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Subject: First attempt at single player rules. rss

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If I forget to mention in below, the directions apply only to the AI unless stated otherwise.

When starting the game, you can choose however many players you want in this. I started with two AI players (or whatever you call them), and myself, me being the Protoss (Tassadar), the others being Zerg (Kerrigan) and Terran (Mengsk). You also choose who is first, second, and third player at first turn.

Doesn't matter who goes first with planet placement. If the AI's first planet placed has at least 2 minerals on it, it places it's base there, on the spot that can hold the most units (if 2 spots, the one with the most minerals, if a tie, randomly choose one of those spots; if no minerals, the area with the most gas). If not, then on the second planet. When the AI is connecting planets, have it connect to the planet with the most minerals. If more than one possible planet link has equal minerals, then go to one with most gas. If still a tie, then the one with most conquest points. If still a tie, choose the one farthest from an enemy player. As for what side of a planet to place another planet on, if it can connect to 2 planets at the same time, get it to one that has the most minerals and/or the most conquest points. When it doesn't matter, randomly choose a side, for the planet being placed and the planet side it's connecting to (a D6 dice works best). You don't need to do this for the first 2 planets placed.

If the AI places its base on the first planet it sets down, if possible, it connects the 2nd planet to its first planet. If not possible, then connect the planet to another with the most minerals, or the most gas, or the most conquest points respectevly; also if possible, the planet must not be adjacent to one with an enemy base (this takes priority over the above recommendation). Once again, random sides of the planet(s) are chosen for connection (if it makes a difference).

When choosing Z-axis routes, the AI must, if possible, place one end on his planet. The other end goes to the planet with the most minerals, and recommended not attached to one with enemy forces on it, especially if the AI starts on a planet with no minerals.

If playing with Brood War expansion, the AI always chooses the Stage 1 Leadership card with the Special Victory. After that, keep the Stage 2 & 3 Leaderships face down, shuffled, and chosen randomly. Keep the chosen 2 &3 face down and put the other Leadership cards away. When the proper Stage comes in the game, flip over the appropriate card.

When placing starting units, the AI must place at least 2 on its base, and divide the rest evenly among the minerals and/or conquest points, unless a gas area can hold the most units on the planet, in which case 1 is placed there. Any leftovers can be placed on the gas areas. The most powerful ones are placed first in the above order respectively, going down to weakest (to see what is strongest/weakest, look at the unit chart that shows the max/min combat values; combine the attack/defense values, and compare them to the other unit(s); if a tie, flying units take priority as strongest; support units are always considered weakest). If there aren't enough units to place between minerals and conquest points, if on such a planet, then always place unit on area with conquest points.

When placing transports, have them connect to the planet with the most minerals, unless the AI starts on a planet with 3+ minerals, in which case it connects to the planet with the most conquest points. If all adjacent planets have the same number of minerals, connect to the one with the most conquest points. If still a tie, connect to the one with the most gas. If still a tie, the one with no enemies, or the least amount of enemies. If starting on a planet with less than 2 minerals, connecting to a planet with minerals and no enemies takes priority.

When drawing your starting cards, the AI players don't draw any. Explanation for this comes later.

ORDER!

When placing orders, the order turn goes as normal, with the AI doing the placement as follows (may be easy for you to remember when you get used to this, being able to anticipate the AI easily, but hey, this game isn't meant for single player, so tough yuk ):

*Seperate the build, mobilize, and research orders. Include the special orders to the appropriate stacks. Shuffle each stack seperately (3 stacks total).

*The first order placed will be a research order on a planet with friendly base, unless an enemy has placed an order on a planet with friendly base, in which case the first order will be a mobilize, stacked on top of the enemy order. If playing with Brood War, the AI may instead use a Defend order, but only if it's possible for the enemy to attack the friendly base, and the area with the friendly base is where the guard token is placed. Also, if enemies are already on the planet with friendly base, a mobilize order is placed down.
If all technology has been purchased that can be applied to the friendly units that are on the board, then instead a build order is placed.

