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Rules in effect from November 18, 2007 to November 30, 2010.

Rules in effect from December 1, 2010 to May 31, 2013.

Discussions regarding "Online game rules for Heroes III and the seasonal Ranking tournament".

Useful info: HoMM3 Software.
Useful info: templates, maps.

Agreeing to play online in 3-ka! . . . Player Rating for Heroes III online


Online game rules for Heroes III
and the seasonal Ranking tournament.

(Version 3.1)
In effect from June 1, 2013.

Contents.
I. General organization questions. + I. General organization questions.
II. Online game rules common to all templates (SoD version).
II. Rules for online games on all templates and SoD version.
III. Map setting options, additions, and rule differences for popular templates (SoD version).
III. Map settings and rules differences for popular templates (SoD version).
IV. Differences for the WT version.
V. Non-standard and disputed situations. Judging.
V. Non-standard and argument situations. Judging.
VI. Seasonal Ranking tournament. + translation
Comments on section: I. General organization questions.
Comments on section: II. Online game rules common to all templates (SoD version).
Illustrative screenshots for the Rules: ГО and bugged passages on Jebus cross.
Illustrative screenshots for the Rules: bugged passages on Panic and Balance.

I. General organization questions.

1. Online games are played on any version of HoMM3 (SoD 3.2, 4.0; WT, ...) 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:
- Interface functionality improvement mod - HoMM3 HD,
- Battle animation accelerator - Cranim.
The player using these programs and files is responsible for any bugs that arise from their use.
The use of any other additional programs or files affecting the Gameplay without agreement with the opponent is prohibited.
Comment.

3. Games are played on random maps generated according to templates.
3.1. The template selection for the game is carried out according to tournament regulations.
3.2. Template selection by elimination method: players take turns removing undesirable templates from the list of those declared in the tournament until only one last template remains, which is then used for the game. Tournament regulations specify which player starts the same own-elimination process.
Example.

4. Selection of color and castles.
4.1. In tournaments, the selection of colors and castles is determined by rules or a draw.
4.2. Castle selection by elimination method: 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 the elimination first chooses a castle for themselves from the remaining three, then the second player chooses a castle from the remaining two and announces the color they wish to play.
Example.
4.3. Selection by bidding method.
When creating a game, the host generates a random pair of cities. After this, players take turns naming an amount they are willing to pay their opponent for the right to choose a city first. The minimum bid increment is 100 coins. A similar bidding procedure is used for color selection. The total sum (for city and color) is transferred by one player to the other before the start.
If a pair of identical cities is generated, the same own-bidding occurs for the right to choose the starting hero first. This is followed by bidding for color.
Each player has the right to re-generate the pair of cities once at their discretion, paying 500 coins to the opponent for this. In doing so, the player who paid 500 gold may prohibit the generation of one of the cities.
4.4. On templates with computer players, castles for the computer are selected randomly (except for Mini-Nostalgia templates in section III.7 and Diamond in section III.8).

5.1. For communication, players use ICQ or, by agreement: Skype, chats.
5.2. For online connection, players use programs (in order of priority): Hamachi, TeamViewer, GameRanger.

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 director/judge/member of the AC.
If saves are missing for any reason, the director/judge/AC will rely on the saves presented by the opponent. Claims against the opponent and judges are not accepted in such cases.

When using HD-mod, players must enable the following options:
HD+
Save before each battle.
Save all days (for tournaments)
As well as the HW_rules plugin. HW_rules settings are at the discretion of the tournament organizer.

7. Terms in these rules correspond to the Russian translation of Heroes of Might and Magic III (version 4.0) made by Company "Buka" (Platinum series), the description in "Physics of the same Heroes World", and conventional symbols commonly used when describing templates.
Specific concepts used in the game: names of castles, artifacts, objects, spells, etc. — are written with a capital letter in the rules.
7.1. Basic terminology and abbreviations.
The word "castle" (lowercase) in these rules refers to any city/village on the game map.
The words "a certain passage between zones" on a generated game map refer to a gap between obstacles forming zone boundaries through which a hero can enter an adjacent zone. In a real game situation, there may be several such passages, even if the template scheme indicates that the passage is unique.
Bugged passage — a passage between zones that should not exist according to the template scheme. It is characterized by weaker guards (or their absence), inconsistent with the template scheme. This often occurs when a mine, village, etc., is generated on the border of two zones.
Growth — troops appearing at the start of a new week in the Dwellings of the player's cities (villages) or in cities (villages) captured that day from human opponents and computer players.
Treasure zone = treasure = treasury — the best-filled zone on the template.
ГО — Main Guard — strong guards (value=45000) either between zones starting for players (2SM4d(3)), or between the starting zone and the main treasure zone (Jebus cross, Mini-Nostalgia).
Mage Guild — Mage Guild.
ОХ — Simultaneous turn. (available when playing via HD-mod lobby)
7.2. Detailed Glossary of terms.


Rules of HOMM3 online games
and seasonal ranking tournament.


I. General organization questions.
English translation will be made later.

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II. Online game rules common to all templates (SoD version).
This section contains rules common to all templates. In a specific game, it is necessary to additionally familiarize yourself with the differences from these rules for the template on which the game is being played (section III).

1. Restarts. In the situations described below, players must/may start a new game with map regeneration.

1.1. Mandatory restart must be taken. Immediately after game generation, players must check for grounds for a mandatory restart and are obliged to take a restart within 1 minute in cases where:
– the starting hero is above level 1;
- the player or computer lacks a starting castle;
- no roads lead from the starting castle;
- GO generated right next to the starting castle (such that it is impossible to leave the starting castle or enter it without a battle with GO).

1.2. Restart on first encounter up to 115-116-117 inclusive for fast-medium-slow roads respectively.
An encounter is considered direct contact between players, i.e., any battle between them (a battle between any heroes, a battle with the garrison of an opponent's castle or mine), or the capture of a town/village without a fight.
If an encounter occurs within the specified timeframe, either opponent is entitled to demand a restart immediately after it.
If an encounter occurs during OH, players are obliged to load a save and replay without OH. If no encounter occurred without OH, the game continues.
If both players agree to continue the match, the game continues. Subsequent encounters in this generation occurring within the specified timeframes are not grounds for a restart.
After the first restart due to an encounter, the timeframe for taking a repeat restart is reduced by one day, i.e., the second restart on encounter is taken up to 114-115-116 inclusive for fast-medium-slow roads respectively. The timeframes for the third and all subsequent restarts on encounter are reduced by another day, i.e., up to 113-114-115 inclusive for fast-medium-slow roads respectively.

