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I want to write about a sore subject, namely the rules and their interpretation. But first, let's define what they exist for and why they arose in the game Heroes III.
The root cause of the emergence of rules, laws, acts, etc. is the need to regulate various aspects of life in order to prevent conflict situations. At the same time, rules must have a logical basis, which makes them understandable and acceptable to all parties in the relevant situation that has arisen. Rules must address the essence of an issue and cannot exist formally; if this happens, they may serve as a catalyst for various disputed situations instead of preventing them.
Now let's look at the rules that exist in our beloved game. In most computer games, the rules mostly concern organizational issues and the behavioral aspects of the players themselves. The rules of the game itself, as a rule, are already included in the product and do not require additional writing, as the game's mechanics inherently include this.
As for Heroes III, at the time of the game's creation, little attention was paid to its online component, which is why we have a huge number of rules that are directly related to the game's mechanics and either limit it or point out special moments in the application of certain in-game cases. However, no matter what, these rules, like any others, were created not for the sake of rules, but to solve the essence of the problems present in the game.
Now I want to draw your attention to the moments I have encountered.
I.
In a recent "Wars of the Magi" game, I robbed a Dragon Utopia in the following order: I landed on the Dragon Utopia with Fly, moved 2 tiles, broke the guard, returned to the Dragon Utopia, and killed the dragons inside. This action caused a storm of indignation from Darkello (considering the opponent's manner, the storm was maximal on a 10-point scale). The opponent's claim was that, by landing on the Dragon Utopia, I received information about the Dragon Utopia without breaking the guard. Formally, he is somewhat right. Now let's analyze this moment more thoroughly.
Let's start with the essence of the rule that prohibits taking objects without breaking the guard. The essence is as follows: not to give an advantage to the opponent, which could be in the form of: a) the object itself, b) information about it, c) saved movement points on various ways of taking this object.
Now I would ask you to evaluate the entire situation precisely based on the essence of the rule, namely, not obtaining an unjustified advantage by one of the parties. Guided by this, the conclusion about the need to break the guard before visiting is obvious. Let's move on to the information about the object: i.e., the opponent, using Fly, can visit the object, get information about its internal guard, and, assessing his chances, decide whether to take this object or retreat. In this case, the information plays a decisive role, and he should not receive it without breaking the guard – it's obvious. But if the player does not need this information and it does not influence his decision-making, then it turns out that it has no value for him and provides no advantages. However, he receives the information one way or another (unfortunately, he cannot refuse), so he is obliged to break the guard in any case. Now the most important question: how exactly should he break the guard? Can the opponent receive the information and break the guard later?
So, I would like to clarify. A player does not have the right to take an object, nor to receive information about it, if the guard has not been broken. But if the player, having the Fly spell, lands on the object, receives information about it, then immediately breaks the guard (without taking the object itself), then such an action is perfectly legal, because the information about the internal guard of the Dragon Utopia or another object does not give him any advantage over breaking the guard itself. In my opinion, a sufficient condition for receiving information is breaking the guard of the object, and forcing a player, who has Fly and a free tile to approach this guard, to go around it – that is, in fact, an invented limitation. After all, the essence of the rule is to prevent unjustified gaining of an advantage, which the player does not gain over the guard.
First, let's consider the essence of this problem. The issue of saving movement points is not so clear-cut:
Firstly, it arose only because of that rule which we ourselves wrote. I.e., no rule, no such issue, or if the game had provided another solution (automatic attack by the guards would be ideal);
Secondly, saving movement points in this case somewhat contradicts the essence of the game's mechanics. We are limiting his ability, thereby preventing the player from using, say, those movement tiles that he could use. Let's imagine how this should work ideally. We use Fly, land on the object, the object's guard automatically attacks us, even if it is two tiles away, and the issue resolves itself: we received the information, broke the guard in the process, and are free in our further actions. But in reality, it turns out that one player can use the tile that is free on the Dragon Utopia/Clue for visiting (if the guard is immediately nearby), while another cannot, if the guard spawned further away.
