FMG - Fight Missplaced Guards
Players have to fight guards (neutrals) of zones connections, minerals (i.e. lying next to a windmill/bank) and artifacts, even if it is possible to avoid guard.
See the extended description of this rule »
- if there are more connections to next zone, each connection must be treated separately with necessity to fight the guard;
- if the opponent defeated a zone guard the player is free to pass as well;
- if there is random map generator bug and there is no guard to another zone or is weaker it is not allowed to go through;
- if neutrals guard a mine only, the player is allowed to take resources lying around;
- players are not allowed to take the treasure first and then fight the neutrals;
- player using DD/Fly has to respect FMG rule (first fight guard and then enter zone or take treasure)
No First Day (Red) Rush
In the first day of a week, red (previous) player is not allowed to use units from new week against any units or flagged locations of blue (next) player.
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- red (previous) player cannot block any passages with the units from new week to stop blue (next) player delivering units from new week;
- if red (previous) player defeated guard to blue (next) player zone using units from new week is not allowed to take any flagged locations;
- units from new heroes are not new army
No Hit & Run
Player cannot retreat/surrender from the battle, if dealt more damage than the opponent - last first 3 rounds. Counterattacks are not included. Not allowed to use magic level 3+ (on neutrals too) by heroes captured from the prison with lv 11+.
No joiners
It is forbidden to join any neutral units. Not refer to units from Pandora's Box.
Necropolis
Necromancy use (any hero) only to compensate losses. The number of skeletons (or any other units from necromancy skill) must match at the end of each day.
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Player with Necropolis cannot build creature dwellings in other Necropolis (not include citadel, castle) on random templates Balance/PC (not include 2nd necro here) Panic and Blockbuster.
Conflux
It is allowed to recruit only half (rounded up) firebirds/phoenixes.
See the extended description of this rule »
Limit also refers to dwelling.
You can recruit all if you have limited growth to 1 with fort thanks to changed CrTraits.txt.
Dwellings
Player may use only one 7 lvl dwelling each race. Doesn't applies to enemy's dwellings.
No bank upgrades
It is forbidden to upgrade units from griffin conservatories or dragonfly hives.
Scrolls 4-5 lvl
Using 4-5lvl scrolls is allowed for hereos that have an adequate level of wisdom and mage guild.
Hill Fort, Cartographer, Grail
Not allowed to use Hill Fort, Cartographer and Grail.
See the extended description of this rule »
Exceptions: fixed maps (no-random maps).
Game bugs
It is not allowed to use game bugs.
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- reduce neutral armies - allowed to retreat/surrender/lose one time attacking non-upgraded guards with upgraded stack inside (zone, Utopias and Pandora's Boxes guards);
- don't use Artifact Merchants bug, which enables a player to recruit units for the opponent's resources;
- don't use Ghost Hero - a hero without units;
- don't sell artifacts above their value;
- don't check skills and spells of enemy heroes
Exceptions: watching quantity, earnings and garrison of enemy towns and the number of units that your opponent is able to buy.
Weeks/Months creatures events
Player can want to load autosave if appears double or +5 population of 6-7lv units.
Restart
Players can take 2 restarts (1x111+1x113): 1 in first day and 2 not later than third day of 1 week.
See the extended description of this rule »
Immediate restart if there is Dirt Road, if starting hero isnât 1 lvl, if starting town has no fort or player starts with more than 1 town.
Pat situations
If both players aren't going to finish battle then attacker must flee/surrender. If i.e. 100 golems can't kill 1 ghost dragon which flies away, always player avoiding clash (here dragon) must flee/surrender.
DD, Fly
Dimension Door and fly use only one for a day (for each hero) and we can't cross any zone using these spells.