*The second order placed will be a build order on a planet with a friendly base with the least units. If no units are on a friendly base, the build order takes priority in being placed there. If an enemy order is on top of the stack of a planet with a friendly base, place a mobilize order on top of that stack.

*The third order placed will be a mobilize order onto an adjacent planet that has minerals, and no friendly units on the area with the minerals. If more than one planet is open for order placement, priority is given to the one that already has a friendly Transport connected. Second priority is given to a second adjacent planet that has the 2nd most highest amount of minerals if the first choice of planet has an enemy base built upon the primary source of minerals. If the second highest source is still on the planet with the enemy base, that retains second priority, with everything else being 3rd, etc. If there is ever a tie, choose the mineral area least defended, otherwise choose random. However, if no build orders have been placed on a planet with a friendly base, the AI must instead place one on that planet (priority over mobilization). If an enemy order is placed on the top of the stack on a planet with a friendly base, and no other friendly order is placed there, place the mobilize order there.

*If no build order has been placed on a planet with friendly units on it and no enemy base, or on a planet where there is a friendly base and enemy units are in an area, or on a planet with a friendly base and an enemy order on top of the stack, place one on there (first priority, second priority given to the planet with friendly units and nothing else on the planet). If no mobilize order has been placed on a planet with enemy units and a friendly base or units, place one there (second priority). If no reasearch order has been placed on a planet with a friendly base, place one there (third priority). If all of the above conditions have been met, randomly choose between a build and research order (1-3 for build, 4-6 for reasearch) and place it on a random planet with a friendly base (if just one friendly base, just place the order there). If only one area of a planet has friendly units on it, while all the other areas have enemies, and no guard token is already in the friendly area, place a Defend order token on that planet, and place the guard token on the friendly area.

*Once Stage II or III comes, the AI must change up it's mobilization order placement to suit what is best for achieving the special victory condition. It does so by moving to the areas least defended, or defended with the weakest units first, and so on. Use logical judgement.

*And in case you're wondering, yeah, the orders are kept face-down until the execution phase, since you shouldn't know if you're dealing with a gold order. By the way, ignore the effects of the gold order on the first turn.


EXECUTION:
If more than one stack has a single AI player's order on the top of it, choose the order that is not on top of an enemy player's, if able. If both stacks have no enemy player orders in them, choose the taller stack. If both have the same amount of orders, randomly choose which one to execute.

As for the gold orders, only one per round is treated as gold during the first stage (1st one executed). During stage II, the first 2 orders are treated as gold. Stage III, all 3 can be used.

When purchasing anything, being able to force mine a single resource to the point of partial depletion is considered have an extra mineral/gas available. So if an AI had a resource card with 2 on it that isn't partially depleted, that player is considered to have 3 of that resource available. If that same card is already partially depleted, then the AI is only considered to have 2 from that card.

Part 1: RESEARCH

When AI executes a research order, one combat card is drawn and kept face down. One event card is drawn as normal. Priority is given to purchasing technology for the highest number of friendly units of a single type currently on the board. Further priority is given to the cheapest card. If a gold research is executed, the AI always takes the option to draw an extra event card. Technology is never purchased for a friendly unit not on the board. Further specifics are as follows:


*Whenever an assist unit is on the board and no technology has been purchased for it at any point in the game, that technology takes first priority in purchase.

*When having a choice between any technology to be purchased, the cheapest one is chosen. If a tie, choose the one that won't force the player to force mine. If still a tie, choose the one that will leave the AI with the most minerals, if able, otherwise the one that will leave the AI with the most gas. If still a tie, choose randomly.

Terran:
*Remove "Restoration" and "Improved Reactors" from game.

*If "Scanner Sweep" is bought, it is automatically used when fight against units with the Cloak ability (Lurkers, Dark Templers, etc.) unless a unit/ability is used that will also go against Cloak. If a unit becomes Cloaked at the end of battle, and no unit/event ability is used against it, use "Scanner Sweep", ignoring the fact that it's normally used at start of battle.


Zerg:
*Remove "Gamete Meiosis", "Pneumatized Carapace", and "Consume" from the game.

