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To be fair, these types of necessarily clientside restrictions as "rules" exist in many popular games: Starcraft 1 and Warcraft 3 for example had a limit on the number of units you could select / command at once: there is absolutely no technological way for the server to enforce such a restriction if clients can be modified, but its a deliberate game rules restriction.

It sounds like your understanding is "the game is the server sends and receives packets: the goal is for the server to say that you win" which would be a view mischaracterizes almost all player's expectations: if you just wrote a client that has AI playing that only uses the info a player has that would also be very clearly cheating even if it only acts on information that players could act on.



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