Skip to content

Posts from HotA Online Game Rules

No ratings yet — be the first to rate!
11 years ago
Auto-translated
Current rules for the latest version: http://h3hota.com/ru/rules

HotA online game rules (the ones in this post are outdated and have not been updated since version 1.6.0).
English version is in the second post of this thread: /topic/at/827561/

The rules provided here are recommended for online games or tournaments on HotA.
These rules are based on the HeroesWorld rules:
/topic/10593/
Changes have been made in accordance with the specifics of HotA Gameplay.

  • Briefly for those familiar with the HeroesWorld community rules.
    The following prohibitions apply:
    - hit-and-run is prohibited;
    - recruiting monsters (via diplomacy) is prohibited;
    - Limitation on Dimension Door (as in SoD);
    - Assembling the Cloak of the Undead King is prohibited;
    - Some additional prohibitions for specific templates.
    Allowed:
    - Performing red-rush on all templates;
    - Recruiting monsters (via diplomacy);
    - Using Cartographers (they will not be encountered in-game) and Forts on the Hill;
    - Bypassing any guards of objects and passages (which is impossible due to game mechanics);
    - Building any structures in any castles and upgrading any creatures;
    - Choosing any starting hero for all castles;
    - Leveling up expert necromancy for Isre and Vidomine;
    - Using any Spell Scrolls;
    - Digging up and placing the Grail;
    - Using SoD bugs (all prohibited bugs have been fixed or cannot manifest in the modes used in online games).


[list=I]
  • General.
    [list=1]
  • The rules regulate games of two or more players against each other on random maps.
  • Basic terminology and abbreviations.
    • Castle (lowercase) — any town/village on the game map.
    • Template — a graph of zones used by the random map generator as the basis for the created map. Before the game, players agree in some way on which template they will play; a specific template for the game can be selected in the random map settings menu in HoMM3 HD.
    • The words “passage between zones” on a generated game map refer to the gap between obstacles forming the zone boundaries through which a hero can pass into an adjacent zone. In a real game situation, there may be several such passages, even if the template scheme indicates that the passage is unique.
    • bugged passage — a passage between zones that should not exist according to the template scheme. It is characterized by the absence of guards. This often occurs when a mine, village, etc., is generated on the border of two zones (in which case the mine guard may block the passage and look like the guard of that passage). Fixed in HotA.
    • Growth — troops that appear at the start of a new week in the player's castles or in castles of human and computer opponents captured on that day.
    • treasure zone = treasure = treasury — the zone with the best content on the template.
    • ГО — Main Guard — strong guards (Value = 45000) either between zones that are starting zones for players (2SM4d(3)), or between the starting zone and the main treasure zone (Jebus Cross, Nostalgia, Mini-Nostalgia).
    • Mage Guild — Mage Guild.
    • Buy-off — the ability to surrender in battle by paying money to the opponent, as a result of which the hero ends up in the tavern with all the army that survived until that moment.
    • OH — simultaneous turn: a HoMM3 HD option allowing players to simultaneously make several first turns in the game.


  • Selection of castles and colors.
    • It is recommended to bid for the castle/color (or hero/color in case players have the same castles). This requires the use of HoMM3 HD. Not suitable for games on 200% difficulty.
      • In the PvP options, the server-player clicks Rand. vs Rand., resulting in a random pair of castles being generated and the bidding beginning.
      • Before bidding, the pair of castles can be regenerated. Each player can pay the opponent 500 gold to regenerate the pair of castles. If, in the new pair, at least one castle matches a castle from the old pair, the initiator of the regeneration has the right to demand one more regeneration for free (only one and only immediately after their paid regeneration). Each player can initiate a paid regeneration only once. Any pair of castles can be regenerated for free as many times as desired by mutual agreement of the players.
      • As a result of the bid, one of the players will choose a castle from the resulting pair (or will be the first to choose the starting hero if the castles are the same), and their opponent will choose the color and play with the remaining castle from the pair (choosing the starting hero second in case of identical castles). The winner of the bid gets the choice of what exactly to choose — the castle or the color. In the case of playing with random castles, the purpose of the bid may simply be the choice of color.
      • Any player starts the bid (with a zero or positive bid). Players take turns announcing bids in gold that they are willing to send to the opponent from their starting money at the beginning of the game for winning the bid. Each subsequent bid must be higher than the previous one, the bid must be a multiple of 100 gold and cannot be more than the player's starting gold (taking into account the payment for regeneration).
      • If a player does not wish to or cannot increase the bid, their opponent is declared the winner of the bid and makes their choice. Accordingly, players determine their castles (heroes) and colors. Starting heroes (in case of different castles) and starting bonuses are chosen by the players at their own discretion.
      • Before the start of the game, the server-player must open the Gold Transfer menu in the PvP options and, based on the bid and regeneration sum, specify "-x" for the player who must pay gold, and "x" for the player who must receive gold, where x is the amount of gold one of the players must pay the other.
      • Example of bidding:
        A pair of Inferno vs Tower was generated.
        --
        Vasya:
        — I do not request regeneration
        Petya:
        — I do not request regeneration
        Vasya:
        — 0
        Petya:
        — 100
        Vasya:
        — 200
        Petya:
        — 300
        Vasya:
        — Pass
        Petya:
        — I choose the color. I'll take red
        Vasya:
        — I'll take Inferno
        --
        As a result, Petya plays with the red color for the Tower with 9700 starting gold, and Vasya plays with the blue color for Inferno with 10300 starting gold.


    • If bidding is impossible, the selection of castles by the elimination method is allowed.
      • Players take turns crossing out (removing) from the full list of 10 castles those they do not want to play, until 3 castles remain. The player who crossed out a castle second chooses a castle for themselves from the three remaining, then the other player chooses a castle from the two remaining and announces the color they want to play (red or blue). Starting heroes and starting bonuses are chosen by the players at their own discretion.
      • On templates with computer players, castles for the computer are chosen randomly.
      • Example of castle selection by the elimination method:
        --
        Vasya:
        — Conflux
        Petya:
        — Necropolis
        Vasya:
        — Fortress
        Petya:
        — Stronghold
        Vasya:
        — Rampart
        Petya:
        — Castle
        Vasya:
        — Wharf
        Petya:
        — I'll take Inferno
        Vasya:
        — I'll take Dungeon and red color
        --
        As a result, Petya plays with the blue color for Inferno, and Vasya plays with the red color for Dungeon.
  • [/list]

  • Rules common to all templates.
    [list=1]
  • Restarts.
    In the situations described below, players must/may start a new game with map regeneration. With HoMM3 HD, to perform a restart, the server can click the Start Over button in the System Options menu.