*The technology that can be applied to "Any" unit is always the first one purchased in the game. Randomly roll for the 3 available, unless the Zerg will only have 2 minerals left from purchase, in which case choose "Metabolic Boost". If AI doesn't have enough gas for Boost, get "Burrow". If not enough gas for "Burrow", but has enough minerals including the minimum 2 leftover), get sunken colony. If not enough for either, they don't get a technology on the first turn.


Protoss:
*Remove "Khaydarin Core" and "Hallucination" from the game.


Part 2: BUILD

[The Research & Development modules are removed from the AI players.]

[If no research order has been played yet, at least 2 workers and 2 resources (gas and/or mineral) must be available by end of build phase, unless building on a planet where enemy units occupy an area, or if this is the first build order for this AI player's turn, or if no research order is on the board, or if there are less than 3 marines/zergling/zealots on the planet.]

1.)The AI first builds 1 worker per round, unless in the last round 2 workers were left over (doesn't apply first round). If a mobilize order is on a planet with no friendly units on it, a transport is built on the path connected to that planet. If friendly units are on a planet without a friendly base connected to a planet with a friendly base with no friendly transport in between, build a transport on that spot.

2.)If there are less than 3 Marines, 2 Zealots, or 3 Zerglings a planet with a friendly base, build until that many have been aquired. If that many is already built, skip this step. If no more of those units can be placed, skip this step. If they can't afford to build any of those units if the above condition applies, and have less than the amount above, skip the rest of the build order.

3.)Build at least 1 unit other than the ones above, if they are available. Choose one that currently isn't on the board. If the unit is already on the board, and the other unit choices are already on the board, choose the one that has the least amount on the board compared to the others (ignoring the units in step 1); if still a tie, choose the one that costs the least. If none of them can be afforded, or there are no more to place on the board, build one of the units listed in step 2. If no more units can be placed on the planet this order is on, skip this step. If an air defense module hasn't been build yet, make sure there are at least 3 workers and minerals left, otherwise ignore this sentence.

ZERG & PROTOSS: When they can upgrade a unit using a technology card ("Lurker Aspect", "Summong Archon and Dark Archon"), they can only upgrade, as part of the build for more powerful units, only if there is an extra unit in the same space that won't be affected by the upgrade.

4.)Build a random building (roll a dice, 1-2 builds the left-most building, 3-4 the middle, 5-6 the right-most). If a building has already been built this turn, skip this step. If this is first build order for the player this game, make sure 3 workers and 3 minerals are available (force mining counts in this manner so long as it only partially depletes a source). If this isn't possible, only 2 leftover workers limit this build (see instructions above step 1.)). If 2 workers can't build anything (whether limited by minerals or other factors), skip this step.

5.)Build an air defense module. If one has already been built, build a supply depot. If 2 supply depots have already been built (or the Zerg is the AI), choose one of the 3 Brood War Modules (cheapest one takes priority; if it's already bought, choose randomly for the other 2). If a module has already been built this turn, skip this step. If at least 2 workers aren't left over from this step (see above), skip this step.

6.)When placing newly built units, divide them as evenly as possible (one normal unit per area minimum), unless on a planet with a friendly base where enemy units occupy, in which case place as many units on the friendly base area as possible (strongest unit takes priority in placing here [combined max attack/health values]), and place the others in a mineral area. If not mineral area, conquest area. If not conquest area, next area that can take units. If they are placed on a planet with a friendly base with no enemy units, place the stronger (non zergling/marine/zealot) units with other stronger units. This way, when the time comes to mobilize away from the planet, powerful units can move with the normal units.

7.)If building a base on another planet, do so. Force mine if necessary, so long as it only partially depletes a source. The base is placed on the area that can hold the most units. If that can't be done (friendly units not on that area), then place on the area with the 2nd highest. If a tie, then the area with the most minerals (the same area contested in the tie). If still a tie, the area with the most conquest points. Otherwise, randomly choose.

Part 3: MOBILIZE

*When human player is in combat with AI, human player always lays his hand down first.

*When AI vs. AI, look at both card hands from each player and choose the cards that will have the associated unit at its strongest (combined attack/health value). If there's a tie, choose the card with the highest attack value.