1.3. Subjective restarts.
Each player has the right, without explanation of reasons, to take a restart/restarts no later than the end of their turn on the corresponding day. 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).

1.4. Restart at the request of a player whose only road leads to GO (for templates 2SM4d(3), Jebus cross, Balance, Nostalgia). Taken on the day this fact is discovered, but no later than 115.
If subjective restarts remain, one day of subjective restarts is spent (i.e., on 114 we take restart 111).
If subjective restarts have run out and a player discovers that the only road from the starting castle leads to GO, they are entitled to demand an additional restart.

1.5. Restart due to strong block up to 112 inclusive.
A block is a strong guard of something that cannot be destroyed without catastrophic losses in a specific deal.
A restart is taken at the request of the player holding the block if it is impossible to bypass the block, which cuts off the castle from the main part of the starting zone, leaving no possibility for development up to the block.
The strength of the block is evaluated first 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, one day of subjective restarts is spent (i.e., on 112 we take restart 111).
If subjective restarts have run out, the player is entitled to demand an additional restart.

2. Permitted actions, prohibitions and restrictions

2.1.1. On all templates, except for XL+U size templates, red-rush is prohibited: the player playing as red is forbidden from attacking on the first day of the week with growth (i.e., troops appearing at the start of a new week in the dwellings of the player's towns (villages) or in towns (villages) captured that day from human opponents and computer players), 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.
2.1.2. The concept of red-rush does not apply when opposing players' heroes end up on different sides of a Portal or Underground Gate during an attack, if red cannot see where the blue hero is standing.
2.1.3. When it is impossible to distinguish old troops from growth troops (in case they were merged at a hero or in a castle), it is assumed that growth dies in battles with neutrals.
Until growth has been mixed with old troops, it is considered growth, regardless of losses in the old army.
2.1.4. In a game involving more than two human players, the rule applies sequentially to other colors (blue-rush, tan-rush ...).
In games with player alliances, ally growth is also understood as growth.
Clarifications and examples regarding red-rush.
2.1.5 In a game with bidding for colors, red-rush is permitted on all templates

2.2. Hit-and-run is prohibited: Your hero attacking an opponent's 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.

2.3. It is forbidden to take monsters wishing to join. You must either kill them or allow them to flee.
Diplomacy is permitted only for reducing the cost of buy-offs and lowering the required level for access to the Library of same Enlightened.
Clarification on Diplomacy.

2.4. Dimension Door spell:
- on all templates except XL+U size templates, can be used by each hero no more than 1 time per day;
- on XL+U size templates, can be used by each hero 2 times per day with expert air magic.

2.5. It is forbidden to visit Cartographers and Fort on the Hill.

2.6. Transitions between zones.
The words "certain passage between zones" on a generated game map refer to a gap between obstacles forming zone boundaries through which a hero can pass into an adjacent zone. In a real game situation, there may be several such passages, even if the template diagram indicates that the passage is unique.
On all templates except XL+U size templates:
2.6.1. To move from one zone to another through a certain passage, it is necessary to eliminate the guard of that passage. If there are several guards at the passage, destroying any one of your choice is sufficient.
2.6.2. It is permitted to enter a guarded zone to break through the passage guard if entering the zone and attacking the guard is performed in one action, without intermediate stops, overnight stays, and without interaction (visiting, collecting, breaking through) with any objects of the guarded zone.
2.6.3. It is permitted to enter an adjacent zone without breaking through the passage guard in order to visit an object belonging to the zone where the player is located.
2.6.4. When passing through a Portal or Underground Gate, it is sufficient to eliminate the guard at the entrance.
2.6.5. In the absence of passage guards, free transition from zone to zone is permitted.
2.6.6. It is permitted to enter adjacent zones using Angel Wings, Dimension Door and Fly spells without destroying the guard.
2.6.7. 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 an opponent destroy one of the guards or pass through this passage;
- there is any other indisputable evidence that the guard was destroyed.
On XL+U and Diamond size templates, it is permitted to move from one zone to another without breaking a shifted guard. It is also permitted to enter adjacent zones using Angel Wings, Dimension Door and Fly spells without destroying any guards.

2.7. Visiting objects, taking items (resources and artifacts).
The words "Visit an object" mean entering it and gaining the ability to take the corresponding bonus.
Objects and items on the map are generally guarded. It is possible that several objects, resources, or artifacts are guarded by one troop of neutral monsters. In this case, the objects and items touch each other by at least one cell, and at least one of the objects or items touches the common guard of all treasures by one cell.
If it is possible to take a guarded item or visit a guarded object without destroying the monsters, the guard is called shifted.
Some objects also have internal guards, for example, Crypt, Griffin Conservatory, Naga Hive, monster Treasuries, external dwellings of level 5-7 creatures.
2.7.1. It is permitted, without breaking the external guard, to "stand" on objects (i.e., place the hero directly at the entrance of the object) for which entering and receiving a bonus requires breaking internal guards.
2.7.2. It is permitted, without destroying the guard, to receive bonuses in Mystic Gardens, Water and Wind Mills, Canopies, take Chests, Campfires and resources, both from under shifted guards and using Fly, Dimension Door spells and the Angel Wings artifact.
2.7.3. Before
- "standing" at the entrance and visiting any object without internal guard (except those specified in p. 2.7.2),
- entering any object that has an internal guard to fight the guard and gain the ability to take the corresponding bonus there,
- taking a Pandora's Box, Magic Scroll, Artifact
by any means (including using Fly, Dimension Door spells and the Angel Wings artifact), it is necessary to eliminate the corresponding guard.
2.7.4. The Border Guard is equated to an object or item guard; without visiting the corresponding Key Keeper's Tent and removing the Border Guard, it is forbidden to take Pandora's Boxes, Magic Scrolls, Artifacts
, or visit all possible objects (except those specified in p. 2.7.2) behind the guard.