    1.1. Mandatory restart must be taken. Immediately after the game is generated, players must check for grounds for a mandatory restart and are obliged to take a restart within 1 minute in the following cases:
    — if a player or computer is missing a starting castle;
    — if no roads lead from the starting castle;
    — if the ГО is generated right next to the starting castle (such that one cannot leave the starting castle or enter it without a battle with the ГО).

    1.2. Restart on first encounter up to 115–116–117 inclusive for fast–medium–slow roads respectively.
    An encounter is considered any battle between players (battle between any heroes, battle with the garrison of an opponent's castle or mine). Capturing a town or mine without a battle is not considered an encounter.
    If an encounter occurs within the specified period, any of the opponents has the right to demand a restart immediately after it.
    If both players agree to continue the game, the game continues. Subsequent encounters in this generation occurring within the specified periods are not grounds for a restart.
    After the first restart due to an encounter, the deadlines for taking a repeat restart are reduced by one day, i.e., the second restart due to an encounter is taken up to 114–115–116 inclusive for fast–medium–slow roads respectively. The deadlines for the third and all subsequent restarts due to an encounter are reduced by another day, i.e., up to 113–114–115 inclusive for fast–medium–slow roads respectively.
    When playing with OH, the interruption of OH is considered an encounter.

    1.3. Subjective restarts.
    • Each player has the right, without explaining the reasons, to take a restart/restarts no later than the end of their turn on the corresponding day. It is possible to take either 3 restarts on the first day of the game (111+111+111), or 2 restarts on the first and second day (111+112 or 112+111), or one restart on the third day (113).
    • When playing with OH, restarts are taken in the following order:
      — During the first turn or before taking the second turn, red must write "111" or "I am not taking a restart". After this, if red did not take a restart, blue, without taking the second turn, must also write "111" or "I am not taking a restart".
      — If a player has taken the second turn, they can no longer take a 111 restart. You can see that the opponent has taken a turn by the fact that the action bar under the timer begins to be displayed for them.
      — On the second and third turns, 112 and 113 restarts can be taken according to the same scheme. If a player does not take a 112 or 113 restart, they can simply take the next turn and write nothing (while blue has the right to wait for red to take the turn or clarify whether they are taking a restart).

    1.4. Restart due to strong block up to 112 inclusive.
    A block is a strong guard of something that cannot be destroyed without catastrophic losses in a specific deal.
    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 possibility for development up to the block.
    If subjective restarts remain, one day of subjective restarts is spent (i.e., on 112 we take a 111 restart).
    If subjective restarts have run out, the player has the right to demand an additional restart.

  • Allowed actions, prohibitions, and limitations.

    2.1. hit-and-run is prohibited: Your hero, attacking an opponent's hero, has no right to retreat in the first round of battle if they cast any magic. This prohibition does not apply to the defending hero.

    2.2. Dimension Door spell:
    — on all templates except XL+U size templates, it can be used by each hero no more than 1 time per day;
    on XL+U size templates, it can be used by each hero 2 times per day with expert air magic and no more than 1 time otherwise.

    2.3. Assembling the combined artifact Cloak of the Undead King is prohibited. All other combined artifacts are allowed to be assembled.

    2.4. Actions not prohibited/limited by these rules are allowed.

  • Fair Play.
    Players must play fairly and respect each other.

    3.1. On templates intended for online games, the number of battle rounds is limited and an infinite battle situation cannot arise: after a certain number of rounds, the battle will end and the attacker will be offered to retreat or buy off (even in the presence of Shackles of War).

    If there is no limit on the number of battle rounds in the game, the following rules should be followed.
    — If a "stalemate" situation occurs in battle, the attacking player must retreat.
    — For example: during the battle, the attacker is left with 100 Dwarves, and the defending hero has 1 Hydra. And 100 Dwarves cannot catch the Hydra. In this case, the attacker with 100 Dwarves must retreat (or buy off).
    — If someone is wearing Shackles of War, it is necessary to load the last saved game, repeat all moves exactly as they were made before this battle, and dismiss the troops that were killed during this battle. Then the player who was wearing the Shackles of War must remove them, the attacker must attack and flee/buy off.

    3.2. It is prohibited to use cheat codes, programs not permitted for use, and bugs resulting from the use of additional programs and files during the game.
    3.3. No one has the right to open the saved game files of an unfinished game except the judge/tournament organizer and only in the event of a disputed situation in the game. For this purpose, it is recommended to set passwords on saves at the start of the game (this function is available in HoMM3 HD). If, at the moment a disputed situation arises requiring the opening of saved game files, there is no connection with the judge/organizer, the game must be interrupted and saved by both participants until connection with the judges is established.
    3.4. Viewing the hero's skill tree using software tools is prohibited (equated to maphack (opening the map)).
    3.5. It is prohibited to open the map on which the game is being played in the editor before the end of the game.
    The game is considered finished when one player has completely destroyed the second or one of them has surrendered, which must be reported separately. Only after this is it permitted to open the saved game files and view the map in the editor.

    3.6. When playing with password-protected saves, players are obliged to:
    — provide their password to the opponent / opponents immediately after the game;
    — provide the password of an unfinished game upon request of the tournament organizer / judge in the event of a disputed situation.

    3.7. If a disconnect (desync) occurs during the game, the player who was moving at that moment saves the game. Then they load from this saved game file and continue. Or they load the autosave of the player who was inactive at that moment. If the connection was interrupted during a battle, then after loading, all battle moves are repeated as closely as possible to those that were before the disconnect.

    3.8 In case of interruption of OH, the blue player will need to make the last move again. It is not necessary to repeat the actions that were made before the moment of interruption.

    3.9. In case of a crash or disconnect during the action of OH, the following should be done:
    — If red has saved games of the current turn, he should load the last one of them. After this, red continues the turn and completes it. Blue will be forced to conduct the current turn again. Simultaneous turns will resume from the next day.
    — If red has no saved games of the current turn, then blue should load the last autosave. In this case, both players will have to make the last turn again. Simultaneous turns will start immediately after loading the autosave and passing the turn to blue.
    — In any case, when loading a save, players must repeat their moves as accurately as possible up to the moment of disconnect.
    — Please note: during a simultaneous turn, blue cannot save the game. The only saved games that appear for blue are autosaves created every turn after merging the results of the players' turns. Red can save the game in normal mode, but blue's position in his saves will always correspond to the start of the turn. Thus, blue's actions are saved only after the turn is completed by both players, before the start of the next turn.
  • [/list]

  • Recommended settings, additions, and differences in game rules for popular templates.
    It is recommended to adhere to the general rules set out above, with individual differences for each template.


