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Vs System 2PCG: The Marvel Battles» Forums » Variants

Subject: Streamlined AI Solo Variant rss

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I’d like to play solo against an AI opponent, but not have to think much about what their optimal moves would be. The AI should also simulate the fun of surprises that can come up when playing a live opponent. It should also be as simple as possible. It would also be nice if it could be adapted to a co-op mode. I think it would be possible to balance rules that would counter potentially poor AI choices against the advantage of 1) never missing a drop, 2) never having to pay for use of special powers, and 3) having abundant plot twists. Here’s my idea:

Opponent character recruitment: Select an affiliation for the AI player. Make a 7 card AI character deck of one card for each cost (1-7) in order. Place the Level 2 main character card between the 3- and 4-cost character. Your AI opponent starts first. On each of your AI opponent’s turn, flip the next card into play. When the 4-cost character comes out, their main character also levels up.

Opponent character arrangement: Opponent characters with Range go to the back row and characters without Range go to the front row. The main character follows these rules as well until they are 1-2 health away from being KOed, at which time they move to the back row.

Opponent plot cards: Make a plot card deck with all plot cards for your opponent’s affiliation. At the beginning of each of their turns, flip a plot card. Play it at the first possible moment that it can be played during their turn and would benefit them, if possible (such as the first attack). Additionally, flip a plot card after you declare the FIRST attack of your turn and play it if it would benefit them, if possible. Ignore any plot card costs.

Opponent character abilities: On your turns and their turns, any opponent’s special ability triggers at the first possible moment (without paying the cost) that it would have a benefit to your opponent.

Opponent’s Main Phase: Their back row attacks then the front row attacks. If an individual character can attack your main character and match the def of your main character with their attack, then they do so first. If a second opponent’s character can do so as well, then they do next and so on for all individual characters. Next, if any two characters can team attack your main character in this manner they do so (in highest to lowest order of their character’s attack values). Next three character teams are considered and so on. If there are still ready characters, then this process is repeated for each of your remaining characters, starting with your highest cost character and ending with your lowest cost character.

Your Team attacks: The opponent strikes back against your highest cost team attacker whose defense they can match with their attack.

Time Runs Out: If you don't win by the end of your 7th turn, you lose.
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Javier Loustaunau
United States
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One trick that I find good for testing decks against each other is at the end of your turn 'blindly' put your hand under your deck and draw that many cards.

That way when you are playing the 'opponent', you can fully play the opponent as though it was yourself, but not know what plot twists they might have until you attack and play one yourself (or pass).

I'm working on an AI driven deck idea but that would require some print and play cards and would be something more akin to the special event decks in MTG, like that one where you all fight a hydra.
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