2.8. Castle restrictions.
2.8.1. In the Conflux castle, it is forbidden to upgrade level 1, 6, and 7 monsters.
When playing as Conflux, the starting hero is chosen randomly during map generation.
To use the grail bonus, it is necessary to build a Mage Guild of the corresponding level in any of your towns, or from the moment the player gains control over a castle with an already built MG of the corresponding level. (similarly for magic scrolls, but for all levels of magic)
2.8.2. In the Necropolis castle, it is forbidden to build the Necromancy Amplifier.
When playing as Necropolis, it is forbidden to choose Galtran as the starting hero. If Galtran arrives not as a starter, developing him is permitted for any castle.
2.8.3. If a computer player's castle has performed upgrades of level 1, 6, and 7 monsters in Conflux or level 4 in Necropolis, it is forbidden to upgrade your own troops of these levels and hire the upgraded version of creatures. If the Necromancy Amplifier is built, upgrading vampires is prohibited, and additional skeletons do not need to be dismissed.

2.9. It is forbidden to assemble the same composite artifact Cloak of the Dead King. All other composite artifacts are permitted to be assembled.

2.10. Restrictions on heroes Izra and Vidomina.
2.10.1. Izra and Vidomina are allowed to upgrade the Sorcery skill to expert level only with the last offered skill or using a Scholar Librarian. In this case, there are no restrictions on further use.
2.10.2. Izra and Vidomina who obtained the expert Sorcery skill by a method other than specified in paragraph 2.10.1 may attack neutral monsters only with subsequent surrender or buy-off. In this case, they have no right to use the Shackles of War artifact.
2.10.3. Izra and Vidomina released from prison with expert Sorcery can be used without restrictions during the day they were obtained. Subsequently, the use of these heroes is limited by p. 2.10.2.

2.11. Level 4 and 5 Magic Scrolls are permitted to be used only from the moment the player builds a Mage Guild of the corresponding level in any of their castles or from the moment the player gains control over a castle with an already built MG of the corresponding level.
Comments.

2.12. Bugs:
2.12.1. It is forbidden to sell Artifacts or Magic Scrolls at prices that do not correspond to their actual price at the Artifact Merchant in Tower, Conflux and Dungeon castles (fixed in HD mod).
2.12.2. Using the bug for viewing an opponent's hero is forbidden.
2.12.3. Use of a hero without an army is forbidden (there must be at least one unit in the army). Before dismissal, the entire army can be taken.
2.12.4. Use of the admiral's hat to obtain additional move points during repeated boarding/disembarking from a boat is forbidden.
2.12.5. The daily excavation bug is forbidden. It is forbidden to perform an excavation if the hero moved on that day.
Comments.

2.13. Actions not prohibited/restricted by these rules are permitted.
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III. Map setting options, additions, and rule differences for popular templates (SoD version).

Descriptions and text files for templates, as well as information on how the random map generator works, can be found in the topic Useful info: templates, maps, programs.
It is recommended to adhere to the general rules outlined in Section II, with individual differences for each template.

1. Template 2SM4d(3):
Map setting options: map size L+U; players – 2; computers – 0; teams – 0; no water; strong monsters; difficulty 160%;
Chess timer – (16:00+06:30+01:00).
Roads – all.


2. XL+U size templates: 8mm6/8mm6а, 8xm12/8xm12a, 8xm8/8xm8а, 6LM10/6LM10a, Spider:
Map setting options: map size XL+U, players – 2; computers – 6; teams – 0; no water; strong monsters; difficulty 160%,
Chess timer – (21:00+08:00+01:15).
Roads – medium, fast.
Clarification:
Red-rush is allowed.

3. Template Jebus cross:
Map setting options: map size XL-U, players - 2, computers – 0; teams – 0; no water, strong monsters, difficulty 160 %,
Chess timer – (24:00+08:30+01:30).
Roads – fast.
Differences:
- In the Necropolis castle, you can choose Galtran as the starting hero.
- In the Conflux castle, any starting hero can be chosen.
Additional restarts:
- Mandatory restart if a player has no ГО at all 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
a) who lacks ГО in the passage through which the road leads to the central treasure zone;
b) b) who lacks a continuous road leading from the starting castle to the central treasure zone within the starting zone,
are taken on the day these facts are discovered. If subjective restarts remain, one day of subjective restarts is spent. If subjective restarts have run out, the player is entitled to request an additional restart.
Additional rules for transitions between zones:
- To exit your own zone into the central treasure zone (zone 5), as well as to pass from the central treasure zone into other zones, it is necessary to break through the corresponding ГО. Using bugged passages between the central treasure zone and a specific zone is prohibited until the ГО between these zones has been broken.
- If you have a Dimension Door, you can teleport to a cell of the guarded zone next to the ГО and attack immediately.
- Passing through bugged passages between two zones 1-4 is only allowed if the ГО between central zone 5 and both of these zones have been broken.
- Transition between zones using the Angel Wings artifact and the Fly and Town Portal spells is allowed:
a) between any of the 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 of these zones are broken;

4. Templates Panic and Balance:
Map setting options: size L-U, players - 2, computers - 0, teams – 0; no water, strong monsters, difficulty 130% (rook),
Chess timer – (16:00+06:30+01:00).
Roads – all.
Additionally:
- It is prohibited to enter treasure zones (10 on the Balance template, 6, 9, 12 on the Panic template) via bugged passages until the guards corresponding to the template scheme are broken.
- Use of Fly and Town Portal spells is prohibited.
- On the Panic template, heroes Solmir, Dimer, and Aislinn can use their signature spell against opponent heroes only if the player has built a 4th level Mage Guild in one of the cities or captured a city with a built GM4. Visiting this castle with a hero is not mandatory. If the condition is met, it does not matter whether castles with built GM levels are subsequently controlled.
- the corresponding spell was obtained by any of your heroes after visiting the Scholar;

