.2. In a Necropolis town, it is forbidden to build the Necromancy Amplifier.
It is forbidden to choose Galtran as a starting hero, but it is allowed to develop this hero while playing any town if the player gets Galtran from the tavern.
2.8.3. If the PC-player upgraded units of level 1, 6, and 7 in Conflux or units of level 4 in Necropolis towns, it is forbidden to upgrade the units of the player's army or buy upgraded units. In case the Necromancy Amplifier is built, it is forbidden to upgrade vampires, but it is not necessary to dismiss extra skeletons.
2.8.4 Castle restrictions. For Conflux, the following paragraph is added:
Graal digging remains. But it is necessary to build the corresponding level of Magic Guild in any of the controlled towns to use its bonus for Conflux (by analogy to the rule of using magic scrolls but for each level of magic). It is possible to choose any starting hero for Conflux on the Jebus Cross template.2.9. It is forbidden to unite parts of the Cloak of the Undead King artifact. It is allowed to unite parts of other prefabricated artifacts.
2.10. Isra and Vidomina restrictions.
2.10.1. It is forbidden for Isra and Vidomina to develop the Necromancy skill to expert level until all other skills have been developed or with the help of a Scholar. In this case, there are no restrictions on using these heroes.
2.10.2. If Isra and Vidomina get expert necromancy by any means other than those described in Paragraph 2.10.1, they can only attack monsters that surrender or for farming. They also cannot use
2.10.3. Izra and Vydomina, rescued from prison and having expert necromancy, can be used only on the day they were rescued. The use of Shackles of War by these heroes is restricted by Paragraph 2.10.2.
2.11. It is allowed to use Spell Scrolls of levels 4 and 5 only after building the corresponding level of Magic Guild in any town or from the moment of gaining control over a castle where the corresponding level of Magic Guild has been built.
Commentary.2.12. Bugs:
2.12.1. It is forbidden to buy and sell artifacts or spell scrolls using Artifact Merchants in Tower, Conflux, and Dungeon towns if the price differs from their real price (Corrected by HD-mode).
2.12.2. It is forbidden to use the bug that allows watching the opponent's hero.
2.12.3. It is forbidden to use a hero without an army (at least one unit must be in the army of any hero). It is allowed to take the army of the hero before discharge.
2.12.4. It is forbidden to use Admiral's Hat to get extra move points using multiple boarding and dropping off the hero from a boat.
2.12.5. The daily Graal digging bug is forbidden. It is forbidden to dig for Graal if the hero has made any movements on the current day.
Commentary.2.13
Mirror templates.A paragraph for mirror templates is added.
Mirror templates: h3dm1 and mt-diamond
Map settings options: map size is L+U, number of players is 2; number of AI players is 0 for h3dm1; 6 for mt_diamond, Number of allies is 0; Water is absent; Power of monsters is average; Difficulty is 160%,
Chess timer is (21:00+08:00+01:15).
Roads are middle.
Additions: - Starting towns are always identical.
- Middle/fast roads restarts are taken at the wish of at least one of the Players immediately after map generation.
- There is only one subjective restart (111).
Addition:
It is impossible to pass shifted guards between zones on the h3dm1 template; it is possible to pass shifted guards between zones on the mt_diamond template.
2.14. Unforbidden or unrestricted actions are allowed.
4. Color and town choice.4.3. Trading choice.
At the time of game creation, the host generates a random pair of towns. After that, players bid the sum they are ready to pay the opponent for the right to choose the town first. The minimal trade step is 100 coins. The same situation applies to color choice. The total sum of coins (for the town and the color) is sent by the player to the opponent before starting the game. When the host generates a pair of identical towns, the trade is held for the right to choose the starting hero first. Then the trade for the color takes place.
Each of the players has the right to regenerate the random pair of towns once at their wish by paying 500 coins to the opponent. In this case, the player who pays 500 coins has the right to ban the generation of one of the towns.