    [list=1]
  • Mirror template h3dm1:
    Recommended settings: map size L-U (the underground part will be generated as a copy of the surface); players — 2, computers — 0; teams — 0; no water; strong monsters; difficulty 160%; chess timer: (21:00+08:30+01:15); expensive medium; simultaneous turn up to 117. Use of HoMM3 HD is required.
    Clarifications on the order of choosing starting towns, heroes, and bonuses:
    — Players' starting towns are the same, chosen randomly (using the PvP option Random Town). A bid is held for the right to choose the hero/color. The starting bonus is random.
    — After bidding, the player choosing the color (and choosing the hero second) may cross out from 0 to 3 heroes of the castle that the players will play. Players cannot take these heroes as starting heroes. If on the first day of the game one of the crossed-out heroes turns out to be in one of the players' taverns (with an army), a technical restart is performed.
    Clarifications on restarts:
    Restarts on first encounter are canceled.
    Each player can take only one subjective restart and only on the first day.

  • Mirror template mt_Diamond:
    Recommended settings: map size L-U (the underground part will be generated as a copy of the surface); players — 2, computers — 6; teams — 0; no water; strong monsters; difficulty 160%; chess timer: (21:00+08:30+01:15); expensive medium; simultaneous turn up to 115. Use of HoMM3 HD is required.
    Clarifications on the order of choosing starting towns, heroes, and bonuses:
    — Players' starting towns are the same, chosen randomly (using the PvP option Random Town). A bid is held for the right to choose the hero/color. The starting bonus is random.
    — After bidding, the player choosing the color (and choosing the hero second) may cross out from 0 to 3 heroes of the castle that the players will play. Players cannot take these heroes as starting heroes. If on the first day of the game one of the crossed-out heroes turns out to be in one of the players' taverns (with an army), a technical restart is performed.
    Clarifications on restarts:
    Restarts on first encounter are canceled.
    Each player can take only one subjective restart and only on the first day.

  • Mirror template mt_Jebus:
    Recommended settings: map size L-U (the underground part will be generated as a copy of the surface); players — 2, computers — 0; teams — 0; no water; strong monsters; difficulty 160%; chess timer: (16:00+08:00+02:00); expensive fast; simultaneous turn up to 116. Use of HoMM3 HD is required.
    Clarifications on the order of choosing starting towns, heroes, and bonuses:
    — Players' starting towns are the same, chosen randomly (using the PvP option Random Town). A bid is held for the right to choose the hero/color. The starting bonus is random.
    Clarifications on restarts:
    Restarts on first encounter are canceled.
    Each player can take only one subjective restart and only on the first day.
    Additional rules:
    To leave your zone for the central treasure zone, as well as to pass from the central treasure zone to other zones, it is necessary to break through the corresponding ГО.
    — With the Dimension Door spell, you can teleport to a cell of the guarded zone next to the ГО and attack immediately.
    — Transition between zones using the Angel Wings artifact and the Fly and Dimension Door spells is allowed between any of the outer zones and the central zone, if the ГО of any passage between the corresponding zones is broken.

  • Mirror template for 2 vs 2 play mt_TeamJebus:
    Recommended settings: map size L-U (the underground part will be generated as a copy of the surface); players — 4, computers — 0; teams — 2 (red + brown vs blue + green); no water; medium monsters; difficulty 160%; chess timer: (16:00+08:00+02:00); expensive fast; simultaneous turn is not used. Use of HoMM3 HD is required.
    Clarifications on the order of choosing starting towns, heroes, and bonuses:
    — Starting towns match for red and blue, as well as for brown and green, and are chosen randomly (using the PvP option Rand. vs Rand.). A bid is held for the right to choose the hero/color (the winning team either chooses one of the color sets: red+yellow or blue+green, or chooses both heroes first, the other team gets the remaining option). Gold added to or subtracted from a team as a result of bidding is divided between the players at the team's discretion. The starting bonus is random.
    Clarifications on restarts:
    Restarts on first encounter are canceled.
    Each team can take only one subjective restart and only on the first day.
    Additional rules:
    To leave your zone for the central treasure zone, as well as to pass from the central treasure zone to other zones, it is necessary to break through the corresponding ГО.
    — With the Dimension Door spell, you can teleport to a cell of the guarded zone next to the ГО and attack immediately.
    — Transition between zones using the Angel Wings artifact and the Fly and Dimension Door spells is allowed:
    a) between any of the outer zones and the central zone, if the ГО of any passage between the corresponding zones is broken;
    b) between two outer zones, if the ГО between the central zone and both these zones are broken.

  • Mirror template mt_Andromeda:
    Recommended settings: map size XL-U (the underground part will be generated as a copy of the surface); players — 2, computers — 6; teams — 0; no water; strong monsters; difficulty 160%; chess timer: (21:00+08:30+01:15); expensive fast; simultaneous turn up to 115. Use of HoMM3 HD is required.
    Clarifications on the order of choosing starting towns, heroes, and bonuses:
    — Players' starting towns are the same, chosen randomly (using the PvP option Random Town). A bid is held for the right to choose the hero/color. The starting bonus is random.
    — After bidding, the player choosing the color (and choosing the hero second) may cross out from 0 to 3 heroes of the castle that the players will play. Players cannot take these heroes as starting heroes. If on the first day of the game one of the crossed-out heroes turns out to be in one of the players' taverns (with an army), a technical restart is performed.
    Clarifications on restarts:
    Restarts on first encounter are canceled.
    Each player can take only one subjective restart and only on the first day.

  • Mirror template mt_Antares:
    Recommended settings: map size L-U (the underground part will be generated as a copy of the surface); players — 2, computers — 6; teams — 0; no water; strong monsters; difficulty 160%; chess timer: (21:00+08:30+01:15); expensive medium; simultaneous turn up to 115. Use of HoMM3 HD is required.
    Clarifications on the order of choosing starting towns, heroes, and bonuses:
    — Players' starting towns are the same, chosen randomly (using the PvP option Random Town). A bid is held for the right to choose the hero/color. The starting bonus is random.
    — After bidding, the player choosing the color (and choosing the hero second) may cross out from 0 to 3 heroes of the castle that the players will play. Players cannot take these heroes as starting heroes. If on the first day of the game one of the crossed-out heroes turns out to be in one of the players' taverns (with an army), a technical restart is performed.
    Clarifications on restarts:
    Restarts on first encounter are canceled.
    Each player can take only one subjective restart and only on the first day.

  • XL+U size templates: 6lm10a, 8mm6а, 8xm12a, Spider:
    Recommended settings: map size XL+U; players — 2, computers — 6; teams — 0; no water; strong monsters; difficulty 160%; turn time limit — 8 minutes, with a chess timer — (21:00+08:00+01:15); medium roads; simultaneous turn up to 115.