5. Templates 2sm2с, Balance(200), skirmish at 200% difficulty:
Map setting options: players – 2; computers – 0; teams – 0; map size M; no water; medium monsters; difficulty 200%;
Chess timer – (08:00+04:00+01:00).
Roads – slow, medium.
Choice of castles and bonuses is random.
Additional restarts:
- Restart for generations with identical castles. Taken upon the request of at least one opponent immediately after map generation.
- Restart on the Balance template upon the request of a player who lacks a road to their home village.
- Restart upon the request of a player who has a stone or wood mine, and on the Balance template - if the home village is guarded by monsters of level 3 and above or archers of level 2.
Additional rules.
- After each subjective restart, players switch colors.
- It is prohibited to pass from one zone to another via bugged passages.
- Use of the External Market is prohibited.
- Use of Fly, Town Portal, Dimension Door spells, as well as the Angel Wings artifact, is prohibited.
- Heroes Solmir, Dimer, and Aislinn can use their signature spell against opponent heroes only in the following cases:
a) if the player has built a 4th level Mage Guild in one of the cities or captured a city with a built GM4. If your castles do not have the corresponding GM level, it is necessary to fully build GMs of all levels in any two castles that belong to you.
Visiting these castles with a hero is not mandatory. It does not matter whether castles with built GM levels are subsequently controlled.
v) if the corresponding spell was obtained by any of your heroes in Pandora's Box (even if this hero does not have sufficient wisdom skill to learn this spell);
g) if a Magic Book of the required element is found.

6. Template Nostalgia:
Map setting options: size XL+U, players - 2; computers - 6; teams – 0; no water, monsters - strong , difficulty 160%,
Chess timer – (21:00+08:00+01:15).
Roads – medium, fast.
Additionally:
- It is prohibited to pass by a shifted ГО. Passing by shifted guards of other passages between zones is allowed.

7. Template Mini-Nostalgia:
Map setting options: map size L+U; players – 2; computers – 6 (or 0 - in which case neutral castles will be used instead of computer players); teams – 0; no water; strong monsters; difficulty 160%;

Chess timer – (19:00+08:00+01:15).
Roads – all.

Choice of castles. Players choose their castles and colors by standard crossing out or trading. Then they choose castles for computer players - their immediate neighbors on the template: red chooses castles for brown, orange, and green, and blue - for light blue, pink, and purple. Castles for computer players are chosen by human players one by one from the list of remaining castles. The player who crossed out castles first starts choosing. All starting castles must be different. Before the start, the player creating the game assigns the chosen castles to the computer players.
Additionally:
It is prohibited to pass by a shifted ГО. Passing by shifted guards of other passages between zones is allowed.

8. Template Diamond:
Map setting options: map size L+U; players – 2; computers – 6; teams – 0; no water; strong monsters; difficulty 160%;
Chess timer – (19:00+08:00+01:15).
Roads – medium, fast.
Choice of castles. Players choose their castles by standard crossing out or trading. After this, the player who chose (bought) the color crosses out one of the remaining seven castles, which will not participate in the game. The player creating the game assigns the other six castles to computer players in any sequence. All starting castles must be different.

9. Template Anarchy:
Map setting options: map size L+U; players – 2; computers – 0; teams – 0; no water; strong monsters; difficulty 200% or 160%;
Chess timer – (19:00+08:00+01:15).
Roads – all.
Castle choice can be done:
- either in the usual way - crossing out/trading for 160%,
- or randomly (full random) - random starting castle and hero for 200%. In this case, players switch colors after each subjective restart. The starting bonus can be chosen.
Restarts:
Restarts upon first encounter and strong block are cancelled.
Rules:
All rules are cancelled except the rules from Section V and the prohibition of using bugs (clause 2.12).

10. Mirror templates: h3dm1 and mt-diamond
Map setting options: map size L+U, players – 2; computers – 0; (6 - for mt_diamond) teams – 0; no water; strong monsters; difficulty 160%,
Chess timer – (21:00+08:00+01:15).
Roads – medium.
Additionally:
- Starting cities are always identical.
- Restart for slow and fast roads. Taken upon the request of at least one opponent immediately after map generation.
- Only one subjective restart per 1 day.
Additionally:
Passing by shifted guards between zones is prohibited for h3dm1, allowed for mt_diamond.
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V. Unusual and controversial situations. Judging.

Fair Play
The most important rule: players must play fairly and respect each other.
- It is forbidden to use cheat codes, unauthorized programs, and bugs that arise from the use of additional programs and files during the game.
- No one, except the judge/tournament organizer or a member of the Arbitration Committee, is allowed to open unfinished game saves, and only in the event of a controversial situation in the game. If, at the moment a controversial situation arises that requires opening the saves, there is no connection with the judge/organizer/Arbitration Committee, the game must be interrupted and saved by both participants until they can contact the judges.
- It is forbidden to view the hero's skill tree using software (this is equivalent to maphacking).
- It is forbidden to open the map in the editor while the game is in progress.
The game is considered finished when one player has completely destroyed the other, or one of them has surrendered, which must be confirmed via ICQ. Only after this is it allowed to open the saves and view the map in the editor.
Players who agreed to play are responsible for all actions that occur on their computers during the game and/or are related to the unfinished game.

When playing with password-protected saves, players must:
- immediately after the game, provide their password to their opponent(s);
- provide the password for the unfinished game upon request from the tournament organizer/judge/Arbitration Committee in the event of a controversial situation.

Miscellaneous
If a "stalemate" situation occurs in battle, the attacking player must retreat. For example: the attacker has 100 dwarves left during the battle, and the defending hero has 1 fly. And the 100 dwarves cannot catch the fly. In this case, the attacker with 100 dwarves must retreat (or pay a bribe). If someone is wearing "War Chains," they must load the last save, repeat all moves exactly as they were made before this battle, and disband the troops that were killed during this battle. Then, the player(s) wearing the chains must remove them, the attacker must attack, and then retreat/pay a bribe.
If a disconnect occurs during the game, the player who was taking their turn at that moment must finish their turn and save the game. Then, the game is loaded from this save and continued. Alternatively, the autosave of the player who was inactive at that moment is loaded. If the connection is interrupted during a battle, after loading, all moves of the battle are repeated as closely as possible to those that were made before the disconnect.
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VI. Seasonal Rating Tournament.

