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Gentlemen, attention! We have a TOURNAMENT RESTART!
The tournament will start according to the rules outlined below.
Participant suggestions are welcome (but all changes are at the discretion of the organizers) until Friday, October 24th. The tournament will start on Friday.
Participants are asked to confirm their participation or non-participation in the new format. Those who do not confirm will be included in the tournament by default until the first checkpoint.
The estimated duration of the tournament is 3 months. Checkpoints are every 3 rounds. By the end of each 3rd round, a participant must have played N-1 games, where N is the number of rounds played. We will apply sanctions to those who delay; please don't stall! Please inform the tournament judges of any difficulties, personal problems, etc., if you are unable to play. Concessions are possible for reasonable participants.
Tournament rules and restrictions:
1. Games are played on the latest official version of the game. Currently, this is HoMM V: Tribes of the East 3.1, and the Tournament Edition mod is used in this tournament. By default, the game is played on the Ubi server. By agreement, the game can be played through programs such as Hamachi, Remobo, COMODO EasyVPN, GameRanger, and similar programs.
2. Since the game has autosave, it is recommended to save every 3 days.
3. THE TOURNAMENT IS HELD IN A ROUND-ROBIN FORMAT. Each participant plays against each other once. One week + 4 days are allotted for each round. The round starts every Friday.
THE CHOICE OF TEMPLATE IS MADE IN TURN ACCORDING TO THE 1-1-....1 SCHEME FROM THE FULL LIST, the blue player starts the turn. The list of templates is: crown, summer, m3, mask, labyrinth, rainbow, spider, sun.
THE CHOICE OF RACE IS MADE BY TURNS FROM THE FULL LIST ACCORDING TO THE 1-2-2...2-1 SCHEME. The blue player starts the turn.
IMPORTANT - PARTICIPANTS ARE FREE TO AGREE ON ANY RULES IN PAIRS. IF DISAGREEMENTS ARISE, IT IS NECESSARY TO FOLLOW THE RULES INDICATED ABOVE.
Players determine the color themselves; if there are difficulties in choosing a color, you should contact any available judge.
You can play ahead for the entire tournament if there are available opponents. After determining the composition of the participants, we will create a bracket for better orientation.
4. The use of any bugs, undocumented features, cheat codes, as well as unofficial programs and modifications is prohibited, except for the TE mod itself (and programs that create virtual networks).
5. In case of a connection interruption or game crash, the last autosave of the game is loaded. Players must accurately repeat all their moves up to the moment of the connection interruption or game crash. In case of a connection interruption or crash on the first day of the game, the heroes are randomly re-placed.
6. In case of battles between players, a stalemate situation may arise (when neither player can win). In this situation, the attacking side must retreat or surrender (at their discretion). If the Shackles of War artifact is involved in the battle, then in the event of a stalemate, the battle should be completed in AutoCombat mode.
7. Each player is entitled to one restart with a map regeneration no later than the second day (the end of the day is considered to be pressing the "end turn" button, regardless of whether the opponent has completed their current turn or not). After the restart, the races are again those that the players chose. If a technical restart is necessary (simultaneous crash on the 1st day or desynchronization, etc.), the races remain for the next generation. The hero is random.
A simultaneous crash or desynchronization in the 1st week is a technical restart (except in cases where both players are willing to continue the game).
A simultaneous crash or desynchronization in the 2nd week and later - the game continues (except in cases where both players are willing to start the game again).
8. "Red rush" is prohibited, that is, attacking with red on the first day of the week with a purchased bonus (the red player can attack on the first day, but not buying a bonus).
9. Any joining of neutrals is prohibited; as an exception, joined neutrals can be sacrificed in the pit or sold in the market.
10. It is forbidden to use the "Astral Gate" spell to jump from any zone to the opponent's starting zone if the connecting portal/garrison is not broken. It is also forbidden to use the "Astral Gate" spell to jump into the opponent's adjacent zone and run into the opponent's starting zone in the same turn.
11. It is forbidden to press "wait" on the first attack of Krag in battles with the opponent's heroes; it is allowed against neutrals.
12. Three points are awarded for a win, one for a draw.
13. Attention! LOADS ARE PROHIBITED IN THIS TOURNAMENT!
Exception: both players have reached a mutual agreement on the number of loads. If, despite the agreement on the number of loads, players have disagreements about the outcome of the game (win/loss) due to loads, the tournament judges reserve the right to decide the outcome of the game.
