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"Random Jebus"

Today's agenda is another tournament with a prize pool; this time, even the conspirators who show nothing can join :smile09:(however, I may filter out players based on my subjective view), and we will be playing Jebus Cross full random!

I. Registration, regulations, and deadlines.

1. The tournament will be conducted using a Single Elimination bo1 system, final bo3
2. Tournament start: 26 July 2015.
3. Registration until 25 July inclusive. Applications for participation are left in this thread
4. Time for each round is 2 weeks.
5. A prize pool is provided for the tournament, with a starting value of 10 thousand rubles (Thanks to regular viewer and beginner player warzealot123 for this), since it's a single system, 3rd-4th place have equal significance, so the distribution will be 1st place - 50%, 2nd place - 30%, 3rd-4th places 10% each. (The commission for transfer to the required platform for the winner is deducted from the prize)

II. Rules and templates.

1. By default, games are played according to seasonal rules. Version for play SoD 3.2 (4.0) +HD-mod with the HW-Rules patch connected, version 1.34; tents, forts, and cartographers - checked; built second level and obelisks - disabled.
2. Game templates: The one and the Only Jebuss cross :cool:
3. Choice of castles is random, castle random for each restart is done via the "random towns" button in HW rulz, because Conflux and Necropolis are not generated randomly on standard Jebus, and they are very much needed for a complete picture. Accordingly, whoever plays red on the restart will be the first of the generated cities. (Starting color by coin toss, color change at each subjective restart), HEROES RANDOM!, bonus can be chosen. By mutual agreement to your taste (blackout, choice, etc.)
4. Total number of restarts (113), i.e., 111+111+111,111+112,113
5. Game timer - chess 24+8.30+1.30
6. Roads - fast only

III. Organizational issues.

1. The tournament is conducted according to the Rules for organization, conduct, and participation in HOMM3 online tournaments
2. Tournament host and judge - HellLighT, ICQ - 649566490.
3. The organizer reserves the right to refuse tournament participation to a user without public explanation of reasons.
4. For each played game, participants must submit a report and confirmation.
5. Saves of all games must be kept until the end of the tournament and presented upon first request of the tournament host or judge.
6. The judicial decision is made primarily based on the tournament rules. If a situation arises that is not regulated by the rules, judges are guided by basic logic and gaming ethics.

IV. Transfer details.

For everyone who wants to support the tournament (prize pool) not with words, but with ringing coin, I leave the transfer details (please specify hmm3 in the transfer comment if possible).

Webmoney R810353322249 Z133420754895

Sbercard 4276 8640 2800 0097

yandex.money 410011694271151

Qiwi +79095391801
In reply to Dirty_Player
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I remember a similar situation in a tournament on the Wargaming.net platform; I didn't give Cobra a technical win in his game against Papik. Back then, in Heroes 6, an extra zone was generated, and Artem had to navigate around strong guards on the only road. I understood that it was essentially unplayable, but it didn't qualify as a technical win. So, in this situation, I'm on Dirty's side. It was a correct decision from a judge's perspective.
http://ru.twitch.tv/lizard_wt
In reply to Dirty_Player
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Heavy draw is when Conflux and Dragon Fly Hives are delivered, and when such blocks are placed along the only road, like I had on MM6 (a stack of g. Wyverns, if I'm not mistaken..) or Romantic had on Jebus Cross, then it's essentially a dead draw and your chances of pulling it off are, hand on heart, 0.000(1) in the period. Sometimes it's better to give up and not torture yourself.
Well, since the rest are silent, it means they think everything is fine and correct in these rules. As they say, I wish everyone who agreed or stayed silent more of such pleasant, "playable" draws!...:D :D :D And take care of your restarts! :D


In reply to KobRa_RR
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KobRa_RR
Kostya, what is this nitpicking? The rules don't say that you have to sit and skip turns to buy creatures! You have 5 Air Elementals and 8 Water Elementals left, which is clearly less than half of the starting army!
And if there were 90 Archers, would you say to wait for the Fire Elementals to be bought? And so on.
What does the starting army have to do with it?