1. Tournament Regulations.

1.1. The tournament is held 4 times a year. Seasons are Winter, Spring, Summer, Autumn.
Online 1x1 games on random and fixed maps are considered. Statistics are maintained and player ratings are calculated based on all games of the season for which reports are written in the topic "Season Winter/Spring... 201... year" using the formulas in section VI.2. Additionally, by agreement with the organizers, games from other tournaments held in the Heroes 3 Tournament - Турниры по 3-им Героям - ONLINE section are counted toward the rating. The person who achieves the best result in the seasonal rating becomes the "Season Winner" and is awarded a medal under their avatar. At the discretion of the seasonal rating manager, additional contests are periodically held based on statistics, specifically the "Best Player for a Certain Castle" contest.
A permanent non-resetting rating is calculated by the sum of results from all seasons.
In case of questions or disputes, you must contact the judges of the seasonal tournament via private message or ICQ; their list is located in the first post of the current season's topic. The opinions of other "authoritative" players are not considered when making a decision.

1.2. Any player registered on HW may participate in the tournament. The choice of opponent, number of games per season, templates, etc., are decided by the players at their own discretion and by agreement with opponents and are not regulated.
To participate in the tournament, it is necessary and sufficient to write at least one report about a game (victory, defeat, draw) in the corresponding topic, provided that reports are written by both participants of the game. Reports are accepted only from registered HW users; when writing a report, you must absolutely accurately specify both your nickname and the opponent's nickname. Report writing rules are in section VI.1.7.

1.3. You can find an opponent in the topic Договариваемся играть online в 3-ку!, where anyone wishing to play leaves a request in any form, with ICQ being mandatory. To facilitate finding opponents, it is recommended to provide necessary information and your preferences.
/Example.
Turn time 10 minutes, template 2SM4d(3), Новичок, ICQ XXX-XXX-XXX. Waiting for two hours./

If players find each other using the Договариваемся topic, then by default the game is played according to seasonal rules and with a report on the forum, unless otherwise agreed upon by the opponents.

1.4. By default, games are conducted according to these rules with changes reflected in the first post of the current season's topic.
Any changes to the rules are allowed by mutual consent of the players, except for the point regarding fair play. All amendments to the rules must be agreed upon in advance via ICQ. In case of disputed points, the judge will be guided by documented agreements (ICQ logs, recorded stream...), and in their absence — by the rating tournament rules.

1.5. Template, castles, and colors are chosen immediately before the game by agreement or by the elimination method (see Comments to I.3. and I.4.2.).
The process of crossing out begins in order of priority:
- the player lower in the rating;
- a Новичок absent from the rating table;
- by agreement.
If both players have no rating and cannot agree independently, they may contact a judge for a random draw.

1.6. Players are recommended to agree in advance on how much time they can play without a break, and if there is a lack of time and a need to postpone the game, to agree on completion deadlines.
One month is given to complete a party. If completion does not occur within this time, players have the right to contact the tournament judge, presenting saves from the postponed party and ICQ logs. Each such case is considered individually. The judge acts at their discretion: either a technical victory is awarded (if one of the players ignores requests for completion), or an award is made based on saves (if both players have mutual problems), or the party is annulled, or another decision is made depending on the circumstances. Sanctions may be applied to players who systematically fail to complete postponed parties, up to exclusion from the tournament and placement on the Blacklist.

1.7. A Report must be written according to the following scheme:
Game Date.* Player 1 Nick** (color, castle, starting hero, main hero) game result - def or lose or draw*** Player 2 Nick** (color, castle, starting hero, main hero), template**** or for fixes the map name, game time.
For example:
01.06.2013 Scorpiona (red, Dungeon, Shakti, Shakti) def Pit for LM (blue, Inferno, Pyrrhus, Marius) 2SM4d(3) 136.
If a player chooses random for the starting castle, then the report header should look as follows:
01.06.2013 Scorpiona (red, random, Dungeon, Shakti, Shakti) def Pit for LM (blue, random, Inferno, Pyrrhus, Marius) 2SM4d(3) 136.
In case of choosing a random hero, the report should look as follows:
01.06.2013 Scorpiona (red, Dungeon, random, Shakti, Shakti) def Pit for LM (blue, Inferno, random, Pyrrhus, Marius) 2SM4d(3) 136.
If the starting and main heroes are the same, it is sufficient to write them once:
01.06.2013 Scorpiona (red, Dungeon, Shakti) def Pit for LM (blue, Inferno, Pyrrhus, Marius) 2SM4d(3) 136.


*Game Date is represented in the format: DD.MM.YYYY.
**Player Nicks must be written exactly as the player is registered on the forum.
*** Game Result - Victory/def, Defeat/lose, Draw/draw.
****The template name can be seen during the game in "scenario information".

It is also desirable to describe the party in more detail; game saves can be attached to the report post. At the end of the report, it is considered good tone to thank the opponent for the game.
After publishing the report on the forum, the player must send a link to it to the opponent via ICQ for confirmation (these logs must be saved).
The game must be confirmed within 1 week from the moment the report was published.
If a player is unable to confirm the report in the corresponding topic for some reason, they are obliged to contact the seasonal games manager and confirm the report by any other means (private message, ICQ, etc.).
Sanctions may be applied to players who systematically fail to confirm reports, up to exclusion of the player from the tournament and placement on the Blacklist.

2. Rating Calculation Formulas.

From November 2007 to February 2009, the rating was calculated according to a formula proposed by SS-D and was reset every season.
The Spring 2009 Season was calculated using two systems: the old SS-D and a new one proposed by StickyFingaz. Since Summer 2009, by forum vote, they completely switched to the new system, which calculates both the seasonal rating (reset at the start of the season) and the permanent rating (non-resetting since March 1, 2009).
The "zero" level is considered to be 1500 rating points, which are given to all players from the start before the first game counted in the rating.

Rating is calculated as follows:

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

The coefficients for the difference between players in the rating are calculated as:
f1=max(-1, min((R1-R2)/400, 1));
f2=max(-1, min((R2-R1)/400, 1));
where min and max are functions returning the minimum and maximum of two numbers.

Points given for victory (WP) and defeat (LP) are calculated as:
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 returning the integer part of the number.
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13 years ago
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Comments on the section: I. General organizational issues.

I.2. Additionally:
If for any reason players do not use HoMM3 HD, the program for quick exchange of troops and artifacts between two heroes in Heroes III – HMM3_Lighter is allowed.