  • Nostalgia template:
    Recommended settings: map size XL+U; players — 2, computers — 6; teams — 0; no water; strong monsters; difficulty 160%; turn time limit — 8 minutes, with a chess timer — (21:00+08:00+01:15); fast roads; simultaneous turn up to 117.
    Clarifications on the order of choosing starting towns, heroes, and bonuses:
    — Players choose their castles and colors by standard bidding or elimination. Then they choose castles for computer players — their immediate neighbors on the template: red chooses castles for brown, orange, and green, and blue — for light blue, pink, and purple. Castles for computer players are chosen by human players alternately, one by one from the list of remaining castles. The blue player starts choosing. All starting castles must be different. Before the start, the player creating the game assigns the chosen castles to the computer players.

  • Kerberos template for two or three players:
    Recommended settings: map size XL+U; players — 3, computers — 3; teams — 0; no water; strong monsters; difficulty 160%; turn time limit for two players — 8 minutes, with a chess timer — (21:00+08:00+01:15); turn time limit for three players — 6 minutes, with a chess timer — (16:00+06:00+01:00); medium roads; simultaneous turn up to 117.
    Clarifications on the order of choosing starting towns, heroes, and bonuses:
    — When playing with two players, standard rules are used.
    — When playing with three players, colors, starting towns, heroes, and bonuses are chosen randomly.

  • Jebus Cross template:
    Recommended settings: map size XL-U; players — 2, computers — 0; teams — 0; no water; strong monsters; difficulty 160%; turn time limit — 10 minutes, with a chess timer — (16:00+08:00+02:00); fast roads; simultaneous turn up to 116.
    Clarifications on restarts:
    — When using the restart due to strong block rule, a block is considered a guard (or group of guards) for which all specified requirements are met:
    1) The group of guards blocks both roads to the villages;
    2) The guard cannot be destroyed with a loss of less than half the army;
    3) The guard cannot be bypassed in less than 1500 movement units. Movement units are counted "from road to road" via the shortest route. If there are guards along the way that do not fall under point 2, they are considered already destroyed.
    Additional rules:
    To leave your zone for the central treasure zone, as well as to pass from the central treasure zone to other zones, it is necessary to break through the corresponding ГО.
    — With the Dimension Door spell, you can teleport to a cell of the guarded zone next to the ГО and attack immediately.
    — Transition between zones using the Angel Wings artifact and the Fly and Dimension Door spells is allowed:
    a) between any of the outer zones and the central zone, if the ГО of any passage between the corresponding zones is broken;
    b) between two outer zones, if the ГО between the central zone and both these zones are broken.

  • 2sm4d(3) template:
    Recommended settings: map size L+U; players — 2, computers — 0; teams — 0; no water; strong monsters; difficulty 160%; turn time limit — 6 minutes, with a chess timer — (16:00+06:30+01:00); any roads; simultaneous turn up to 115.

  • Mini-Nostalgia template:
    Recommended settings: map size L+U; players — 2, computers — 6; teams — 0; no water; strong monsters; difficulty 160%; turn time limit — 8 minutes, with a chess timer — (19:00+08:00+01:15); medium roads; simultaneous turn up to 117.
    Clarifications on the order of choosing starting towns, heroes, and bonuses:
    — Players choose their castles and colors by standard bidding or elimination. Then they choose castles for computer players — their immediate neighbors on the template: red chooses castles for brown, orange, and green, and blue — for light blue, pink, and purple. Castles for computer players are chosen by human players alternately, one by one from the list of remaining castles. The blue player starts choosing. All starting castles must be different. Before the start, the player creating the game assigns the chosen castles to the computer players.

  • Diamond template:
    Recommended settings: map size L+U; players — 2, computers — 6; teams — 0; no water; strong monsters; difficulty 160%; turn time limit — 8 minutes, with a chess timer — (19:00+08:00+01:15); medium roads; simultaneous turn up to 115.
    Clarifications on the order of choosing starting towns, heroes, and bonuses:
    — Players choose their castles by standard bidding or elimination. After this, players cross out one castle each from the remaining eight that will not participate in the game. The red player starts crossing out. The player creating the game assigns the remaining six castles to computer players in any sequence. All starting castles must be different.

  • Boomerang template:
    Recommended settings: map size L+U; players — 2, computers — 6; teams — 0; no water; strong monsters; difficulty 160%; turn time limit — 8 minutes, with a chess timer — (16:00+08:00+01:00); medium roads; simultaneous turn up to 117.
    Clarifications on the order of choosing starting towns, heroes, and bonuses:
    — Players choose their castles and colors by standard bidding or elimination. Then they choose castles for computer players — their immediate neighbors on the template: red chooses castles for brown, orange, and green, and blue — for light blue, pink, and purple. Castles for computer players are chosen by human players alternately, one by one from the list of remaining castles. The blue player starts choosing. All starting castles must be different. Before the start, the player creating the game assigns the chosen castles to the computer players.

  • Apocalypse template:
    Recommended settings: map size L+U; players — 2, computers — 6; teams — 0; no water; strong monsters; difficulty 160%; turn time limit — 8 minutes, with a chess timer — (16:00+08:00+01:00); medium roads; simultaneous turn up to 117.
    Clarifications on the order of choosing starting towns, heroes, and bonuses:
    — Necropolis cannot be a starting town.
    — Players choose their castles by standard bidding or elimination. After this, the blue player crosses out one castle from the remaining seven (excluding Necropolis) that will not participate in the game. The player creating the game assigns the remaining six castles to computer players in any sequence. All starting castles must be different.

  • Anarchy template:
    Please note: the template has special object value settings. It is recommended to study its settings before the game.
    Recommended settings: map size L+U; players — 2, computers — 0; teams — 0; no water; strong monsters; difficulty 200% or 160%; turn time limit — 6 minutes, with a chess timer — (19:00+08:00+01:15); any roads; simultaneous turn up to 115.
    Clarifications on the order of choosing starting towns, heroes, and bonuses:
    — Castle selection can be done:
    a) either by elimination (bidding when playing on 160%),
    b) or randomly (full random) — random starting castle, hero, and resource. In this case, after each subjective restart, players swap colors; for objective restarts, no color swap occurs.
    Clarifications on restarts:
    — Restarts on first encounter and due to strong block are canceled.
    Clarifications on rules:
    All rules are canceled except for the Fair Play rules.

  • Black'n'Blue template:
    Please note: the template has special object value settings. It is recommended to study its settings before the game.
    Recommended settings: map size L+U; players — 2, computers — 0; teams — 0; no water; strong monsters; difficulty 160%; turn time limit — 8 minutes, with a chess timer — (19:00+08:00+01:15); fast roads; simultaneous turn up to 117.