*AI never moves off of a conquest point area unless at least 1 unit stays in that area. Same rule applies to bases. Assist units can never be the units that holds any single area alone. Sometimes a second unit will be necessary in this case.

*If AI executes a mobilize order that would cause units to move away from a planet that holds a friendly base and enemy units, cancel the order.

*When moving, unless restricted above/below, move as many units as possible (leaving minimum of one unit per area, unless moving to planet with friendly base where enemy units occupy an area on that planet [see below]). Assist units always stay with normal units, with the ones they help the most, or to the area with the least number of units, which they can assist.

*When moving units from a planet with a friendly base, if no enemy orders are in the stack on the planet where the AI is moving units from, move the normal units (marine/zergling/zealot) and any more powerful units so long as the area the powerful unit moves from still holds at least 1 powerful unit, but make sure there is at least one unit in each space on the planet with the friendly base. If moving from a planet with a friendly base and with an enemy order, leave 2 units per space minimum.

*When moving to an empty planet, strongest unit moves to the area with the highest mineral resource. If 2 areas contain the same amount, choose the area that holds the most units, otherwise randomly choose. The rest of the units are divided evenly, with minerals taking first priority, then conquest points, then gas. If there are no enemy orders on the planet with the friendly base that the units are moving from, units need only be kept on mineral, base, and conquest point areas (minimum 1 per area, unless without air defense module, in which case minimum 2 at base).

*When mobilizing on a planet with a friendly base on it, move to the area where enemies are located (base area takes priority) unless the enemy's front line combined strongest max health value is +3 higher than attacking friendly unit's strongest front line combined attack value, in which case mobilize to defend the base. If that is not possible, defend minerals. If that is not possible, defend conquest points. If that is not possible, attack where it is more likely to do the most damage. In addition, if there are friendly units on an adjacent planet with no friendly base, they must, if able, mobilize back to the planet this order is being executed. Also, if there are friendly units on a planet with a friendly base that has no enemy units or enemy orders on it, they must also move to the planet the order is being executed, so long as 1 unit per area (2 units on base if no air defense module) stays. If 2 powerful units share an area, and one needs to move to another area/planet, the assist unit takes priority, so long as normal units are moving to the same area. If not an assist unit, randomly choose which powerful unit moves. If not all can be move to area with enemy units (exceeding max unit limit +2), then choose the area with the stronger units (any that aren't normal). If a tie, randomly choose which unit (unless one of them can't attack a certain enemy unit in contested area, in which case, use best judgement).

*When mobilizing on a planet with a friendly base and no enemies, move so that at least 2 units occupy the base area (if air support module is built, only 1 unit minimum is needed, unless an enemy order is in the stack on that planet), and spread the rest out as evenly as possible. If it can't be completely even, place the extra units on the mineral area, if not the mineral, then the conquest point area.

*When mobilizing on a planet with an enemy base, if an offensive module is built, and the combined enemy strongest front line max health value is not +3 higher than combined friendly strongest front line max attack value in the enemy base area, attack it. Otherwise, attack an area with enemy units that have the least combined max health value. If a tie, choose area with most minerals if part of that tie (unless in stage II or III of the game, in which case highest conquest point areas take first priority in tie breaking, then mineral areas; otherwise randomly choose). If mobilizing from an area on the planet with enemy base to another area on that planet, keep at least 1 unit on area friendly units are moving from (weakest unit, not counting assist units).

*When mobilizing to an empty planet that has an enemy order on it, move all mobilizing units to a single area. AI chooses the area with the most minerals. If mineral amount is tied, the one that holds the most units. If still tied, randomly choose. If no minerals, they move to the spot with the most conquest points. If both spots have conquest points, divide units evenly (one stronger unit minimum per spot if able [stronger unit is a unit that is not an assist or a marine/zergling/zealot]). Once again, if moving from planet with friendly base, keep at least 1 unit in each space unless an enemy order or units is on the planet, then leave 2 per space. Move as many units as possible while retaining this instruction.