I.3. Templates.
Currently, the most common templates are 2SM4d(3), 8mm6a, Jebus cross, Balance, Panic, Nostalgia, Mini-Nostalgia, 8xm12a, 6LM10a, Anarchy. There are several dozen other templates as well.
You can find information about various templates and recommended settings and rules for each of them in the topic Useful info: templates, maps.
To play on your favorite template, you need to copy the text file of the template 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 so that the changes take effect.
/Example of choosing a template using the elimination method.
Players agreed on a list of 5 templates: 2SM4d(3), Balance, Jebus cross, Mini-Nostalgia, 8mm6a.

The player with the blue color: 1. balance
Red: 2. 8mm6
Blue: 3. 2SM4d(3)
Red: 4. Jebus cross
This means we are playing on Mini-Nostalgia./


It is also possible to play on fixed maps. Collections of maps and rules for games on them can be found in the topic Useful info: templates, maps.

I.4.2. /Example of choosing castles using the elimination method:
invisible - Merge
vbn - Necropolis
invisible - Fortress
vbn - Stronghold
invisible - Bastion
vbn - Castle
invisible chooses from the remaining ones (Inferno, Dungeon, and Tower) – Inferno, and then vbn – Dungeon, and red color./



I.6. Dictionary: terms, abbreviations, common hero slang.
Abbreviations:
GO - Main Guard - strong guard (value=45000) either between zones that are starting areas for players (see), or between the starting zone and the main treasure zone (Jebus Cross, mini-nostalgia).
GM - Mage Guild.
DD - Dimension Door = spell Spatial Gate = Dimensional Door.
KV - there are two possible interpretations: Book of Air or Book of Water - in games on SoD it is usually the first one
KZ - Book of Earth.
KO - Book of Fire.
TP - town portal - city portal spell.
GG - either Main Hero, or GG = Good Game.

Common hero slang:
External Dwelling = dwelling = external dwelling
Bugged passage - a passage between zones that should not be according to the template scheme. It differs by weaker protection (or its absence), which does not correspond to the template scheme. Often occurs when generating a mine, village, etc., at the border of two zones.
Treasure Zone = treasure - the best zone in terms of content on the template.
Respawn = respawn - player's starting zone. However, any zone is called that way.
Control - a group of spells TP, DD, Flight (+ Angel Wings). The complete set is called full control.
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13 years ago
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Comments on section: II. Rules for online games, common to all templates (SoD version).

Additions to 2.1. Red-rush.
To 2.1.1.
Clarification 1. The following are not considered reinforcements and can be used without restrictions:
- troops not purchased last week;
- troops from neutral towns and villages captured on that day;
- troops arriving with purchased heroes and heroes from liberated prisons;
- troops from Outer Dwellings ("caches") and troops from Summoning Portals;
- troops from Pandora's Boxes, Griffin Conservatories, Serpent Nests, Seer Huts, Refugee Camps.
Clarification 2. It is allowed to upgrade any troops.

To 2.1.3. If it is impossible to distinguish old troops from reinforcement troops (in case they have been combined with a hero or in a castle), it is considered that the reinforcements are lost in battles with neutrals.
As long as the reinforcements have not been mixed with the old troops, they are considered reinforcements, regardless of the losses of the old army.
/For example, if 4 horses were bought on day 121, adding to the 2 horses already present, and 3 horses were lost in a battle with neutrals, then when attacking an opponent, two horses can be used, and one should be dismissed / left in the castle / transferred to another hero. But if, on the way home, the old army suffered losses of one horse, and only then mixed with the reinforcements, then when attacking an opponent, only one horse can be used./

To 2.1.4. In a game involving more than two human players, the rule applies consistently to other colors (blue-rush, brown-rush...).
In a game with player alliances, the reinforcements of an ally are also considered reinforcements.
/For example, in an alliance between brown and red players, brown cannot use red's reinforcements to attack green, in accordance with paragraph 2.1.1./

Additionally to 2.3. Diplomacy.
In Pandora's Boxes and Seer Huts, it is allowed to obtain any troops, and there are no restrictions on their further use.

Comments on 2.11. Use of Magic Scrolls of levels 4 and 5.
A player can build a Guild Hall of the desired level himself or capture an opponent's or computer's castle with an already built Guild Hall. Until that moment, scrolls cannot be used against an opponent, against neutrals, or against the computer.
It is not necessary for a hero to visit a castle with a Guild Hall. It does not matter whether the castle with the built Guild Hall will be controlled later.

Comments on 2.13. Bugs.
The use of bugs considered to be "features" of the game is allowed:
- weakening unupgraded neutral armies by repeatedly defeating them;
- infinite ammunition for a ballista;
- placing two-cell units on the tactics screen one cell further than possible (using autobattle);
- viewing opponent's towns (this bug has been fixed in HoMM3 HD);
- "stalling" a monster under the effect of the "berserk" spell (this bug has been fixed in HoMM3 HD).
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13 years ago
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Screens illustrating the Rules:
Dimension Door and bugged passages on Jebus Cross.

*******

I.7.1. Terminology.
The words "defined passage between zones" refer to a space between obstacles that form zone boundaries, through which a hero can pass into an adjacent zone on a generated game map. In a real-life gaming situation, there may be several such passages, even if the template diagram indicates that there is only one passage.
II.2.6. On all templates except XL+U sized templates:
2.6.1. To move from one zone to another through a defined passage, it is necessary to eliminate the guard of this passage.
Example: Jebus cross template.

The screenshot shows three passages from the player's starting zone to the central treasure zone:
- The northern passage is guarded by Sultan Efreet, and the guards are positioned so that the hero can pass without fighting,
- southwards - Devils,
- further south - Fairy Dragons.
To move to the center through one of these passages, you need to break through the corresponding guard. If you want to walk along another passage as well, then you also need to break through its guard.
You cannot walk past the efreets, even if the player has destroyed the devils or dragons.

*******


II.2.6.2. If the guard of the passage between zones is shifted deeper into the adjacent zone, then it is allowed to enter this zone in order to eliminate it. If there are several guards for a passage, it is allowed to enter the adjacent zone to eliminate any guard at the player's choice. Eliminating the guard in these cases should be the first action in the new zone.
II.2.6.3. It is permissible to penetrate into an adjacent zone without breaking through the guard of the passage in order to visit an object belonging to the zone in which the player is located.
III.3. Jebus cross template:
- Moving between zones using the Angel Wings artifact and the Fly and Dimension Door spells is permitted:
...c) in cases where there are multiple Dimension Doors for one passage - to approach the selected Dimension Door by the player, while the first action in the new zone must be to eliminate this Dimension Door.
Example: Jebus cross template.