  • Templates 2sm2с(2), Skirmish(M), Nine-day Wonder on 200% difficulty:
    Please note: the Nine-day Wonder template has special object value settings. It is recommended to study its settings before the game.
    Recommended settings: players — 2, computers — 0; teams — 0; map size M; no water; medium monsters; difficulty 200%; turn time limit — 4 minutes, with a chess timer — (08:00+04:00+01:00); any roads; simultaneous turn up to 115.
    Clarifications on the order of choosing starting towns, heroes, and bonuses:
    — Selection of starting towns and bonuses is random.
    Additional restarts:
    Restart of generations with identical castles. Taken at the request of at least one of the opponents immediately after map generation.
    Additional rules:
    — After each subjective restart, players swap colors.
  • [/list][/list]
    11 years ago
    Relevant online rules for the latest HotA version: http://h3hota.com/en/rules

    HotA on-line tournament rule set (rules in the post are obsolete and have not been updated since 1.6.0 version).

    This is a collection of main rules recommended for holding on-line tournaments on HotA.
    HeroesWorld rules were used as the base for current rule set:
    /topic/10593/
    Some changes were introduced reflecting on the gameplay features of HotA.

    • Brief intro for those familiar with HeroesWorld rules.
      The following limitations apply:
      - Ban on hit-and-run;
      - Restriction on Dimension Door (same as for SoD);
      - Ban on assembling the Cloak of the Undead King;
      - Some additional specific restrictions for each template.
      Allowed:
      - Carry a red-rush on all templates;
      - Monster acceptance (with the help of Diplomacy);
      - Usage of Cartographers (will not be present in game) and Hill Forts;
      - Bypassing map object and passage guards (which should be impossible to achieve due to game mechanics);
      - Building any city improvements in any castle and upgrading any creature;
      - Selecting any starting hero for all castles;
      - Expert necromancy for Isra and Vidomina;
      - Usage of any Spell Scrolls;
      - Digging for and building Grail;
      - Usage of SoD bugs (all banned bugs were fixed or cannot appear on templates used for online games).


    [list=I]
  • General.
    [list=1]
  • The rules are oriented towards a two or more people versus format on random maps.
  • Main terminology and abbreviations.
    • Castle (lower case) — any city/town on the world map.
    • Template — graph of zones used by the random map generator as a created map base. The players agree before the game on what template they will play. Selection of a specific template is available in the random map generator settings in HoMM3 HD.
    • The words "passage between zones" on a randomly generated map assume a gap between the obstacles that form zone borders. This gap allows the player to pass into a different zone. An actual game may have several such passages between two zones, even if the template states that there is only one passage.
    • Bugged passage is a zone passage that should not exist according to template. Is distinguishable by the absence of guards. Frequently occur while generating a mine, village, etc. on the border between two zones (the mine guards may block the passage and appear as the passage guards instead). Fixed in HotA.
    • Creature Growth assume troops that spawned in the castle at the beginning of the week, or at the captured enemy castles of both human and AI players.
    • Treasury is the richest and/or the most abundant zone one the template.
    • PG — Primary Guard (Value = 45000) either between starting player zones(2SM4d(3)), or between a starting zone and the treasury zone (Jebus Cross, Nostalgia, Mini-Nostalgia).
    • MG is Mage Guild.
    • Surrender is a chance to retreat from battle through a pay-out to the enemy. As a result, the hero is transferred to the tavern with all remaining surviving force.
    • ST — simultaneous turns: an option of HoMM3 HD, that allows players to make several first turns in game simultaneously.


  • Castle and color selection.
    • It is recommended to perform barter for castle/color (or hero/color in case castle being same for both players). In order to perform barter, HoMM3 HD must be used. Does not fit games with 200% difficulty.
      • In PvP-options the player-server presses Random vs Random, which in result generated a random castle pair and barter starts.
      • Castle reroll is permitted before barter. Each player may pay the opponent 500 gold in order to reroll the castle pair. If the new generated pair has at least one castle from the old pair, the player who bought the reroll may demand another reroll for free (only one such free reroll for player and only after own paid reroll). Every player can demand a paid reroll only once. Any castle pair may be rerolled as many times as desired with mutual agreement.
      • As the result of the barter, one of the players will choose a castle from pair (or hero, if castles are the same) and his/her opponent will select the color and play with the other castle (or select the starting hero from the remaining, if castles are the same). The barter winner has a choice between castle and color selection. If it is desired to play with random castles, then color selection is the only option in barter.
      • Any player may start the barter (with null or positive bid). The players declare the desired gold bids in turns. The successful bid is subtracted from the winner's starting gold on game start, and sent to the other player. Each next bid must be greater than previous. The bid must be a multiple of 100 and cannot be greater than the player's starting gold amount (including the reroll cost, if any).
      • If a player cannot or does not want to increase his/her bid, the opponent is declared as a winner and makes a choice. As a result, the players figure out their castles/heroes or colors. Starting heroes (if castles are different) and starting bonuses are subject to players' choice.
      • Before starting the game, the server-player must open the Gold transfer menu in PvP-options and based on the barter and reroll total sum select “-x”, for paying player and “x”, for receiving player, where x is the total sum of gold paid by one player to the other.
      • Example of barter:
        Pair Inferno vs Tower was generated.
        --
        John:
        — Do not want reroll
        Peter:
        — Do not want reroll
        John:
        — 0
        Peter:
        — 100
        John:
        — 200
        Peter:
        — 300
        John:
        — Pass
        Peter:
        — I will choose color. I take red
        John:
        — I take Inferno
        --
        As the result Peter is red color and Tower with 9700 starting gold, and John is blue color and Inferno with 10300 starting gold.


    • In case the barter is impossible, players may perform castle selection by elimination.
      • Players remove the castles (out of 10 available) they do not want to play in turns, until 3 castles remain. A person who was the second in turn to remove the castle, selects his castle out of remaining 3. The other player selects his castle out of remaining two, and sets his/her color (blue or red). Starting heroes/bonuses are selected by player preference.
      • Templates with AI players will have randomized castles for AI.
      • Example of castle selection by elimination:
        --
        John:
        — Conflux
        Peter:
        — Necropolis
        John:
        — Fortress
        Peter:
        — Stronghold
        John:
        — Rampart
        Peter:
        — Castle
        John:
        — Cove
        Peter:
        — I take Inferno
        John:
        — I take Dungeon and red color
        --
        As the result Peter is blue color and Inferno, and John is red color and Dungeon.
  • [/list]

  • Common rules for all templates.
    [list=1]
  • Restarts.
    The cases listed above explain the scenarios when the players may/must restart the game with new map re-generation. With HoMM3 HD the restart can be performed by the server with the Restart Scenario button in the System Options menu.

