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Hello everyone.

I recently registered on HW and am still learning how to play Heroes. For now, reading the layouts is not easy (determining zones, finding guards for passages, etc.). I don't want to get technical losses and be known as an unscrupulous player, so every time I spend half an hour looking at the open map trying to figure out where everything is located. I would be grateful if someone could find the time and help me understand what's what.

For starters, Situation #1
Balance L-U layout:

There is a save file after the first day in which all the guards are still present (the save file is attached; I had to archive it because the .GM1 file wouldn't attach).
Looking at the map, I divided the zones like this:

(the top and bottom edges didn't quite fit, but I think the main idea is clear)
Guards:
1-6 Bandits 50-99 and Harpies 50-99
1-7 Dryads 20-49
1-5 Firebirds 10-19
6-3 Iron Golems 20-49 and Efreet Sultans 10-19
7-4 Liches 20-49 and Medusa Queens 20-49
3-8 Gold Golems 20-49 and Guards 100-249
4-9 Water Elementals 50-99
8-2 Pikemen 50-99 and Hellhounds 20-49
9-2 Obsidian Gargoyles 50-99 and Mummies 20-49
5-2 Titans 5-9 and Firebirds 10-19
5-10 Silver Pegasi 50-99

But something doesn't "fit" with the layout.

1) There is a passage between zones 6 and 7 that isn't on the map at all:

This passage has no guards, only goblins from crystals.
(By the way, in the game I actively used this passage. Accordingly, I want to understand what will happen to me in a real game? Will I get a technical loss for using a generation bug, or will they say it's okay because that's how it was generated, or did I just place the zones incorrectly and there should be a passage there?)

2) As far as I understand, the guard in zone 5 overlaps with zone 10. That is, even after defeating my firebirds (1-5) and entering zone 5, I won't be able to enter zone 10 by defeating the pegasus; instead, I will have to defeat the titans, which are the guard of 5-2, not 5-10. Is this normal?

3) The blue player's road to their home town (inside their own zone) is interrupted. Is this normal?

4) Why is my starting zone so small? Zones 2, 7, and 8 look much larger, while the layout description says that 1 and 2 should be approximately twice as large as all the others.

P.S. If I posted in the wrong section, please don't scold me too harshly, moderators, and move it where it belongs. This is my first post :-)
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MicroElf
But some things in this layout don't "fit" the template.

1) There is a passage between zones 6 and 7 that isn't on the diagram at all
This passage has no guards, only Goblins from the crystals.
(By the way, in the game I actively used this exact passage. Accordingly, I want to understand — what will happen to me in a real game? Will I be given a technical loss for using a generation bug, will they say it's fine because it generated that way, or did I just arrange the zones incorrectly and there is supposed to be a passage there?)
The thing is, mines located close to the border of another zone very often create bugged passages that are not intended by the template. In the case marked with the red arrow on the left, there is no passage, but where the crystals are, there is one. Obviously, it is bugged. By the way, this situation is regulated by the rules.
4. Panic and Balance Templates:
Map setting options: size L-U, players - 2, computers - 0, teams – 0; no water, strong monsters, difficulty 130% (rook), turn time limit – 6 minutes, with a chess timer - (16:00+06:30+01:00).
Additionally:
- It is forbidden to enter treasury zones (10 on the Balance template, 6, 9, 12 on the Panic template) via bugged passages until the guards corresponding to the template diagrams have been defeated.
- Use of Fly and Dimension Door spells is forbidden.
- On the Panic template, heroes Solmir, Dimmer, and Aislinn may use their signature spell against opponent heroes only if the player has built a level 4 Mage Guild in one of the cities or captured a city with a built MG4. It is not necessary to visit this castle with the hero. If the condition is met, it does not matter whether castles with built MG levels are subsequently controlled.
- the corresponding spell was obtained by any of your heroes after visiting the Scholar;
In reply to Dirty_Player
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Dirty_Player
In the case marked with the red arrow on the left, there is no passage.
There is definitely a passage there; I have passed through it in the game many times. Am I correct in understanding that since this buggy passage is not in zone 10, using it does not violate the rules, and I can use it without fear of any sanctions?
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To avoid creating unnecessary threads, I'll post here.
The question concerns the rule regarding restarting a map (1.5). If all restarts have been used and I encounter a map like this:

Can I request an additional restart for this map?
There are 20-49 upgraded lizards, completely blocking the upper passage, and 20-49 upgraded pegasi, completely blocking the lower passage. Therefore, I can only collect some gold and visit Marletto; that's all. As I understand it, such blockades cannot be adequately overcome with the army of the first day.
In reply to MicroElf
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regarding balance:

1) As a general rule:
2.6.1 - To pass from one zone to another through a specific passage, it is necessary to eliminate the guard of that passage.
There is no passage from zone 6 to zone 7 in the template, therefore a bugged passage was generated.
2.6.5. - In the absence of a passage guard, it is allowed to freely move from one zone to another.

Additional rules for balance, paragraph 2.6.5, are limited:
It is forbidden to enter treasure zones (10 on the Balance template) through bugged passages until the corresponding passage guards are defeated according to the template.

Since you see a crystal mine, you can conclude that this is not a treasure zone (zone 10), therefore you can freely pass from the swamp to the grass.

2) On Balance, air control spells (Flight and Dimension Door) are prohibited, so if your opponent's Guardian interferes with you entering the treasure zone (10), you will have to defeat it if you want to reach the treasure zone.
The only case in which this can be avoided is if you are lucky enough to get Angel Wings from a Warrior's Tomb.

