Forbidden Stars Automa V1 Justin Hsu (Numerologist)

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FORBIDDEN STARS AUTOMA V1

Justin Hsu (Numerologist)

Disclaimer: Forbidden Stars and related material are intellectual properties of Games Workshop and
Fantasy Flight Games. I derive no profit from this purely for fun variant and it is free for distribution
unless otherwise restricted by the copyright holders.

Abstract:
This Automa prototype seeks to enable an engaging 1 player experience against a single AI opponent
(multiple AI opponent versions will be considered once the solo AI has been refined). It sacrifices
mechanical fidelity for theme and ease of use. The goal is to create an AI that isn’t fiddly and flows
quickly and easily and is difficult enough to present a real challenge.

Basic System Overview

-Player plays as normal, however AI follows it’s own set of rules. The AI also does not use any cards
except the AI Action Deck. The AI uses only 4 Order Tokens, one of each type.

-Action Cards determine what the AI does each turn. These are treated more like “effects” and does not
strictly follow the game mechanics. In other words, the AI cheats. Unless otherwise stated, all units and
structures referred to on the cards belong to the AI.

/ ​slashes divide priorities. If a particular action or condition is not possible, move onto the next one.
-AI Action Cards often allow the AI to functionally teleport their units. This is part of the mechanics.

1 v 1 Board Layout
Alot of Action Card effects will prioritize “lowest numbered systems”. Lowest to Highest from 1 to 6. If the
Action Card requires something below System 1, you cycle backwards to System 6, then 5, and so on.

1 2 3

4 5 6
SETUP

1.Every player starts with their starting units, structures and with an objective token belonging to each of
their respective opponent.
2.Randomly place 6 tiles in a 2 player layout, with the 3 tile length facing you.
3.The Human player places any number of his units, structures or opponent objectives on any 3 tiles,
including his home system. He may not place anything on the AI home system.
4.For each starting unit, structure and opponent objective that the AI player has, roll a 1d6. Place that
Unit, Structure or Objective in the corresponding system according to the die roll results if it is
unoccupied by the human player’s units, structure or AI objectives, prioritizing worlds with higher unit
capacities. If it is occupied, pick the next lowest numbered system that is either unoccupied or occupied
by your units and place the unit, structure or objective there. Ships should be placed in Void areas with
less ships in it if there are multiple void areas in a system. Human Objectives may not be placed
adjacent (orthogonally speaking) to the Human Player’s Home System, it counts as being invalid and
you will have to place it on the next lowest numbered system.

Planning Phase
-Each time it is the AI’s turn to place an Order Token, roll a 1d6 and place a random AI Order Token
facedown on the corresponding system. The AI player does not need units or structures within or
adjacent to the system in which they place an Order Token. These tokens have no relevance to the
game except to BLOCK the human player, you will never actually resolve them. When the AI player
“resolves” an order token, they do nothing except draw an Action Card.
-Turn passes to the next player (you).

Once both you and the AI have placed an Order Token, the Operations Phase begins.

Operations Phase
-During the AI’s turn, all of the AI’s order tokens on the top of any stacks are flipped over so you can see
what order is on it. Resolve the Order Token that’s higher on the priority according to the Order
Reference Card, which is: (1)DEPLOY>(2)STRATEGIZE>(3)DOMINATE>(4)ADVANCE. The other
tokens are flipped back down. AI Order Tokens are functionally meaningless as all actual effects are
resolved via the Action Card.
-When an AI resolve an order, they draw an Action Card. They do not carry out the Order as a human
player would.
-Resolve the Action Card, then discard the Action Card.

Refresh Phase
- AI does everything same as you, except:
- AI does not collect Materiel.
- AI does not draw event cards and never shifts warpstorms.
COMBAT

NOTE: If an action card places or moves AI units into an area that makes that area a contested
area, combat occurs. The AI player becomes the attacker if their units was placed there by an
action card, thus initiating hostilities.

During combat, all normal rules apply except that the AI player draws and play an Action Card each
Execution Round instead of using their faction’s combat cards. Both players’ cards are still revealed
simultaneously. Attacker still resolves first, then Defender.

The icons on the Action Card contributes to the AI player’s pool of dice same as combat cards. Any
abilities or effects that apply to Combat Cards will also apply to Action Cards being played during
combat if applicable. Action Cards (unless otherwise stated) never have effects in combat.

Abilities on Actions Cards applicable to combat only activates when the AI player is allowed to resolve it
(if they’re attacker, they resolve first, if defender, they resolve second).

When the AI player assigns damage, they assign damage to Units with the lowest command levels first
before the Units with the next highest command level, and so on. Remember, all rules regarding routing
and damage assessment still applies.

If any the Human player’s combat cards require the AI player to make a choice- you the human player
makes the choice for them. You can make the choice that benefits you more.

After all Combat has been resolved, discard all Action Cards drawn for the fight.

AI Units never retreat, they are simply destroyed if forced to do so.