    1.1. Mandatory restart must be chosen. The payers must check for mandatory restart conditions immediately after the game starts within 1 minute. Restart conditions include:
    — absence of the starting castle for the AI/player;
    — no roads lead from starting castle;
    — if PG were generated right next to the starting castle (so that it is impossible to leave the castle without a fight with PG).

    1.2. First encounter restart before 115–116–117 inclusively for fast/medium/slow roads respectively.
    An encounter is considered any battle between the players (battle between heroes, garrisons or mine guards). Castle or mine capture without a fight is not considered an encounter.
    If the encounter has happened in the given time period, any of the competitors is eligible to demand a restart.
    If both players agree to continue the game after the first encounter, any other encounter following the first one in the same time period and generation will not give the right for a restart.
    If the game is re-rolled due to first encounter restart, the periods get one day shorter for the next game. The second restart on encounter would be valid in the 114–115–116 period for fast/medium/slow roads respectively. The third and later restarts on encounter would be valid in the 113–114–115.
    In case the ST are used, the interruption of ST is considered an encounter.

    1.3. Subjective restarts.
    • Every player has a right to declare a restart without explanation before the end of his/her turn. It is possible to take 3 first-day restarts (111+111+111) or 2 first and second day restarts (111+112 or 112+111) or one third day restart (113).
    • In game with ST the restarts must be declared in the following order:
      — During the first turn or before taking (starting) the second turn the red player must write “111” or “I don't take a restart”. After it, if the red player hasn't taken a restart, the blue player also must write “111” or “I don't take a restart” before taking his second turn.
      — If the player has taken his second turn, he cannot take the 111 restart anymore. One can notice that the opponent has taken turn by looking at the action line under his timer (it appears when the player takes turn).
      — On the second and third turn the players can take 112 and 113 restarts in the same order. If the player does not take 112 or 113 restart he can just take the next turn and write nothing (still the blue player may wait until the red player takes turn and may ask the red player if he takes a restart).

    1.5. Powerful block restart up to 112 inclusively.
    A block is a powerful guard of anything that cannot be defeated without heavy casualties in the current roll.
    A restart is taken by player's demand when it is impossible to path around a block that cuts the castle off the main zone part and makes further development impossible.
    If subjective restarts are left, then player spend one day of restarts (on 112 he uses a 111 restart).
    If there are no subjective restarts left, then he/she has a right to demand an additional restart.

  • Permitted actions, bans and restrictions.

    2.1. Ban on hit-and-run: while attacking an enemy hero, your hero cannot retreat in the first round if he/she cast any spell. The ban does not apply to the defending hero.

    2.2. Dimension Door spell:
    — on all templates (except XL+U size) may be used by all heroes no more than once a day;
    on XL+U size templates it can be use by any hero 2 times per day on Expert Air Magic and once otherwise.

    2.3. Cloak of the Undead King is banned for assembly. All other assembled artefacts are permitted.

    2.4. Actions not restricted or banned by the following rules are permitted.

  • Fair Play.
    The players should play honestly and respect each other.

    3.1. On the on-line gaming templates the maximum combat round count is limited and the situation of endless combat is impossible: after the specific round the combat is ended and the attacker is suggested to retreat or surrender (even when Shackles of War are equipped).

    If there is no combat round limit in game one must be guided by the following rules.
    — In case of a stalemate in combat, the attacker must retreat or surrender.
    — Example: The attacker has 100 Dwarves left. The defender has 1 Serpent Fly. The Dwarves cannot catch the Serpent Fly, so no one can win this battle. In this case, the attacker with 100 Dwarves should either retreat, or surrender.
    — If somebody has Shackles of War equipped, the last saved game must be loaded, all turns repeated exactly, and dismiss any troops that were killed during this battle. Next, the attacker should unequip the Shackles of War, engage the other player and either retreat or surrender.

    3.2. It is not allowed to use cheat codes, side programs/trainers and files, exploits and bugs caused by side programs and files that may somehow allow you to have unfair advantage.
    3.3. The save files cannot be open by anyone except for the tournament judge. The only reason to open them is if an nontrivial event/situation occurs during the play. It is recommended to put passwords on the save games on game start (option available in HoMM3 HD). If it is impossible to reach the judge at the moment of ambiguous case the game must be postponed, and all players must create save files until getting in touch with the judge.
    3.4. Browsing the hero levelling tree with side programs is the same level of a violation as map-hacking (revealing the map).
    3.5. It is not allowed to open the played map in the map editor before the end of the game.
    The game is considered done when one of the players is completely defeated, or surrenders (which he/she must declare openly). When the game is done, it is permitted to open the saved game and map in the map editor.

    3.6. In case of a game with password protected save games:
    — the password for the save game must be told to all players immediately after game ends;
    — the password must be presented to the tournament judge by his/her demand in case of an ambiguity in an unfinished game.

    3.7. In case of a disconnect (desync), the player who has the turn must save the game. The players continue from this saved game onward. Another option is to load an autosave of a player who was inactive at that moment. If desync happened during a battle, all turns must be replicated as close as possible.

    3.8. In case ST are interrupted blue player will have to make his turn again. But he don't have to repeat the actions he did before the interruption.

    3.9. In case of crash or desync during the ST the players should follow the next rules:
    — If the red player has the current turn savegames, he should load the latest of them. After it the red player continues his turn. The blue player has to make his turn from scratch. The simultaneous turns will resume the next day.
    — If the red player has no current turn savegames, the blue player should load his latest autosave. In this case both players have to make their turns from scratch. The simultaneous turns will resume right after the blue player loads autosave and ends turn.
    — In any case the players must repeat their turns as close to the original try as possible until the desync moment.
    — Attention: during the simultaneous turns the blue player cannot save the game. The only savegames that appear for him are the autosaves made each turn after combining both players actions. The red player can save the game as normal, but in his savegames the position of the blue player will always match the start of the turn. Thus, the actions of the blue player are saved only after both players end their turns, right before the next turn starts.
  • [/list]

  • Recommended settings, additions and differences in rules for popular templates.
    It is recommended to follow the general rules described above, with individual adjustments for a specific template.


