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Warcraft Board Game AI Variant (solo) v1.

Start :

-Pick a race and a race for the AI and place 3 melee units and 3 workers on its base, like any
other player.

-Remove or ignore VP, they will not be used against AI.

-Prepare something to count rounds and/or extra dice.

Rules :

-Player's turn go as usual, while the AI is changed as such :

-The AI steps are : 1. Move 2. Deploy 3. Train/Upgrade/Build

Move : The movement focus goes as such Units > Workers/outposts > Town and
will always try to be in advantage when possible (maximum flanking power) and
will try to stay in group. Workers will move towards resources and stay there to
assume control of them. Which means if ever the AI has 6 workers, the AI
should control 6 spaces to prevent the player's workers from using them. A
worker will always go towards the closest empty resource hex and will stay
there.

Deploy : Deploy trained units as usual. If the AI has an outpost, deploy there.
Unless the player is near the AI's town. Whichever makes more sense.

Train : Roll the resource die to determine how many units to train. Use a die to
determine which kind of unit will be trained (the first round cannot be 3). 1-2
trains a melee, 3-4 ranged and 5-6 flying. Every 3 rounds the AI also trains a
worker if one is still available.

Upgrade : Every round roll a die. If the result is 4-6, an upgrade will occur. Roll
again to pick which unit will be upgraded. 1-2 for melee, 3-4 for ranged
and 5-6 for flying.

Build : Every 6 rounds the AI can build an outpost (if available) with the closest
worker of the player's base. However, if no friendly units are on that space or
an adjacent space and there are enemy units in an adjacent space, another
worker will be chosen.
- When starting (and winning) a battle, draw a card for the AI. If that card could be used during
the battle, it should be used at the first occasion possible. If not, the card should be kept and
used as soon as possible. For instance, the card "fast" will be kept and used on the next move
phase. As for the town portal card, it will be used when the player is adjacent to the AI's town,
bringing back the largest group of units to defend the base. *Some cards may not work and
could be simply removed, ignored or tweaked to do something a little bit different*

Balance/other :

-The number of units to be trained does not have to be with the resource die or could be
adapted. For instance, it could be that die, but after X number of rounds it becomes die+1 and
so on for a progressive difficulty. If it's too hard, it could be the die-1 too, where 2 would train 1
and 3 would train 2.

-The roll required to trigger an upgrade could be lower or higher.

-The cards mechanics could be removed entirely if not working well enough.

-If the AI trains too many workers or if it's simply too boring to manage, you can add a cap to the
number of workers and/or change at which round they train.

-The game could be played in 2 players co-op against the AI. The AI should be adapted to be a
little harder in that case. Perhaps have twice as many units trained.

-The AI can be used to create new original scenarios.

Optional Defense Towers :

-Place a die and/or something to represent 3 defense towers on the AI's base. The die is to
represent the number of towers.

-In battle, the defense tower always shoots first. 1-4 means a hit while 5-6 repairs one tower.

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