The tournament will start according to the rules outlined below.
Participant suggestions are welcome (but all changes are at the discretion of the organizers) until Friday, October 24th. The tournament will start on Friday.
Participants are asked to confirm their participation or non-participation in the new format. Those who do not confirm will be included in the tournament by default until the first checkpoint.
The estimated duration of the tournament is 3 months. Checkpoints are every 3 rounds. By the end of each 3rd round, a participant must have played N-1 games, where N is the number of rounds played. We will apply sanctions to those who delay; please don't stall! Please inform the tournament judges of any difficulties, personal problems, etc., if you are unable to play. Concessions are possible for reasonable participants.
Tournament rules and restrictions:
1. Games are played on the latest official version of the game. Currently, this is HoMM V: Tribes of the East 3.1, and the Tournament Edition mod is used in this tournament. By default, the game is played on the Ubi server. By agreement, the game can be played through programs such as Hamachi, Remobo, COMODO EasyVPN, GameRanger, and similar programs.
2. Since the game has autosave, it is recommended to save every 3 days.
3. THE TOURNAMENT IS HELD IN A ROUND-ROBIN FORMAT. Each participant plays against each other once. One week + 4 days are allotted for each round. The round starts every Friday.
THE CHOICE OF TEMPLATE IS MADE IN TURN ACCORDING TO THE 1-1-....1 SCHEME FROM THE FULL LIST, the blue player starts the turn. The list of templates is: crown, summer, m3, mask, labyrinth, rainbow, spider, sun.
THE CHOICE OF RACE IS MADE BY TURNS FROM THE FULL LIST ACCORDING TO THE 1-2-2...2-1 SCHEME. The blue player starts the turn.
IMPORTANT - PARTICIPANTS ARE FREE TO AGREE ON ANY RULES IN PAIRS. IF DISAGREEMENTS ARISE, IT IS NECESSARY TO FOLLOW THE RULES INDICATED ABOVE.
Players determine the color themselves; if there are difficulties in choosing a color, you should contact any available judge.
You can play ahead for the entire tournament if there are available opponents. After determining the composition of the participants, we will create a bracket for better orientation.
4. The use of any bugs, undocumented features, cheat codes, as well as unofficial programs and modifications is prohibited, except for the TE mod itself (and programs that create virtual networks).
5. In case of a connection interruption or game crash, the last autosave of the game is loaded. Players must accurately repeat all their moves up to the moment of the connection interruption or game crash. In case of a connection interruption or crash on the first day of the game, the heroes are randomly re-placed.
6. In case of battles between players, a stalemate situation may arise (when neither player can win). In this situation, the attacking side must retreat or surrender (at their discretion). If the Shackles of War artifact is involved in the battle, then in the event of a stalemate, the battle should be completed in AutoCombat mode.
7. Each player is entitled to one restart with a map regeneration no later than the second day (the end of the day is considered to be pressing the "end turn" button, regardless of whether the opponent has completed their current turn or not). After the restart, the races are again those that the players chose. If a technical restart is necessary (simultaneous crash on the 1st day or desynchronization, etc.), the races remain for the next generation. The hero is random.
A simultaneous crash or desynchronization in the 1st week is a technical restart (except in cases where both players are willing to continue the game).
A simultaneous crash or desynchronization in the 2nd week and later - the game continues (except in cases where both players are willing to start the game again).
8. "Red rush" is prohibited, that is, attacking with red on the first day of the week with a purchased bonus (the red player can attack on the first day, but not buying a bonus).
9. Any joining of neutrals is prohibited; as an exception, joined neutrals can be sacrificed in the pit or sold in the market.
10. It is forbidden to use the "Astral Gate" spell to jump from any zone to the opponent's starting zone if the connecting portal/garrison is not broken. It is also forbidden to use the "Astral Gate" spell to jump into the opponent's adjacent zone and run into the opponent's starting zone in the same turn.
11. It is forbidden to press "wait" on the first attack of Krag in battles with the opponent's heroes; it is allowed against neutrals.
12. Three points are awarded for a win, one for a draw.
13. Attention! LOADS ARE PROHIBITED IN THIS TOURNAMENT!
Exception: both players have reached a mutual agreement on the number of loads. If, despite the agreement on the number of loads, players have disagreements about the outcome of the game (win/loss) due to loads, the tournament judges reserve the right to decide the outcome of the game.