Additional Notes:
-Unless stated otherwise, ordinary rules still apply. Use your common sense when resolving action card
effects.
-AI units who are placed or moved into a system should be prioritized according to highest command
levels. When being moved into a World or Void Area, unless otherwise stated, prioritized highest
concentration of enemy units.
-Any equal choices or conditions the AI can make are arbitrated by you. You are the tiebreaker.
-If you ever run out of cards to draw from the Action Deck, shuffle the AI Action Card discard pile and
form a new deck.
-There are 18 cards in total, with 9 of each type of card, however 1 copy has less icons, the other one
has more. If you find the AI to be too difficult, you can remove the cards with the higher icons, specific
cards that you feel are too powerful, or print off a second set of the lesser icon cards. You must always
have at least 1 copy of each type of card (regardless of how many icons there are). Conversely, if you
find the AI to be too easy, you can print off and add in cards you feel will make it more challenging. This
variant is quite customizable.
Build a Factory in a Build a City in a friendly Build a Bastion in a
friendly world in the world in the active sys- friendly world in the
active system with the tem with the lowest unit active system with the
highest unit capacity (skulls). lowest unit
capacity (skulls). capacity (skulls).
If there are no friendly
If there are no friendly worlds, build on an un- If there are no friendly
worlds, build on an un- controlled world. If there worlds, build on an un-
controlled world. If there are still no valid worlds, controlled world. If there
are still no valid worlds, build in the lowest num- are still no valid worlds,
build in the lowest num- bered adjacent system. build in the lowest num-
bered adjacent system. bered adjacent system.

Build a Command Level Build a Command Level MOVE all SHIP units
3/2/1/0 Ground Unit in 3/2/1/0 Ship Unit in the from the adjacent system
the lowest numbered lowest numbered system with the highest con-
system with a factory. with a factory. Place on centration of units (of
Place on world with Void Area with least fig- any kind) into the active
highest unit capacity. If ures on it. If there are no system, prioritizing void
there are no space, build space, build unit in the area with most enemy
unit in the next lowest next lowest numbered units. If there is a legal
numbered system with a system with a factory. path for ground units to
factory. follow, all grounds units
move into worlds in the
*AIs always build for *AIs always build for active system, stopping
free, but are still restrict- free, but are still restrict- at the world with an ob-
ed by Command Levels ed by Command Levels jective/highest capacity/
(= to # of Cities). (= to # of Cities). factories/bastions/cities.

Every world with a Pick the lowest num- Pick the lowest num-
Ground Unit with unit bered system with the bered system with
capacity to spare gets AI’s objective token and YOUR (the human
an additional command place all AI units from player) objective token.
level 0/1/2/3 Ground the adjacent systems into place all AI units from
Unit placed there for this system if possible the adjacent systems into
free. (meaning there are this system if possible
worlds and voids with (meaning there are
Every Void Area with a unit capacity to spare). worlds and voids with
Ship Unit gets an addi- Ignore legal paths. Units unit capacity to spare).
tional command level occupy worlds in the Ignore legal paths. Units
0/1/2/3 Ship Unit placed following priority: world occupy worlds in the
there for free. with objective/factories/ following priority: world
bastions/cities. Ships with objective/factories/
occupy any void. bastions/cities. Ships
occupy any void.
Build a Factory in a Build a City in a friendly Build a Bastion in a
friendly world in the world in the active sys- friendly world in the
active system with the tem with the lowest unit active system with the
highest unit capacity (skulls). lowest unit
capacity (skulls). capacity (skulls).
If there are no friendly
If there are no friendly worlds, build on an un- If there are no friendly
worlds, build on an un- controlled world. If there worlds, build on an un-
controlled world. If there are still no valid worlds, controlled world. If there
are still no valid worlds, build in the lowest num- are still no valid worlds,
build in the lowest num- bered adjacent system. build in the lowest num-
bered adjacent system. bered adjacent system.

Build a Command Level Build a Command Level MOVE all SHIP units
3/2/1/0 Ground Unit in 3/2/1/0 Ship Unit in the from the adjacent system
the lowest numbered lowest numbered system with the highest con-
system with a factory. with a factory. Place on centration of units (of
Place on world with Void Area with least fig- any kind) into the active
highest unit capacity. If ures on it. If there are no system, prioritizing void
there are no space, build space, build unit in the area with most enemy
unit in the next lowest next lowest numbered units. If there is a legal
numbered system with a system with a factory. path for ground units to
factory. follow, all grounds units
move into worlds in the
*AIs always build for *AIs always build for active system, stopping
free, but are still restrict- free, but are still restrict- at the world with an ob-
ed by Command Levels ed by Command Levels jective/highest capacity/
(= to # of Cities). (= to # of Cities). factories/bastions/cities.

Every world with a Pick the lowest num- Pick the lowest num-
Ground Unit with unit bered system with the bered system with
capacity to spare gets AI’s objective token and YOUR (the human
an additional command place all AI units from player) objective token.
level 0/1/2/3 Ground the adjacent systems into place all AI units from
Unit placed there for this system if possible the adjacent systems into
free. (meaning there are this system if possible
worlds and voids with (meaning there are
Every Void Area with a unit capacity to spare). worlds and voids with
Ship Unit gets an addi- Ignore legal paths. Units unit capacity to spare).
tional command level occupy worlds in the Ignore legal paths. Units
0/1/2/3 Ship Unit placed following priority: world occupy worlds in the
there for free. with objective/factories/ following priority: world
bastions/cities. Ships with objective/factories/
occupy any void. bastions/cities. Ships
occupy any void.

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