RULES
There are 40 lands available in the continent of Erathia.   To capture new lands, you contact the current landholder of the land you wish to conquer, and play a normal game of heroes on the defender's land. Note that the lands that you may challenge must be adjacent to your current borders.

If the Invader (challenger) is the victor, he/she takes over the players' (defender) land. If the invader (challenger) loses, no land is lost or exchanged.  A challenger or invader may try no more than 3 times to take a the same lords' land in a 3-month period.

If that is the only piece of land that player had, or a new player wishes to enter the tournament when the lands are fully occupied, they may enter via INVASION, by challenging players with lands indicated with the red underline and marked invadable from outside Erathia.

Players can refuse challenges, but if they are in vegeto mode for a long time or not playing at all, they will be removed to be replaced by a more active player.  Remember that all games played here does get counted for TOH points - Report them via the main winloss program.

A Lord in the process of an invasion or defence of a land cannot play another until completed current one.  (unless player has the offence skill, can attempt several invasions).

Wealth, Currency, Land Value, Bribery & Theft

Income (Denarii - Erathian Currency) is made in two ways:
-A successful or unsuccessful defending lord gets Denarii valued equal to land value per defence.
-Any challenger/invader whether successful or not recieves 40% of  the defender's land value in Denarii per attack.   Remember that even a unsuccessful landless hero can accumulate denarii just by unsuccessful invasions.

Lords can gain land by means of defeating a neighbour, or by forcible removal by purchasing their neigbours land.  Purchasing a land by force is 12 times the land value, + current player wealth. Therefore the lord in whom is being bought out can make it more difficult for the purchaser by increased wealth to counter it.  Even an invader without a land may purchase an invadable land if he/she has the wealth.  Purchase can be improved with the Diplomacy or Offence skill, but together they are not cumulative.

Lords can Bribe other neighbouring lords for alliances; a Bribe/alliance is 7 real days per total allied+lord land value.  The lord then can challenge opponents on all allied borders. The Lord recieving the bribe cannot refuse, and cannot challenge that lord for that time period.  This is a good method of keeping a challenger at bay and forming temporary alliances, as well as extending a players' control to lands beyond their own borders.

A player may attempt to Steal a players' wealth; the Lord with thievery skill can attempt a theft once during any land offence.

Setting up Game

Defender plays as Red, challenger plays as Blue.   Town and Hero selection at random unless Lords' attributes or the map itself allow differently.

The Maps

Note that the maps have unique names to them, not named after the land itself.  Also these maps have been playtested, but if necessary they may be modified in the future.  Red tends to have a slight to significant advantage, and on some rare maps, less advantage.  Land value is higher for maps that are harder for red, and time it takes to finish.

Counter-Attack 
When a challenger attacks a defender and fails, the defender may choose to "counter attack." A counter attack is a challenge by the lord who successfully defended against an invader on his  land. A counter attack can not be refused, unless the enemy is unreachable (enemy had logistics or navigation, and defender does not have the skill to traverse the distance beyond immediate neighbours).

Lord Attributes

Each Player that enters the Lords Tournament must first choose a Hero from the lords list on the Lords Hero selection page. Each available Hero has 2 basic native attributes, and 10 Denarii.  Player can also purchase one other basic attribute when starting.  Once a Lord has been chosen, it cannot be changed or replaced. It is your permanent character.  Lords can have improved skills, by applying 100 Denarii for an additional skill point to any skill advance.

ATTRIBUTE  Basic Advanced Expert
-Diplomacy affects the cost of bribery & purchase -10% of cost -20% of cost -40% of cost
-Estates increases the income for every Land defence +10% income +20% income +30% income
-Thievery 50% chance to steal a percentage of gold gained by opponent when challenging (not defending) for land. 50% chance to Steal half the gold opponent gains from battle 50% chance to Steal 3/4 the gold opponent gains from battle 50% chance to Steal all gold opponent gains from battle
-Offence increases the number of Invasion land challenges that can be started at one time & reduces cost of forcible purchase of an enemies' land 2 land challenges at a time, overall purchase cost reduced by 20% 2 land challenges at a time, overall purchase cost reduced by 30% 3 land challenges at a time, overall purchase cost reduced by 40%
-Defence reduces the chances of thievery and protects from enemy land purchase. 25% chance of negating theft , increases enemy land purchase cost by 25% 50% chance of negating theft, increases enemy land purchase cost by 50% 75% chance of negating theft, increases enemy land purchase cost by 100%
-Tactics**allows a Lord to set handicaps to enemy opponent. (mild/severe) select starting bonus for both lords mild handicap selected for opponent Expert Skill Not Available
-Archery skill gives bonus starting archers to join the Lord.  10 Archers always join in front of hometown or closest town to player 20 Marksmen always join in front of hometown or closest town to player 30 Grand Elves always join in front of hometown or closest town to player
-Air/Water/Earth/Fire Magic skill gives bonus starting elementals to join the Lord. 5 elementals always join in front of hometown or closest town to player 20 elementals always join in front of hometown or closest town to player 30 elementals always join in front of hometown or closest town to player
-Ballista skill gives bonus starting cyclopes to join the Lord. 1 cyclops always joins in front of hometown or closest town to player 2 cyclops always join in front of hometown or closest town to player 4 cyclops kings always join in front of hometown or closest town to player
-First Aid skill protects from loss of land after a land defence. first time land loss voided two first time land losses voided three first time land losses voided
-Intelligence**skill allows choice of town type if random. choose town type choose town type & opponents' town type Expert Skill Not Available
-Wisdom allows choice of hero if preset town on map. choose hero but not level 4 spell hero  choose any hero in that class Expert Skill Not Available
-Leadership peasants of the invaded land provide support for your cause increasing the money from an offense. This applies only to the challenger and does not effect the defender. challenger earns 40% of (land value + 2) from an offense challenger earns 40% of (land value + 4) from an offense challenger earns 40% of (land value + 6) from an offense
-Logistics allows the Lord to attack non-neighbouring lands. Can challenge any neigbours of adjacent  lands. Advanced Skill Not Available Expert Skill Not Available
-Luck gives random chance of bonus income after every land defence. 20% chance of getting doubling income from a land defence. 40% chance of doubling income from a land defence. 40% chance of tripling income from a land defence.
-Navigation allows a lord with land adjacent to the ocean to attack any other land adjacent to the ocean. Any island vunerable to attack if have land facing ocean Any land adjacent to the ocean vunerable to attack & purchase Expert Skill Not Available
-Necromancy** allows a lord to choose necromancer town if town type random, and set handicaps if on a necromancer-based land. Choose Necromancer Town, or set mild handicap on necromancer based land Choose Necromancer Town, or severe  handicap on necro- mancer based land Expert Skill Not Available
-Sorcery sets scholars to teach spells in front of home town. 1 scholar teaches lightningbolt 1 scholar teaches meteor shower Expert Skill Not Available
-Scholar sets scholars to teach skills to starting hero. 1 scholar teaches basic logistics 1 scholar teaches basic logistics, 1 scholar teaches basic intelligence pandora's box opens expert intelligence, or expert logistics (player choice)
-Resistance allows placement of magic resistance artifacts near starting heroes' castle. placement of boots of polarity placement of recanters' cloak placement of orb of inhibition
**In case of necromancy, and intelligence, two heroes of the same skill the defender uses their skill, challenger it is voided.  Hero with intelligence and wisdom can combine the skill.
**In case of tactics, two heroes of similar skill cancel each other out.  advanced vs basic, will nullify basic, and make advanced into basic.