3) The only scenario in which a restart will be possible is if, in addition to the blocked path to the village, only one path to the Guardian remains.
1.4. - Restart at the player's request, if the only path leads to the Guardian (Balance). It is taken on the day this fact is discovered, but no later than day 115.

4) This is a conditional description of the zones; the template generation does not always correspond to its description.

regarding a restart due to a block.
The difficulty is not specified, but I assume it is 160% by default.
Look at your actions - you are buying heroes with meat, combining the army.
After the swamp on day 111, you can still build Lizards/Flies/Wyverns, depending on the starting conditions. Then save and attack the Lizards, because you definitely won't be able to defeat the Pegasi.

The restart rule for a block is regulated by paragraph 1.5 of the rules. In this case, you will not be able to determine it immediately, as there may be close to 20 Lizards (and they can be defeated) or close to 50 (and this is a loss). Therefore, you must save before the battle and attack, then see what happens. I think if there are 40+, it will be quite difficult to manage.

A block is a strong guard of something that cannot be destroyed without catastrophic losses in a particular game.
A restart is taken at the request 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 until the block is cleared.

And further, if you cannot defeat them or break through with significant losses, you can declare a restart due to a block. If the opponent does not agree, contact the tournament judges. And here you will need a save before the battle and after the battle.

UTC+03:00, icq 593626431
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skd
Thank you very much for the clear and detailed answer!

Added after 22 hours and 41 minutes
Situation #2 (save from the first day with all guards attached)

Jebus Cross template

In terms of zones, this is probably the simplest of all the templates I've seen. There are no problems with defining the zones, but some other questions have arisen.



1) As I understand it, this is a bugged passage that shouldn't exist at all. According to the rules for this template, it is forbidden to use it until the guards to the center are cleared from both zones. That is, in this case, blue needs to clear the archers to exit to the center and the ifrits + unicorns in order to use this bugged passage later. The AI in this game used this passage (without clearing the guards, of course). Accordingly, if a real player were in its place, I would be fully entitled to demand a tech loss, am I right?



2) In the game, I cleared the Black Knights, but I didn't clear the Titans. Am I violating the rules by entering the zone with the stones? As I understand it, both of these guards are guards of the passage (one on the way, and the other without), and accordingly, I can clear either one and then move around without restrictions. Is that correct?



3) What do the dragons guard? As I understand it, the ifrits guard the exit from my starting area. Accordingly, to move around the center, is it enough to clear only them? And to go to the opponent, is it enough to clear only the ifrits in the center and the archers on the way to him (and fly over the dragons with a control spell), or am I also obliged to clear the dragons as a duplicate of the ifrit guard?

4) Why does the Jebus rules mention the possibility of taking a restart on the slow paths? That is, why can't you simply remove the slow paths when generating the template (generate only fast and medium paths)?

P.S. Is having three native castles on the starting area legal?
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In reply to MicroElf
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These screenshots aren't great because the guards haven't been moved, and you still can't bypass them without control. Regarding the main topic: Jebus Cross receives very detailed attention in the rules, and a separate post with illustrations is dedicated to transitions between zones. All answers to your questions are explained there with better screenshots (because the guards have been moved there). You can read it here: here. Only masochists play Jebus Cross with slow roads; this point of the rules is outdated =)

UTC+03:00, icq 593626431
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With Jebus, everything is clear. What worries me the most is my first example, especially if it's "made heavier" with the same terrain. I haven't encountered this yet, but I understand that this is a вполне real scenario: a bugged passage between zones with the same terrain. And even the fact that there is often a mine on the bugged passage won't save you, because there are many mines on Jebus, and you might not find one, or simply haven't explored one of the mines on your base and don't even suspect that this mine no longer belongs to your base. And in this case, you realize that you passed through a forbidden, bugged passage only later, and in the game, you will get a tech loss, which would be very frustrating. This possibility is scary :-)

Situation #3, which simply stunned me %) (I've attached the save file).
Again, it's a balance issue. In situations where bugged passages are generated, I can more or less navigate. But I haven't encountered a situation where there is no passage at all yet. I spent a very long time wandering around the game and trying to find it, because I was sure that there must be a passage.
Zones:
(1) - my base on rocks
(6) - dungeon to the left along the road
(7) - flax to the top along the road
(3) - flax in the center
(4) - Necropolis in the center
According to the map, there should be a passage from zone (6) to zone (3), but there is none!
Also, I was very confused by the guards in the screenshot below.



The eyes and hounds don't guard anything at all. And there are quite a few of them, it would look like guarding a passage, but there is no passage.
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Yes, it looks very similar to a blocked passage. This sometimes happens.
In reply to Wicc
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Help me understand the Jebus generation:

On the map, Red has only 1 town. Red and Blue's starting areas are connected by a passage without guards (at the top right, near Blue's town). Because both are on grass, it's hard to tell in a real game when you've crossed into another zone that you're not supposed to enter (especially if you're playing as Blue). What's going on?

P.S. By the way, why can't I upload save files without an archive (.GM1)?
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MicroElf
Help me understand the Jebus generation:

On the map, Red only has 1 town. Red and Blue's starting areas are connected by a passage without guards (at the top right, near Blue's town). Because both are on grass, it's hard to tell in a real game when you've crossed into another zone that you're not supposed to enter according to the rules (especially if you're playing as Blue). What is this nonsense?

P.S. By the way, why can't I load save files without an archive (.GM1)?


But Blue has three towns:D. Buggy generation.
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