The passage from the Tower starting zone to the center is guarded by two Dimension Doors - Golden Dragons and Sultan Efreet. The blue player has the right to break through any guard of his choice. He can go onto the sand and pass past the shifted dragons to attack the efreets. You can also use Angel Wings, Fly or Dimension Door to attack the efreets.
You can take gremlins from the external dwelling without breaking through the Dimension Doors.

*******

I.7. Bugged passage - a passage between zones that should not exist according to the template diagram. It differs with weaker guards (or their absence), which does not correspond to the template diagram. Often occurs when generating a mine, village, etc. on the border of two zones.
III.3. Jebus cross template:
- Moving along bugged passages between two zones 1-4 is only possible if the Dimension Doors between the central zone 5 and both these zones have been broken through.
Example: Jebus cross template.

On the border of the red player's starting zone and one of the neutral zones, there is a village located, which has eaten part of the mountains. As a result, a wide unguarded passage was formed, which cannot be used until the Dimension Doors from the red zone to the center and the Dimension Door between the center and the stones are broken through. You cannot steal the campfire and piles of resources from the stones.

*******
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12 years ago
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Screenshots illustrating the Rules:
bugged passages on Panic and Balance.


*******

I.7.Bugged passage
III.4. Panic and Balance templates:
- It is forbidden to penetrate into treasure zones (10 on the Balance template, 6, 9, 12 on the Panic template) through bugged passages until the corresponding guard scheme has been broken.
Example: Balance Template.

At the border of the red starting zone and the super treasure area, two gold mines were generated. As a result, the mountains disappeared and two bugged passages formed. They cannot be used until a path into this zone is cleared in accordance with the template's scheme.

*******

I.7. Bugged passage.
Example: Panic Template.

In this case, at the border of the blue starting zone and the red necropolis secondary base, there was a sulfur mine that consumed part of the mountains. As a result, a bugged passage formed and a road was created between these zones.
/The guard of the sulfur mine has a value of 3500, and the passage from the starting zone to the necropolis secondary base has a value of 6000./
This passage can be used. It became possible to rush on turn 116.
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11 years ago
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Latest changes to the game rules.

08/14/2015. A clarification has been made for the Jebus Cross template:
instead of
Restart at the player's request,
b) who does not have a road to the central treasure.
Now we have:
Restart at the player's request,
b) who does not have a continuous road leading from the starting Castle to the central treasure through the starting zone.
That is, the player has the right to take a restart if, for example, the road from the starting Castle leads through a bugged passage to one of the corner respawn points, and somewhere off-road there is a village from which you can reach your main town by road.

08/14/2015. According to the poll about the Grail, point
2.12. The Grail can be dug up after 5 weeks of the game.
has been abolished. Accordingly, 2.13 and 2.14 have been shifted, and now the Grail can be dug up from week 111.
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10 years ago
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08/26/2015. The section regarding transitions between zones (2.6.2) has been clarified. Instead of:
If the guard protecting the passage between zones is moved deeper into the adjacent zone, it is allowed to enter that zone to eliminate it. If there are multiple guards protecting the passage, it is allowed to enter the adjacent zone to eliminate any guard of the player's choice. In these cases, eliminating the guard must be the first action in the new zone.
We now have:
It is possible to enter a guarded zone to break through the passage guard if entering the zone and attacking the guard is done in one action, without intermediate stops, overnight stays, or interaction (visiting, collecting, attacking) with any objects in the guarded zone.
Accordingly, for Jebus, the section
Transition between zones using the Angel Wings artifact and the Fly and Dimensional Gate spells is allowed:
c) in cases of multiple guards of one passage - to approach the guard chosen by the player, with the elimination of this guard being the first action in the new zone.
is no longer relevant.
Instead, the following clarification has been added for Dimensional Door:
If Dimensional Door is available, it is possible to teleport to a cell in the guarded zone next to the guard and immediately attack.
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10 years ago
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11.10.2015. Points 1.4 and 1.5 have been slightly simplified to avoid controversial interpretations. Instead of:
If subjective restarts remain, the player spends one subjective restart of their choice (e.g., on 11x, they can use the remaining restart 111).
Now we have:
If subjective restarts remain, one day of subjective restarts is spent (i.e., on 11x, we use restart 111).
10 years ago
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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.
In reply to Iamsamstan
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8 years ago
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May 20, 2018. Changes to the rules: Section I. General. 4. Color and Castle Selection Added item:
Added

4.3. Auction method for selection.
When creating a game, the host generates a random pair of cities. After that, players take turns stating the amount they are willing to give their opponent in exchange for the right to choose a city first. The minimum bidding increment is 100 coins. A similar auction procedure applies to color selection. The total amount (for the city and color) must be transferred by one player to the other before the start.
If a pair of identical cities is generated, an auction takes place for the right to choose the starting hero first. Then, an auction takes place for color selection.
Each player has the right to regenerate the city pair once at their discretion, paying 500 coins to their opponent for this. In this case, the player who pays 500 gold can impose a ban on generating one of the cities.

Item 6. Changed. Added item about HD-mod:
Added

When using HD-mod, players must enable the following options:
HD+
Save before each battle.
Save all days (for tournaments)
As well as the HW_rules plugin. Settings for HW_rules are at the discretion of the tournament organizer.

Section II. Rules. 1.2. Restart upon encounter: Now, a restart upon encounter means capturing an empty town.
Was
1.2. Restart upon the first encounter up to 115-116-117 inclusive for fast, medium, and slow paths respectively.
An encounter is considered direct contact between players, i.e., any battle between them (a battle between any heroes, a battle with the garrison of an enemy castle or mine).
Became
1.2. Restart upon the first encounter up to 115-116-117 inclusive for fast, medium, and slow paths respectively.
An encounter is considered direct contact between players, i.e., any battle between them (a battle between any heroes, a battle with the garrison of an enemy castle or mine), or capturing a town/village without a fight.
If an encounter occurs during the early game phase, players must load the save and replay without the early game phase. If no encounter occurs without the early game phase, the game continues.

