- Time to play your turn is 24h. The Admin may grant a 24h extension if you ask for it.
- No exploits/bugs allowed.Posting defeats, making walls of units on map to disallow enemy agents to move and stomping/killing agents with units, surrounding armies/navies to deny retreat, intentionally spreading a plague with agents/units, stepping on a merchant to remove him from a trade resource, exploiting AI factions ( for example demanding/accepting money or settlements from AI factions), and more.
- Suiciding your faction is not allowed, and may result into your removal from the HS.
- List of known bugs:
1) The naval fort bug: No using ships to bypass a fort's or a settlement's Zone of Control.
2) Ambush fort bug: No luring men in ambush position into ZoC of forts\settlement's as such robbing them of their movement points.
3) Siege reinforcement bug: when the army is adjacent to a fort or a settlements that has been put under siege it cannot reinforce armies adjacent to him which he should have been able to reinforce on normal occasions. Attacking an army which the siege reinforcements bug applies to is not allowed
Navy inside ports attacked bug: no using this bug to attack ships which are inside ports.
4) Yoyo armies\forts bug: no attacking an army which the bug has been used on multiple times. You can see when this bug occurs, as the enemy army enters the fort and then leaves it.
5) Attacking ships inside the port - Attacking ships that are inside ports is not allowed.
6) Recruitment pool fill up - Quing up units in the recruitment sloots to increase artifically units/agents maximum number you can recruit in one settlement.
7) Recruting mercenaries in forts with depleted movement points - Using forts to get illegal maximum movement points to mercenaries in a depleted army.
8) Using ships to get more movement range - Using ships to give more movement range to armies on seas.
Military rules
- No one turn peace ( although you cannot attack other factions, if they hasnt played their first turn yet. You can cross lands of a faction that hasnt played its 1st turn yet, if your army doesnt stand in enemy territory after its movement).
- Battles can be auto-resolved or manually played againts AI/Rebels, but againts player you can only use Auto-resolve. Screenshots must be posted with: odds and result screens, mouse over the odds bar to show the ratio, the armies involved with their banners visible on the campaign map, unit card of siege unit must be visible if used to directly assault settlement.
- Armies that are defeated in battle by a player that comes after them in the turn list may not move the following turn. This is to make it fair for people who are defeated by players that come before them in the turn list. Armies standing in a settlement when defeated are excluded from this rule.
-Heroic victories against players are not be allowed.
- You are not allowed to post a defeat
- Ships cannot leave blockaded ports. No attacking ships in ports using a game bug. It's not allowed to keep units protected by placing them in ships docked in a port.
-Not allowed to besiege a settlement to deny its garrison participation in battle.
- You are not allowed to besiege a settlement to deny enemy retreat into it.
- Not allowed to build watchtowers.
- You are not allowed to lure an ambushing army a tile closer to bring it in range of more of your forces.
- Huge stone walls, citadels and lore capitals cannot be assaulted by any unit of siege equipment, only a siege.
Agent rules
- Spies are not allowed to open Gates on players, unless there is at least 40% (for lore capitals, huge stone walls, citadels its 60%) chance of entering into the settlement/fort. If a spy was has been in settlement/fort for several turns, you will have to leave the settlement/fort and enter it again. If a settlement/fort is defended by +400 drakes, 720+ elves, 900+ men and dwarves, or 1500+ orcs (260 for drakes, 460 for elves, 620 for men and dwarves, 1000 for orcs lore capitals, citadels, huge stone walls ), than a spy may not open the gates anyway. Screenshots must be provided
- Assassins cannot sabotage and are not allowed to kill family members or generals. Assassins need at least 40% chance to kill other agents, for enemy assassins/spies just 30% is required. Screenshots must be provided
- Merchants need 40% to acquire other merchant's assets. Only allowed in your own regions, Rebel Controlled Regions, or regions you have aquired Trade rights to. Screenshots required
- Bribed units/agents cant move for one turn. You can bribe only settlements/forts that your armies can directly march into.
Settlement rules
- Destruction of buildings is not allowed. Only exceptions are churches of foreign religions. They can be destroyed immediately after taking a settlement
- Not allowed to exterminate settlements.
You can trade maximally one settlement per turn. Such settlements mustn't be in war zone and you must disband all units you receive except one.