What is all this fuss about? It's about the fact that many players start using the smallest formal argument as a reason to claim their victory, appealing to the Arbitration Committee (АК). I have observed this not for the first time, and I involuntarily form an image of the АК as an inquisitional college, rather than a judicial body. I would generally recommend adding a rule clause that would explain which violations imply an obvious admission of defeat due to the severity of the offense, and which would require investigation on the merits, not on the form.
II.
Now I would like to express my opinion on the red-rush. I am doing this again because there are individuals who, in my opinion, abuse this rule, namely ignore the clause "b) on the blue player's heroes or guarded mines, if the presence of growth could influence the outcome of the battle or the losses in the battle for any of the players."
Let's thoroughly analyze this rule. Why was it introduced? It is believed that the red player has an indisputable advantage over the blue player by one game day, with all that entails. (Some might add that it distributes better along roads, but in my observations, this is very debatable) But, guys, excuse me, we are playing a turn-based strategy where the mechanics themselves provide this for us, but we are deliberately making the game disabled, because this is not a flaw of the game, it's its feature. And is this advantage really so imbalanced for red? What does blue get in return:
1. The right to choose the castle, which is significant
2. Advantage in restarts.
3. At the end of the turn, mana always replenishes, resources are awarded, while red has to think about leaving money for [unit] buyback, if an attack by the computer is expected. (say, against a boosted Angel daddy on week 1, etc.) very often red cannot sit in the castle at the end of the turn, fearing being caught, and mana still won't replenish.
So what do we get? It turns out that red cannot fully utilize his advantage (mana doesn't replenish, income isn't awarded, though logically it should, because he also completed the day), and then we completely nullify even this advantage with restrictions, giving blue a carte blanche. On many templates, red has long not been considered the best choice. Very often, a blue noob with a small army runs to red's respawn on day 7, and red, if he has no old troops nearby or in the castle, cannot even chase away the scout on the first day of the week (there aren't enough troops on a hired hero for this, and he can't use newly hired ones) – this is some kind of nonsense, a "blue-rush". And how often do some individuals like to use the right to a tech-win because of a trivial red-rush, when I accidentally forgot to leave troops. Yes, I won the fight, and would have done so even without the new troops, and the losses would have been smaller for the opponent by 1 goblin, but the fuss – heaven forbid.
I don't understand such a setup at all. Troops from the east got up earlier, made a dash by plane to the western borders, and attacked the enemy who hasn't slept enough, and what do you think? Well, it's simple, according to the rules of Heroes III we have to wait until they get up, wash their faces…
Yes, the red-rush rule is needed, but it needs serious revision. Leave it on m-templates, where it decides the outcome, and some specific ones; on XL+U remove it completely or leave only the clause about not attacking the castle.
We have tied red so tightly that sometimes it seems to me that only blue has the right to rush, a blue-rush, so to speak.
And, I strongly ask, don't write to me here about voting, etc. Voting on HeroesWorld (ХВ) has long been complete nonsense, with which the АК covers up its indecisiveness. Many issues should be decided by a competent assembly, not by this bureaucratic-liberal balalaika. How much fuss was there about the Magi specialists, they lifted the restriction, and what? Did the world turn upside down? A pity, otherwise the lovers of saying "I told you so" would have rubbed their hands.
1. PS: Regarding the saving of my movement points in the tournament against Dark, I ask not to discuss it here, as everything has already been decided between us. Dark, though a troll and fat, is adequate. (Especially since I had seen the Dragon Utopia there enough times to land directly on the guard, and I didn't even right-click check the Dragon Utopia, all this is visible on the stream).
2. PS: All of this was written by me not so much to change the rules, which would be just wonderful, but because I'm fed up with certain individuals who want to see a violation in almost every move and keep their mouths open in advance to shout about a violation as early as possible.
There are violations, and there are violations. It is one thing when a player does it intentionally, and quite another when they try to catch him on a minor detail that never has and never could decide the outcome of a match.