Regarding the blockade, I agree with Hell, if there was someone more serious, then you could count on a tech rush, but Archers are still quite manageable guards, especially without a Guardian Spirit.
heroes3.tv/juristis
ICQ - 488-784-621, skype - juristis18

Весна 2014.
In reply to KobRa_RR
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Regarding the restart after a meeting, we need to formulate the criteria more clearly, as different players and hosts interpret it differently.

And since it is impossible to achieve absolute precision in the formulation, we should provide several examples of typical blocking and non-blocking scenarios.

Also, we need to consider the specifics of the map. For example, on a CM or XL+U map, skipping a day or two is not a big deal, but on a Jebus map, it can be problematic.

P.S. 77 archers is an absurd block; I wouldn't even consider requesting a technical restart.
In reply to KobRa_RR
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KobRa_RR
or if a romantic is playing against Jebus, then it's essentially a dead game, and frankly, you have a 0.000(1) chance of winning in that situation.
Tem, where does this categorical attitude come from? Did you watch the replay?
In reply to Juristis
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Juristis
What does the starting army have to do with it?

Regarding the blockade, I agree with Hell; if there was someone more formidable, then tech-resisting could be considered, but archers are still quite easily overcome, especially without Guardian Spirits.

How do you know if they have Guardian Spirits or not, and how many there are exactly?) Dirty says that whoever is there, it's not a tech-resist, because there's a way around, if I understand him correctly.

Added 4 minutes later
Dirty_Player
Tem, why are you being so categorical? Did you watch the save?

I've been asking for it to be uploaded for two days now)
I don't really understand why, because everything seems clear from the picture) On the left, along the road, you're completely blocked. And to go around, it takes about 3 days. On Jebus, that's basically a death sentence)

Added 2 minutes later
Let's say there are 100+ archers with Guardian Spirits, then what? Hell and Jurist will already consider it a tech-resist. But Dirty still won't. And if it takes 5 days to go around instead of three, then what? Or a week?) Still no? Not a restart? :rolleyes:


In reply to KobRa_RR
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KobRa_RR
A heavy layout is when Cons and Dragon Fly Hives are not delivered, but when there are such blocks on the only road, like I had on mm6 (a tray of gr. Wyvern, if I'm not mistaken..) or Romantic had on Jebus Cross, then it's essentially a dead layout and your chances of pulling it off, hand on heart, are 0.000(1) over time. Sometimes it's better to surrender and not torture yourself.
Well, since the others are silent, it means they think everything is fine and correct in these rules. As they say, I wish everyone who agreed or stayed silent more of these pleasant, "playable" layouts!...:D :D :D And take care of your restarts! :D

Kobra, this isn't about those who stayed silent, many forum members don't have the same authority as you, so they just observe what's happening from the sidelines.
Someone wrote that the second level isn't a block, if there were zombies, it would supposedly be fine, but they aren't here, and even if there were Air Elementals (also second level), then the block wouldn't even be considered... And anyway, it's strange to observe when right under the castle, 300-500 moves worth of two blocks on both roads aren't considered a block, why have fast roads if there's no chance to run along them?) Maybe for the dads, a block isn't a block, and there's always an opportunity to play out any layout, but still, you need to know reasonable limits, when the rules are unable to describe not even a heavy, but an unrealistic layout... Anyway, I wrote something here, not sure if anyone will read it, let it sit here. :)
P.S.: I was following the thread thinking it was a block and expecting that people would come to the conclusion of a tech.re, apparently I was wrong...
С уважением,
Максим