    [list=1]
  • h3dm1 mirror template:
    Recommended settings: map size: L-U (underground part will be generated as a copy of the ground); player count: 2, AI players: 0; teams: 0; water: none; monsters: strong; difficulty: 160%; chess timer: (21:00+08:30+01:15); roads: medium; simultaneous turns through 117. HoMM3 HD is required.
    Specifics of choosing castle, hero and bonuses:
    — Starting player castles are the same. They are chosen randomly (with the help of PvP-option Random Town). Barter is held for hero/color selection. Starting Bonus is random.
    — After the barter the player who choose a color (and who is the second to select a hero) can cross out form 0 to 3 heroes of the castle that will be played with. These heroes cannot be selected as starting heroes. In case at the first in-game day one of the crossed out heroes appeared in one of the players tavern (with army), the technical restart is made.
    Restart specifics:
    First encounter restarts are disabled.
    Each player can take only one subjective restart and only on the first day.

  • mt_Diamond mirror template:
    Recommended settings: map size: L-U (underground part will be generated as a copy of the ground); player count: 2, AI players: 6; teams: 0; water: none; monsters: strong; difficulty: 160%; chess timer: (21:00+08:30+01:15); roads: medium; simultaneous turns through 115. HoMM3 HD is required.
    Specifics of choosing castle, hero and bonuses:
    — Starting player castles are the same. They are chosen randomly (with the help of PvP-option Random Town). Barter is held for hero/color selection. Starting Bonus is random.
    — After the barter the player who choose a color (and who is the second to select a hero) can cross out form 0 to 3 heroes of the castle that will be played with. These heroes cannot be selected as starting heroes. In case at the first in-game day one of the crossed out heroes appeared in one of the players tavern (with army), the technical restart is made.
    Restart specifics:
    First encounter restarts are disabled.
    Each player can take only one subjective restart and only on the first day.

  • mt_Jebus mirror template:
    Recommended settings: map size: L-U (underground part will be generated as a copy of the ground); player count: 2, AI players: 0; teams: 0; water: none; monsters: strong; difficulty: 160%; chess timer: (16:00+08:00+02:00); roads: fast; simultaneous turns through 116. HoMM3 HD is required.
    Specifics of choosing castle, hero and bonuses:
    — Starting player castles are the same. They are chosen randomly (with the help of PvP-option Random Town). Barter is held for hero/color selection. Starting Bonus is random.
    Restart specifics:
    First encounter restarts are disabled.
    Each player can take only one subjective restart and only on the first day.
    Additional rules:
    In order to enter the central treasure from one's zone, and in order to access other zones from treasure, a specific PG must be defeated.
    — It is permitted to use Dimension Door spell to teleport to square of guarded zone near PG and immediately attack it.
    — It is permitted to use the Angelic Wings artefact as well as the Fly and Dimension Door spells for move between one of edge zones and central zone, if at least one PG between them was defeated.

  • mt_TeamJebus mirror template for 2 vs 2 game:
    Recommended settings: map size: L-U (underground part will be generated as a copy of the ground); player count: 2, AI players: 0; teams: 2 (red + tan vs blue + green); water: none; monsters: normal; difficulty: 160%; chess timer: (16:00+08:00+02:00); roads: fast; simultaneous turns are not used. HoMM3 HD is required.
    Specifics of choosing castle, hero and bonuses:
    — Starting player castles are the same for red and blue, as well as for tan and green. They are chosen randomly (with the help of PvP-option Random vs Random). Barter is held for hero/color selection (barter winner team either selects the colours: red+tan or blue+green, or selects both heroes before another team, other team gets the remained possibility). The gold added or removed from team as the result of the barter is spread between players on the team selection. Starting Bonus is random.
    Restart specifics:
    First encounter restarts are disabled.
    Each team can take only one subjective restart and only on the first day.
    Additional rules:
    In order to enter the central treasure from one's zone, and in order to access other zones from treasure, a specific PG must be defeated.
    — It is permitted to use Dimension Door spell to teleport to square of guarded zone near PG and immediately attack it.
    — It is permitted to use the Angelic Wings artefact as well as the Fly and Dimension Door spells for move between zones in the following situations:
    a) Between one of edge zones and central zone, if at least one PG between them was defeated;
    b) Between the two edge zones if PG was defeated between these two zones and central zone.

  • mt_Andromeda mirror template:
    Recommended settings: map size: XL-U (underground part will be generated as a copy of the ground); player count: 2, AI players: 6; teams: 0; water: none; monsters: strong; difficulty: 160%; chess timer: (21:00+08:30+01:15); roads: fast; simultaneous turns through 115. HoMM3 HD is required.
    Specifics of choosing castle, hero and bonuses:
    — Starting player castles are the same. They are chosen randomly (with the help of PvP-option Random Town). Barter is held for hero/color selection. Starting Bonus is random.
    — After the barter the player who choose a color (and who is the second to select a hero) can cross out form 0 to 3 heroes of the castle that will be played with. These heroes cannot be selected as starting heroes. In case at the first in-game day one of the crossed out heroes appeared in one of the players tavern (with army), the technical restart is made.
    Restart specifics:
    First encounter restarts are disabled.
    Each player can take only one subjective restart and only on the first day.

  • mt_Antares mirror template:
    Recommended settings: map size: L-U (underground part will be generated as a copy of the ground); player count: 2, AI players: 6; teams: 0; water: none; monsters: strong; difficulty: 160%; chess timer: (21:00+08:30+01:15); roads: medium; simultaneous turns through 115. HoMM3 HD is required.
    Specifics of choosing castle, hero and bonuses:
    — Starting player castles are the same. They are chosen randomly (with the help of PvP-option Random Town). Barter is held for hero/color selection. Starting Bonus is random.
    — After the barter the player who choose a color (and who is the second to select a hero) can cross out form 0 to 3 heroes of the castle that will be played with. These heroes cannot be selected as starting heroes. In case at the first in-game day one of the crossed out heroes appeared in one of the players tavern (with army), the technical restart is made.
    Restart specifics:
    First encounter restarts are disabled.
    Each player can take only one subjective restart and only on the first day.

  • Templates of size XL+U: 6lm10a, 8mm6а, 8xm12a, Spider:
    Recommended settings: map size: XL+U; player count: 2, AI players: 6; teams: 0; water: none; monsters: strong; difficulty: 160%; turn time limit: 8 minutes, with chess timer — (21:00+08:00+01:15); roads: medium; simultaneous turns through 115.

  • Nostalgia template:
    Recommended settings: map size: XL+U; player count: 2, AI players: 6; teams: 0; water: none; monsters: strong; difficulty: 160%; turn time limit: 8 minutes, with chess timer — (21:00+08:00+01:15); roads: fast; simultaneous turns through 117.
    Specifics of choosing castle, hero and bonuses:
    — The castles are chosen by players with standard barter or elimination. Next, the players select the castles for the AI players (their neighbors on the template). Red selects Tan, Orange and Green. Blue selects Teal, Purple and Pink. The castles for AI players are selected by human players in turns (from the list of remaining castles). Blue player is the first to start selecting. All starting castles must be different. Before the start of the game, the player that creates the game sets the AI player castles.

