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which rules are unclear or imprecise, etc., so that they can be simplified in terms of understanding and accuracy of wording?
I am ready to help with this; together we will refine them.
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In the neighboring topic, a question was raised regarding the blockade:
1.5. Restart due to a strong blockade up to level 112 inclusive.
Blockade is a strong defense of something that cannot be destroyed without catastrophic losses in a specific game.
A restart is initiated at the request of the player who owns the blockade if it is impossible to bypass the blockade, which cuts off the Castle from the main part of the starting zone, leaving no opportunity for development up to the blockade.
The strength of the blockade is primarily assessed by the player who declared the blockade, then by his opponent, and if there is a dispute between the players, by the host/judge/AC.
If subjective restarts remain, a subjective restart is used according to the player's choice (i.e., on level 112, you can use the remaining restart from level 111).
If subjective restarts run out, the player has the right to demand an additional restart.
Restart if the blockade is on the only path (it doesn't matter if it's a road or rough terrain; evidence requires scouting the area to show that there are no other paths in darkness). The limit for the duration of the blockade is 113 (since the maximum number of restart days is 3, and 3 days are needed to prove the existence of darkness).
The blockade varies greatly depending on different scenarios, so it will not be possible to describe every rule combination. I suggest:
Level 2 monsters: 100+ (shooting units: 50+) Level 3: 50+ (shooting units: 20+) Level 4: 20+ Levels 5-7: any quantity
Gremlin lair as a blockade - ?! , unless it consists of 100+ (100-249) creatures.
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2.4. Dimension Door spell:
- On all maps except XL+U size maps, each hero can use it no more than once per day;
- On XL+U size maps, each hero can use it twice per day with expert air magic.
- On XL+U size maps, each hero can use it up to two times per day with expert air magic; a hero without expert air magic can only use it once per day.
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Additional rules for transitions between zones:
...
- Transition between zones using the Angel Wings artifact and the Flight and Dimension Door spells is allowed:
a) between any of zones 1-4 and central zone 5, if the ГО (Guard Object) of any path between the corresponding zones has been defeated;
b) between two zones 1-4, if the ГОs have been defeated between central zone 5 and both of these zones;
c) in cases of multiple ГОs on one path – to approach the chosen player's GO, while the first action in the new zone must be eliminating this GO.
It is permissible to fly into zone 5 (the center treasure zone).
1) At the same time, scouting/running around is permitted as much as desired, but during that turn, any GO from the flight zone must be killed by the flying hero. Visiting objects or collecting resources is prohibited (except for random DDs into darkness).
2) If Dimension Door was used into darkness and you ended up under guard, you need to kill the guard without collecting anything, and then follow point 1.
3) If monsters block the way to the GO, they can be killed; it doesn't matter even if there is a GO without being blocked by units (closer or further - it doesn't matter; if you can bypass the monsters along the shortest path closer through the monsters, you can kill them and then follow step 1).
or
after flying into zone 5 during that turn, the same hero must kill any GO leading to the zone from which he flew, at the same time, before defeating the GO, the following are prohibited:
1) capturing/fighting in objects
2) collecting
3) attacking enemy heroes
*It is permissible to attack any units in the treasure zone, except for ГОs leading to other zones (after their destruction, nothing can be collected – repeat p.2)
**All valuable items that were defeated before defeating the GO during this turn may only be collected by the hero who fought with them (so that one person does not fly in, clear everything out, and scouts collect everything).
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2.6.3. It is allowed to enter an adjacent zone without defeating the guard of the passage in order to visit an object belonging to that zone, in which the player is located.
2.6.3. It is forbidden to enter an adjacent zone without defeating the guard of the passage in order to visit an object belonging to that zone, in which the player is located.
arguments /topic/at/831612/
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2.1.1.-2.1.4. red rush
complete cancellation (up to m size maps)
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P.S. icq 360913099
I am ready to help with this; together we will refine them.
--------------------------------------------------------------------------
In the neighboring topic, a question was raised regarding the blockade:
1.5. Restart due to a strong blockade up to level 112 inclusive.
Blockade is a strong defense of something that cannot be destroyed without catastrophic losses in a specific game.
A restart is initiated at the request of the player who owns the blockade if it is impossible to bypass the blockade, which cuts off the Castle from the main part of the starting zone, leaving no opportunity for development up to the blockade.
The strength of the blockade is primarily assessed by the player who declared the blockade, then by his opponent, and if there is a dispute between the players, by the host/judge/AC.
If subjective restarts remain, a subjective restart is used according to the player's choice (i.e., on level 112, you can use the remaining restart from level 111).
If subjective restarts run out, the player has the right to demand an additional restart.
Restart if the blockade is on the only path (it doesn't matter if it's a road or rough terrain; evidence requires scouting the area to show that there are no other paths in darkness). The limit for the duration of the blockade is 113 (since the maximum number of restart days is 3, and 3 days are needed to prove the existence of darkness).
The blockade varies greatly depending on different scenarios, so it will not be possible to describe every rule combination. I suggest:
Level 2 monsters: 100+ (shooting units: 50+) Level 3: 50+ (shooting units: 20+) Level 4: 20+ Levels 5-7: any quantity
Gremlin lair as a blockade - ?! , unless it consists of 100+ (100-249) creatures.
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2.4. Dimension Door spell:
- On all maps except XL+U size maps, each hero can use it no more than once per day;
- On XL+U size maps, each hero can use it twice per day with expert air magic.
- On XL+U size maps, each hero can use it up to two times per day with expert air magic; a hero without expert air magic can only use it once per day.
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Additional rules for transitions between zones:
...
- Transition between zones using the Angel Wings artifact and the Flight and Dimension Door spells is allowed:
a) between any of zones 1-4 and central zone 5, if the ГО (Guard Object) of any path between the corresponding zones has been defeated;
b) between two zones 1-4, if the ГОs have been defeated between central zone 5 and both of these zones;
c) in cases of multiple ГОs on one path – to approach the chosen player's GO, while the first action in the new zone must be eliminating this GO.
It is permissible to fly into zone 5 (the center treasure zone).
1) At the same time, scouting/running around is permitted as much as desired, but during that turn, any GO from the flight zone must be killed by the flying hero. Visiting objects or collecting resources is prohibited (except for random DDs into darkness).
2) If Dimension Door was used into darkness and you ended up under guard, you need to kill the guard without collecting anything, and then follow point 1.
3) If monsters block the way to the GO, they can be killed; it doesn't matter even if there is a GO without being blocked by units (closer or further - it doesn't matter; if you can bypass the monsters along the shortest path closer through the monsters, you can kill them and then follow step 1).
or
after flying into zone 5 during that turn, the same hero must kill any GO leading to the zone from which he flew, at the same time, before defeating the GO, the following are prohibited:
1) capturing/fighting in objects
2) collecting
3) attacking enemy heroes
*It is permissible to attack any units in the treasure zone, except for ГОs leading to other zones (after their destruction, nothing can be collected – repeat p.2)
**All valuable items that were defeated before defeating the GO during this turn may only be collected by the hero who fought with them (so that one person does not fly in, clear everything out, and scouts collect everything).
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2.6.3. It is allowed to enter an adjacent zone without defeating the guard of the passage in order to visit an object belonging to that zone, in which the player is located.
2.6.3. It is forbidden to enter an adjacent zone without defeating the guard of the passage in order to visit an object belonging to that zone, in which the player is located.
arguments /topic/at/831612/
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2.1.1.-2.1.4. red rush
complete cancellation (up to m size maps)
-----------------------------------------------------------------------------------------------------------------------------------------------
P.S. icq 360913099