*Never move units away from a planet unless at least 1 non-assist unit is on each area of the planet with friendly base. Never mobilize to attack units on a planet with a non-friendly base unless strongest front line units with combined max attack value is no less than -2 vs. enemy strongest front line max health value. The number of friendly units attacking must equal the number of enemies in area they are invading. If this can't be done, instead an event card is drawn.

*When AI engages in combat, it draws its hand limit and adds it to any cards drawn from research. Choose the cards that best apply to the units used in combat. If any assist/reinforcement cards are drawn, they must be used, if possible. When combat is over, AI discards down to 2 cards (none of which can be support cards), keeping the ones that will affect the majority unit type currently on the board. If more than 2 affect units, choose the strongest ones (attack/health combined). If still a tie, randomly choose which to discard. Reshuffle the discard pile into the combat deck during the Regroup Phase, or when there are no more combat cards left to draw.

*If AI has retreating units after combat, if able, must retreat to planet with friendly base (area with base first priority). If unable, must retreat to area on current planet that has most minerals; if unable, most conquest points; if unable, any area with no enemies. If nowhere to retreat, removed from board. If AI needs to choose which unit(s) to retreat, the assist unit takes priority in this. If no assist unit, the weakest unit retreats.


NOTES ON EVENT CARDS

*AI randomly chooses between cards drawn, unless a card will grant the AI more units, in which case that card is always used. If more than one card if this type is in AI's hand, it chooses the card with the most powerful units (combining all of their attack/health for numerical value comparison). Units spawned from that card are given first priority in spawning on a planet with a friendly base, in the friendly base area. Second priority is on mineral area (if stage I) or conquest point area (if stage II or III) on the same planet. Third priority is on gas area of that same planet. Fourth priority is on an empty planet. Fifth priority is on a planet without an enemy base. Sixth priority is a random area on a random planet.

*If an AI gets "Navigation Error", if it has a z-axis route connected to its planet, it can switch the end of the route from its planet to the planet with the most mineral resources. If the game is in Stage II, it intead switches to the planet with the most conquest points. If changing the route doesn't make a difference, the AI plays a different card. If no other card is drawn, discard with no affect.

*"Retreat" is only used in a battle where either the AI units combined attack value is -3 vs. enemy units combined health value, or if units in at least 2 skirmishes can't attack an enemy front-line unit.

*"Flawless Defense Plan" is only used in a battle where any front line unit's max health value is lower than opposing enemy front line unit's max attack value (including any addition a support unit would add).

*AI always plays "Refinery Bombardment" on an area that Human player controls. Priority is given to an area that a Human player's base is located. Second priority is given to an area that contains the highest number of minerals on the planet where the base is located, unless it's depleted, then second highest mineral source on that planet, or any planet where Human player has a base, etc. Third priority is given to an area on a planet with Human base where the highest amount of gas is located, then second highest, etc. If none of this can be done, discard without effect.

*"Advanced Reconnaissance" is discarded with no effect.

*"Adaptive Strategy" is discarded with no effect.


STAGE II & III NOTES
This describes the change in AI thought pattern once Stage II is reached. The thought pattern below takes priority, mainly in terms of mobilization, before anything else above. The main thing it effects is the placement of the 3rd and 4th order token, primarily the 3rd for mobilization purposes.

If any resource/conquest point/base area is in danger of being taken during the last step of order placement (such as an enemy order is in the stack on the planet), place a defend order on the planet with the least amount of friendly units (a planet with one or more areas relevent to special victory) and a guard token on the area, with the most friendly units, relevent to special victory on that planet.

Jim Raynor: Focuses mobilization on capturing as many mineral and gas areas as possible, until 6 are aquired. Once 6 are aquired, defensive measures are taken to the point of first clearing the planet with the resources of any enemies, then building bases and/or units until they reach the max unit limit in each area of the planet. Conquest point areas become secondary to all resource areas. Focus more on mobilizing to planets holding the most resource areas, preferrably the ones with least enemy resistance, then establishing bases on planets with those territories, then establishing defensive units up until unit limit for each area has been reached.

Arcturus Mengsk: Focuses on establishing a base on 2 planets, expanding towards any that have the weakest enemy defenses, then building up unit numbers until the unit limit on each area of those planets has been met. Focus more on building than on mobilization (unless clearing the planet of enemies) and research until unit limit in each area has been reached.

