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Twilight Imperium (Third Edition)» Forums » Variants

Subject: 2 Players with Limited AI rss

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Jay Waschak
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Using the variant here (http://www.boardgamegeek.com/thread/119002), I just uploaded my AI alteration for playing the two player game with limited AI called "AI Beta for TI3 (2 player)". Please let me know what you think.

Thanks!
 
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Tyrel Lohr
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The file's not up yet, but the first question that came to mind was whether these Limited AI rules provided players with their very own "Charlie AI" that was ready and willing to be attacked and conquered early and often

Sorry, a VBAM joke -- but it was the first thing that came to mind upon seeing this post (other than it was from you, Jay).

-Tyrel
 
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Jay Waschak
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tyrel_lohr wrote:
The file's not up yet, but the first question that came to mind was whether these Limited AI rules provided players with their very own "Charlie AI" that was ready and willing to be attacked and conquered early and often

Sorry, a VBAM joke -- but it was the first thing that came to mind upon seeing this post (other than it was from you, Jay).

-Tyrel


Lol! Now that I think about it we could work in a Charlie variant. Any player that == our good friend Charlie is subject to two potential invasions any turn, plus every person gets a VP if they attack him each turn. Sounds good to me. Of course Charlie must start with half the normal fleet.

Inside joke everyone, in our VBAM campaigns games Charlie has a knack for always getting invaded in the first few turns.

I did notice they haven't posted it yet, so hopefully soon.

-Jay
 
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Jay Waschak
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Here is the text (still waiting for the map changes to be posted).

Limited AI Variant.

1) Use the 2 Player set up as described here: http://www.boardgamegeek.com/thread/119002

Map Variations:

The center planet represents Mecatol Rex. The first ring contains known planets and must be played face up with each player selecting and placing two system tiles from a random draw. All player homeworlds are placed in this area opposite to that of the other player.

The second ring is randomly placed face down, and then a Distant Sun token is placed on them. Remaining Distant Suns tokens are placed in a pile on the side for later use. Now place up to 4 homeworlds face up around the board in the spots indicated by X. Each player does this, alternating that homeworlds placement. Please note that the alien empires in play are randomly drawn using the homeworld tiles. Each of these homeworlds receive double their starting fleet, but still receive normal ground forces, PDS, and space dock allocation, which are placed on their respective planets. Every player may also place an additional cruiser in Mecatol Rex. You are now ready to begin,

2) Game Play:

Players may flip the unknown hexes when they activate the system, The Distant Sun tokens are revealed as normal. Once the Distant Sun tokens are used, they are placed in a pile that was set aside earlier

3) “AI”:

Once a hex has been flipped near a non-player’s homeworld, there is a chance every turn that it may become active. If there are any player assets in an adjacent system to an “AI” homeworld during the strategy phase, flip one of the unspent Distant Suns tokens. If the result is green, then the “AI” takes no action. If it is red, they will immediately move all military units available to the nearest, most valuable system with a player’s assets in it. Doing so does not remove their starting units on their homeworld, the “AI” simply creates and launches the same invasion force to take systems. This prevents their own homeworld from weakening.

Any unit that has drawn a green Distant Suns token will remain inactive for two more turns (flip the counter during each strategy phase to show this), but an “AI” that has drawn a red may keep attacking each turn. Draw another Distant Suns token on the next Strategy Phase (before normal actions), if the result is another red, they will create another invasion force, and attack the nearest most valuable system. Please note that the only time the “AI” creates new units is during these “invasions”. A green results in the normal two turn cool down.

Please note “AI” players are not subject to international laws as they are not represented on Mecatol Rex. If any of these homeworlds are conquered, they no longer draw Distant Sun activations. If any of their previously invaded worlds survive after their homeworld falls, they are not removed, but must be destroyed to free any invaded system.

Exception: If the “AI” draws the Lazax Survivors Distant Sun token they draw four action cards, and play two (randomly selected) against each player (if applicable).

Discard Distant Sun tokens may not be drawn again until all have been played once, at which point they are shuffled back into a draw pile. This ensures each one is used once in some fashion.

Optional: Mecatol Rex Under Seige!

Instead of placing a friendly cruiser in Mecatol Rex, place one cruiser for each of the “AI” players. The Imperial Card may not be drawn until Mecatol Rex is free from these forces. Once it is freed, that player may use the unused Mecatol Rex planet card for the remainder of the round. It is placed back with the Imperial Card at the end of the round.

4) Objective Cards:

Mecatol Rex is no longer a public objective for any player. However, an Objective Card that uses the text “Mecatol Rex” can be played on one, and only one “AI” homeworld that the player has conquered. For example, Player A uses “Forceful” on a conquered “AI” homeworld if he or she meets the requirements in that homeworld hex. These “AI” players become both a nuisance and a means to win the game if used correctly.

5) Other Notes:

Since players start in such close proximity, no homeworld adjacent to Mecatol Rex may be attached by a non “AI” player. Mecatol Rex itself is a neutral planet and may NOT be invaded.

The Imperial Role has one alteration in this variant for its Primary Role. Any player who draws this role may use the Mecatol Rex planet card for the turn, and draw one Command Counter instead of a VP.

Any homeworld conquered by a player may take one tech card from that race, depending on which alien empire was initially drawn for that “AI”, if they have not achieved that technology already.
 
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