2.1. Red-Rush. The red-rush rule will not be changed; however, item 2.1.5 has been added, which cancels the red-rush if there is an auction for color selection.
Added
2.1.5 When playing with an auction for color, red-rush is allowed on all maps.

2.8. Castle restriction. For Conflux, the following item has been added:
Added
To use the Grail bonus, you must build a Mage Guild of the corresponding level in any of your cities, or from the moment the player gains control over a castle that already has a Mage Guild of the corresponding level built. (similar to magic scrolls, but for all levels of magic)

2.12. Bugs. An item has been added prohibiting the use of the Grail excavation bug.
Added

2.12.5. Daily excavation bug prohibited. It is forbidden to excavate if the hero moved during that day.

Section III. Maps. For all maps, old values for the SoD timer have been removed. Road settings have been added. 3. Jebus Cross Map. Settings: Medium paths removed. Differences: The following item has been added:
Added
- In the Conflux castle, you can choose any starting hero.
Restarts at the player's request: Item b) clarified as a result of a technical restart; one 111 is always spent on the day the fact is discovered.
Was
b) which does not have a continuous road leading from the starting castle to the central treasure zone along the starting area,
are taken on the day these facts are discovered. If subjective restarts remain, then one of the available subjective restarts is used (i.e., with 124 remaining, the remaining 111 restart can be used). If subjective restarts run out, the player may demand an additional restart.
Became
b) which does not have a continuous road leading from the starting castle to the central treasure zone along the starting area,
are taken on the day these facts are discovered. If subjective restarts remain, then one day of subjective restarts is used. If subjective restarts run out, the player may demand an additional restart.

10. Mirror Maps. An item about mirror maps has been added to the rules.
Added

10. Mirror Maps: h3dm1 and mt-diamond
Map settings options: map size L+U, players – 2; computers – 0; (6 - for mt_diamond); teams – 0; no water; strong monsters; difficulty 160%,
Chess timer – (21:00+08:00+01:15).
Roads – medium.
Additionally:
- Starting cities are always identical.
- Restart based on slow and fast paths. It is applied at the request of at least one of the opponents immediately after generating the map.
- Only one subjective restart per day.
Additionally:
Passing by shifted guards between zones is prohibited for h3dm1, allowed for mt_diamond.

P.S.: There is a special thread for discussing the rules.
P.P.S.: Please report any inaccuracies to me in PM.
In reply to Dirty_Player
8 years ago
20.05.2018. Rules changes:

Section I. Common rules.
4. Color and town choice.
Paragraph added:
4.3. Trading choice.
At the time of game creation the host generates a random pair of towns. After that the players call the sum which they are ready to pay to the opponent for the right to choose the town first. Minimal step of trade is 100 coins. The same situation is with the color choice. The total sum of coins (for the town and the color) the player sends to the opponent before starting of the game. When the host generates a pair of the same 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 the towns once according to the wish, paying 500 coins to opponent. This time the player who pays 500 coins has the right to ban the generation of one of the towns.

Paragraph 6. Changes. Paragraph about HD-mod is added.
Added.
Using HD-mod, the players are obliged to swith on the options:
HD+
Save before each battle.
Everyday autosave (for tournaments)
And also HW_rules plug-in. The tournament moderator chooses options for HW_rules plug-in.

Section II. Rules.
1.2. First-meeting restart: Capture of opponent’s empty town is considered as the first meeting.
Before
1.2. First meeting restart until 115-116-117 including for fast-middle-slow roads correspondingly.
Meeting is the direct contact between opponents, it means any fight between them (between to heroes, with garrison of the tom or the mine of opponent).

Now.
1.2. First meeting restart until 115-116-117 including for fast-middle-slow roads correspondingly.
Meeting is the direct contact between opponents, it means any fight between them (between to heroes, with garrison of the tom or the mine of opponent) or capture of empty town without fighting. When the meeting takes place in the process of Simultaneous Turns option, players are obliged to load the save and replay turns without Simultaneous Turns option and if the meeting without Simultaneous Turns option didn’t take place, the game continues.


2.1. Red-Rush. The Red-Rush Rule has not been changed, but the Paragraph 2.1.5, which cancels Red-Rush in case of color-trading.

Added.
2.1.5 In case of trading for color, Red-Rush is allowed on any templates.



2.8. Castle restrictions. For Conflux paragraph is added:
Added.
Graal digging is remained. 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 rule of using magic scrolls but for each level of magic)


2.12. Bugs. The paragraph which prohibits the usage of Graal’s digging bug.
Added.
2.12.5. The everyday Graal’s digging bug is forbidden. It is forbidden to dig Graal if the hero has made any movements on current day.


Section III. Templates.

The previous meanings of SoD-timer are eliminated for all templates. The Roads options are added.

3. Jebus Cross-template.
Setting:
The template is played without middle roads.
Differences:
Paragraph added:

Added.
- It is possible to choose any staring hero for Conflux.


Restarts according to Player’s wish.
Paragraph is specified.
b) In case of technical restart on the day of opening of this fact only 111 is spent.

Before.
b) The Player who doesn’t have road to the treasure zone through the starting zone takes a restart on the day of opening of this fact. In case the player has subjective restarts, The Player can spend subjective restarts according to the choice (it is possible to spend the last 111 restart on day 124 for example). In case the Player doesn’t have subjective restarts, the Player can take extra restart.

Now.
b) The Player who doesn’t have road to the treasure zone through the starting zone takes a restart on the day of opening of this fact. In case the player has subjective restarts, The Player can spend day of subjective restarts. In case the Player doesn’t have subjective restarts, the Player can take extra restart.


10. Mirror templates.
Paragraph for mirror templates is added.

Mirror templates: h3dm1 и 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.
Addictions:
- Starting towns are always identical.
- Middle/fast roads restarts is taken according to the wish at least of one of the Players immediately after map generation.
- There is only one subjective restart (111).
Addiction:
It is impossible to pass the shifted guards between zones on h3dm1 template, it is possible to pass the shifted guards between zones on mt_diamond template.


P.S.: The discussion of the rules is here.
P.P.S.: About mistakes and unclear points it is possible to write a private message to Dirty_Player.

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