The Overmind: Focuses on mobilizing to any planet with the weakest enemy defenses until 3 bases have been established. Once that is done, focus on clearing the planets with bases of any enemies, then building up units. Focus on mobilization and building until enemies are cleared of desired planets, then focus on building units. Once max unit limit is reached, then research orders become more of a factor in order placement.

The Queen of Blades: Focuses on mobilizing to planets with the most conquest point areas, and/or any on a planet with weakest enemy defenses until 3 territories are taken. Then focus on establishing bases and eliminating enemies from held planets. Then focus on building unit defenses until unit limit in each area (conquest areas second priority to bases, but bases should be built on conquest point areas if they can hold 3 units minimum) is reached.

Tassadar: Focuses on establishing bases on as many planets as possible, first by taking areas least defended.

Aldaris: Focus on taking conquest point areas first, then establishing bases (prefferably on conquest point areas that have a minimum unit limit of 3). Then focus on attacking any faction that is close to achieving special victory condition.



LAST NOTES

The AI NEVER force mines to the point of depleting the resource.

Once the game enters stage II or III, focus the AI's mobilize ability towards achieving the special victory condition, overruling either resource areas, conquest point areas, or focusing more on expanding and building bases on other planets, and etc..

When discarding down to hand limit in Regrouping phase, the AI discards down to 2.

Once again, this isn't completely finalized, and I doubt it's foolproof, but it's the best I could come up with. Let me know how I did. If a solo play is possible, let me know what improvements I can make to this. Until then, all you solo play requesters, have fun with this, and I'll be editing off and on.
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As of this moment, I'm done making edits and finalizing the single player rule variant. It's still not perfect, but it never can be. This is a game meant to be played with other real people. But for everyone else who just wants practice (fat chance of that, there's a lot to read into for this variant), they can try this one out. Anyone who wants to have a say on this, no one is stopping you.

Oh, and for the record, when I was playtesting this, I won the match. blush The Zerg ended up getting it the worst. Their defenses failed to hold up against the Terran, and their attacks weren't enough against the Protoss. But then again, the Terrans never came in conflict with the Protoss. It came down to me and the Terran, but I won due to more Victory points.
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Joshua Love
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Interesting. I'll have to finish reading it later, but so far I have no complaints. Far more intricate than my home-brew AI rules... Take a look and let me know what you think.

Note I've only tested the AI with Zerg (I like stomping Zerg lol).

I basically gave the AI a way to cheat... Basically.

Take 1 of each normal order token and 1 random (always random) Special Order token, and shuffle them. They are then placed on the main base, and then any adjacent planet(s), if empty.

The AI will take priority to minerals, then gas, then CP (as far as securing them).

The AI also does not have a hand. Instead, the AI will draw 3 cards from the combat deck (per front line unit), and you as the player will pick the best possible card for the situation. You as the player will have already selected your units, your cards and the paring of units and support.

Researching will not take priority over building units (when resources are concerned), but the AI will research whatever will benefit the largest unit on the board (and in the most quantity in case of a tie).

I have developed a Goals deck for the AI, which is drawn at the beginning of each turn. Each goal card has a first and second objective that the AI must perform to the best of it's capabilities. Mostly, "Attack closest planet with largest force", or "Tech to Level 3 Air Units" or whatever. If it cannot perform the 1st objective, it does the 2nd.

Lastly, depending on difficulty, the AI will start out with CP already, or extra units/techs/buildings.

Currently, these rules are pretty much only for 1v1 practice runs. In the 3 test plays so far, I lost the first one, and won the other 2. One of those wins was kind of close. I think it's a pretty solid system... But I want to give your way a try to. I'll let you know how it goes.

It is pretty much completely random, but it's a somewhat controlled randomness. The special order token often keeps the AI on top of things you may not want it to be on, and the combat cards make it much harder (as the AI does not have a hand limit to adhere to). You can also scale the difficulty by adding more Special Order tokens than normal ones.

(Edited a million times for clarification)
 
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