  • Template for two or three players Kerberos:
    Recommended settings: map size: XL+U; player count: 3, AI players: 3; teams: 0; water: none; monsters: strong; difficulty: 160%; turn time limit for two players: 8 minutes, with chess timer — (21:00+08:00+01:15); turn time limit for three players: 6 minutes, with chess timer — (16:00+06:00+01:00); roads: medium; simultaneous turns through 117.
    Specifics of choosing castle, hero and bonuses:
    — For two players the default rules are used.
    — For three players the colours, starting towns and heroes are selected randomly.

  • Jebus Cross template:
    Recommended settings: map size: XL-U; player count: 2, AI players: 0; teams: 0; water: none; monsters: strong; difficulty: 160%; turn time limit: 10 minutes, with chess timer — (16:00+08:00+02:00); roads: fast; simultaneous turns through 116.
    Restart specifics:
    — When the powerful block restart rule is used, the block is defined as a guard (or guard group) that meet all the following requirements:
    1) The guard group blocks the roads to both villages;
    2) The guard cannot be eliminated without losing more than half of army;
    3) The guard cannot be bypassed with spending less than 1500 movement points. The movement points are counted “from road to road” with the shortest path. In case there are any guards on this path which does not fall under paragraph 2, they are assumed to be already eliminated.
    Additional rules:
    In order to enter the central treasure from one's zone, and in order to access other zones from treasure, a specific PG must be defeated.
    — It is permitted to use Dimension Door spell to teleport to square of guarded zone near PG and immediately attack it.
    — It is permitted to use the Angelic Wings artefact as well as the Fly and Dimension Door spells for move between zones in the following situations:
    a) Between one of edge zones and central zone, if at least one PG between them was defeated;
    b) Between the two edge zones if PG was defeated between these two zones and central zone.

  • Template 2sm4d(3):
    Recommended settings: map size: L+U; player count: 2, AI players: 0; teams: 0; water: none; monsters: strong; difficulty: 160%; turn time limit: 6 minutes, with chess timer — (16:00+06:30+01:00); roads: any; simultaneous turns through 115.

  • Mini-Nostalgia template:
    Recommended settings: map size: L+U; player count: 2, AI players: 6; teams: 0; water: none; monsters: strong; difficulty: 160%; turn time limit: 8 minutes, with chess timer — (19:00+08:00+01:15); roads: medium; simultaneous turns through 117.
    Specifics of choosing castle, hero and bonuses:
    — The castles are chosen by players with standard barter or elimination. Next, the players select the castles for the AI players (their neighbors on the template). Red selects Tan, Orange and Green. Blue selects Teal, Purple and Pink. The castles for AI players are selected by human players in turns (from the list of remaining castles). Blue player is the first to start selecting. All starting castles must be different. Before the start of the game, the player that creates the game sets the AI player castles.

  • Diamond template:
    Recommended settings: map size: L+U; player count: 2, AI players: 6; teams: 0; water: none; monsters: strong; difficulty: 160%; turn time limit: 8 minutes, with chess timer — (19:00+08:00+01:15); roads: medium; simultaneous turns through 115.
    Specifics of choosing castle, hero and bonuses:
    — The castles are chosen by players with standard barter or elimination. After that, the each player remove one the castles that will not participate in the game (out of 8). Red player is the first to start removing. The player who created the game sets other 6 castles as AI players in any order. All starting castles must be different.

  • Boomerang template:
    Recommended settings: map size: L+U; player count: 2, AI players: 6; teams: 0; water: none; monsters: strong; difficulty: 160%; turn time limit: 8 minutes, with chess timer — (16:00+08:00+01:00); roads: medium; simultaneous turns through 117.
    Specifics of choosing castle, hero and bonuses:
    — The castles are chosen by players with standard barter or elimination. Next, the players select the castles for the AI players (their neighbors on the template). Red selects Tan, Orange and Green. Blue selects Teal, Purple and Pink. The castles for AI players are selected by human players in turns (from the list of remaining castles). Blue player is the first to start selecting. All starting castles must be different. Before the start of the game, the player that creates the game sets the AI player castles.

  • Apocalypse template:
    Recommended settings: map size: L+U; player count: 2, AI players: 6; teams: 0; water: none; monsters: strong; difficulty: 160%; turn time limit: 8 minutes, with chess timer — (16:00+08:00+01:00); roads: medium; simultaneous turns through 117.
    Specifics of choosing castle, hero and bonuses:
    — The starting town cannot be Necropolis.
    — The castles are chosen by players with standard barter or elimination. After that, blue player removes one of the castles that will not participate in the game (out of 7: without Necropolis). The player who created the game sets other 6 castles as AI players in any order. All starting castles must be different.

  • Anarchy template:
    Attention: the template has special object value settings. Is is recommended to look through its settings before the game.
    Recommended settings: map size: L+U; player count: 2, AI players: 0; teams: 0; water: none; monsters: strong; difficulty: 200% or 160%; turn time limit: 6 minutes, with chess timer — (19:00+08:00+01:15); roads: any; simultaneous turns through 115.
    Specifics of choosing castle, hero and bonuses:
    — Castle is chosen:
    a) either by elimination (or barter in case of 160% difficulty),
    b) or full random. In this case, after each subjective restart the players change colors. This does not happen after objective restarts.
    Restart specifics:
    — Restarts on powerful block and on first encounter are disabled.
    Rule specifics:
    All rules are off except for the Fair Play rules.

  • Black'n'Blue template:
    Attention: the template has special object value settings. Is is recommended to look through its settings before the game.
    Recommended settings: map size: L+U; player count: 2, AI players: 0; teams: 0; water: none; monsters: strong; difficulty: 160%; turn time limit: 8 minutes, with chess timer — (19:00+08:00+01:15); roads: fast; simultaneous turns through 117.

  • 2sm2с(2), Skirmish(M), Nine-day Wonder templates on 200% difficulty:
    Attention: the template Nine-day Wonder has special object value settings. Is is recommended to look through its settings before the game.
    Recommended settings: player count: 2, AI players: 0; teams: 0; map size: M; water: none; monsters: normal; difficulty: 200%; turn time limit: 4 minutes, with chess timer — (08:00+04:00+01:00); roads: any; simultaneous turns through 115.
    Specifics of choosing castle, hero and bonuses:
    — Castle and bonuses choice is random.
    Additional restarts:
    Restart on the generation with same castles. Is taken on demand of an of the players immediately after the map generation.
    Additional rules:
    — Players change colors after each subjective restart.
  • [/list][/list]

    Statistics

    Welcome our newest member: recijeb