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In reply to KobRa_RR
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KobRa_RR
Let's consider a scenario where there are 100+ archers with Ground Strike. What then? Hell and Jurist would already consider this a technical exploit. But Dirty still wouldn't. And what if you bypass it in 5 days instead of 3? What if it takes a week? Still no? Is it not a restart? :rolleyes:
100+ with Ground Strike, in my opinion, should be treated as a block. But in the current version of the rules, it is not considered a block. So, the complaints should be directed at the rules, not at Dirty.
In reply to Wicc
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1.5. Restart due to a strong block, up to turn 112 inclusive.
A block is a strong defense of something that cannot be destroyed without catastrophic losses in a specific game.
The restart is initiated at the discretion of the player who owns 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 opportunity for development up to the block.
According to the rules of this game, there are no such restarts, as there is an opportunity to develop up to the block. However, it might be worth specifying a separate "restart due to a strong block" for Jeb, especially if the roads are blocked.

And regarding the other point:
1.4. Restart at the player's request if the only road leads to the Guardian Order (for the 2SM4d(3), Jebus cross, Balance, Nostalgia templates). It is initiated on the day this fact is discovered, but no later than turn 115.
For example, the only road is blocked, and it leads to the Guardian Order. There is a bypass through the wilderness that takes 5 days, and by turn 117, we break through to the Guardian Order along the only road, but this is no longer a restart, sorry :smile53:
In reply to =Lizard=
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It's interesting to consider how to interpret situations where you don't get a great draw and end up with a lot of Ifrits, which are often difficult to defeat without losses (for some reason, there are always more of them than regular Nagas, which seems fair). In theory, this is also a dead end.
In reply to Volodymyr
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Volodymyr
For example, the only road is blocked, and it leads to the Guardian Outpost (GO). There's a detour through the wilderness that takes 5 days, and around turn 117, we rush to the GO along the only road, but is that fair? :smile53:
A request for a reset due to a blocked path should be submitted at the moment it is discovered (i.e., no later than turn 112). The judge opens the save and sees the situation you described.

Additionally, on turn 115, if there is a suspicion of a single road leading to the GO, you can also contact the judge.
In reply to Wicc
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Wicc
Since it is impossible to achieve absolute accuracy in the formulation, I will provide a few examples of typical blocks and non-blocks.
Very good idea!
In reply to Vinceras
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Vinceras
It's interesting to consider how to interpret situations where you don't get a great start and face a lot of Ifrit Sultans, which are often difficult to defeat without losses (for some reason, there are always more of them than regular Nags, which seems very fair). In theory, this is also a bad situation.

If, at the same time, your paths are clear, and you can build freely, then it's just a bad start, and you still have a chance to win, unlike someone who got blocked and has almost no chance at all. We're not talking about eliminating bad or difficult starts; not at all! We're talking about eliminating unplayable, hopeless starts because it's just a waste of time for everyone involved. Or, you can immediately file a report to 111; some people might even enjoy that.


In reply to KobRa_RR
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Well, there's nothing to argue about; everything is correct according to the rules – there's a workaround, so it works, and there are no complaints about Kosta; the only thing is that perhaps the rule itself should be changed.
P.S. I personally voted to simply remove the concept of a technical restart per block.
296524052
Весна 2012.
In reply to злой_романтик
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zloi_romantik
What is there to argue about, according to the letter of the law it's correct — there is an avoidance, so it is played, no complaints to Kostya, the other thing is that perhaps the letter of the law itself should be changed.
PS/I myself voted, in general, to simply remove such a concept as tech rest by block.
+ 1

According to the current rules, yes there is an avoidance, there is no talk of a tech rest, but this game (and not only this game) shows that the rules (like legislation) need to be constantly analyzed and amended.
On the other hand, this is a long-debated topic about using rests. Along the lines of "Chasing chocolate? Then be prepared for a surprise from the generator in the form of an autoloss."
And yet, in my opinion for tournament play, the judges probably made the right decision here, because rests, rests, rests) Most of us have encountered autoloss situations on Jebus Cross. (and not only on it).
Well, for funky games, of course, it would be nice to give the opponent an extra rest)


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