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SBH-SOLO

Solitaire rules for Song of Blades and


Heroes by Ganesha Games.

Author: Mats Lintonsson


Version: 1.10 (Dec 9, 2011)
1 INTRODUCTION SBH-SOLO-Rules-v1.15

SBH-SOLO-MicroAIs-v1.10
1.1 General
SBH-SOLO-Player-aids-v1.05
SBH-SOLO is a set of rules that enables solitaire play of
the miniature skirmish wargame Song of Blades and
Heroes published by Ganesha Games. 3 DEFINITIONS
The author of SBH-SOLO is not, in any way, affiliated
[SBH p.X – ZZZ] A rules reference to the Song of
with Ganesha Games. SBH-SOLO is a product that adds
Blades and Heroes rulebook,
logic on top of the Song of Blades and Heroes
where X is the page number, and
foundation. Thus, a copy of the Song of Blades and
ZZZ is the title of the rule section.
Heroes ruleset is required to use SBH-SOLO. A
recommended place to obtain such copy is at the BAD marker A marker for indicating an
Ganesha website at http://www.ganeshagames.net/. ENEMY model in an
unfavourable situation.
If anyone believes SBH-SOLO violates any kind of
copyright, please let the SBH-SOLO author know (see Commands An action that ENEMY models
contact information below) and the author will make sure perform.
to withdraw this product from all download sites. Conditions Pre-conditions that must be
fulfilled before Commands may
SBH-SOLO is free of charge, and will always be.
be executed.
Furthermore, SBH-SOLO is released under the Creative
Commons BY-NC-SA 3.0 license ENEMY By the SBH-SOLO rules, this is
(http://creativecommons.org/licenses/by-nc-sa/3.0/). In the automated player. The
English it means that the product may be opponent of the human player
altered/transformed/tweaked for non-commercial (see PLAYER).
purposes, as long as the author of SBH-SOLO is
game session A complete playthrough, from the
attributed.
first turn, to the last.
This entire product was created using the OpenOffice.org Logic The main part of a MicroAI
3 program suite. consisting of an algorithm
showing what actions an ENEMY
The author gladly accepts any kind of comments,
model will take.
questions, improvement proposals and/or complaints
regarding this product. See contact information below. MicroAI The brain of an ENEMY model.
model Commonly refered to as a
1.2 Acknowledgement physical miniature or a figure.
Without JF at the SoloNexus blog OPPORTUNITY A marker for indicating an
(http://solonexus.blogspot.com/), this product would not marker ENEMY model in a favourable
exist. Thanks to JF's November event of 2011, the Solo situation.
Tabletop Gaming Appreciation Month, the PLAYER The human player. The opponent
encouragement was big enough to create SBH-SOLO. of the automated player (see
So, thanks JF! ENEMY).
A thank you also goes to Aleksandar Šaranac at turn Either the ENEMY taking actions
http://battreps.blogspot.com/ for providing valuable input. or the PLAYER. An ENEMY turn
consists of phases.
1.3 About the author Unacted An ENEMY model that has not
Name: Mats Lintonsson performed any actions the
current turn.
Location: Borås, Sweden xDy Roll x number of y-sided dice.
E-mail: mats.lintonsson@gmail.com phase One part of the ENEMY turn.
Blog: http://monodesire.blogspot.com/

BoardGameGeek: mats77 4 CONCEPT


By using SBH-SOLO, a single human player (refered to
2 VERSIONS as the PLAYER) may play Song of Blades and Heroes
alone. The opponent of the PLAYER, will be automated
This is version of SBH-SOLO, version 1.10, based upon by the rules of SBH-SOLO (refered to as the ENEMY).
version 4.3 of Song of Blades and Heroes. In this version
of SBH-SOLO, the following documents are included: The inner core of SBH-SOLO is something called a
MicroAI. A MicroAI is a little tiny mini-brain, containing a
SBH-SOLO-History simple algorithm. Each model of the ENEMY warband is
assigned to a MicroAI. The MicroAI will tell the ENEMY Warriors (each assigned to the POWER FIGHTER MicroAI), 2
model how to act in various situations. Hence, it will take Goblin Wolf riders (each assigned to the PROUD RIDER
simple decisions and point to some kind of action as a MicroAI) and 1 Goblin Archer (assigned to the RANGER
result of the decision. MicroAI).

The PLAYER's warband will be managed entirely by the


PLAYER, just as if he/she was playing a normal two- 7 ENEMY TURN
player game.
This chapter describes what an ENEMY turn looks like.
For every ENEMY turn, follow the phases listed below.
5 ADDITIONAL COMPONENTS Most of these phases are explained in detail in the
following chapters.
SBH-SOLO requires a few additional components
beyond those that are normally used in a Song of Blades 1. Remove all BAD and OPPORTUNITY markers
and Heroes game. from the board, if there are any.

2. Distribute BAD and OPPORTUNITY markers (→


• One ten-sided die.
7.1).
• A few red* markers (refered to as BAD markers).
3. Nominate one single ENEMY model (→ 7.2).
• And few blue* markers (refered to as 4. Determine the number of activation dice to roll
OPPORTUNITY markers). (→ 7.3).
* Any color will actually do, as long as the meaning of the 5. Roll the activation dice. End ENEMY turn if two
marker is understood and remembered by the PLAYER. failures and no success, or three failures.

Special rule for an ENEMY model with Special


6 BEFORE PLAYING Rule Magic User: Before rolling the activation
dice (if there are three dice), have a sneak peek
Before starting a new game session, there are a few at the ENEMY model's MicroAI. Could the
things to prepare and consider regarding the ENEMY. ENEMY model use its magic power in the next
Those are listed below. Some with referenses to other phase? If yes, roll and pay attention to [SBH p.10
chapters, for more detailed reading. – Rolling Failures on Spells]. If no, just roll.
• Create an ENEMY warband according to the 6. Perform actions for the nominated ENEMY
normal rules of Song of Blades and Heroes [SBH model, by refering to the activation dice result
p.4 – Choose Your Models]. The rules of SBH- and the ENEMY model's MicroAI (→ 7.4).
SOLO does not affect or is affected by the
ENEMY warband construction. 7. Go back to phase 2, unless there were two
activation dice failures in phase 6. If that was the
• Obviously, [SBH p.4 – Determine Attacker and case, end ENEMY turn.
Defender] and [SBH p.4 – Lay Out the Terrain]
may be ignored. The PLAYER is fully resposible
7.1 Distribute BAD and OPPORTUNITY
for placing the terrain.
markers
• The ENEMY models are deployed [SBH p.4 –
Deploy Models] at the discretion of the PLAYER. 7.1.1 BAD markers

• Allocate MicroAIs to ENEMY models (→ 6.1). Look at the board and the situations of the individual
ENEMY models. Are there any ENEMY models in big
trouble? Perhaps surrounded by three PLAYER models
6.1 Allocate MicroAIs to ENEMY models in a hand-to-hand combat? A fallen or transfixed ENEMY
Before starting the game session, each and every model? Basically any situation where the survival of an
ENEMY model in the ENEMY warband, must have one ENEMY model is in doubt.
MicroAI assigned to it. For an ENEMY model identifed as having an extra tough
The PLAYER chooses MicroAIs and makes a note which time, place a BAD marker next to it.
MicroAI belongs to which ENEMY model. The maximum number BAD markers that may be placed
Several ENEMY models may have the same MicroAI in this phase is calculated by this formula:
assigned to them. [ENEMY_MODELS] / 4
The PLAYER needs to pay attention to any requirements
Where [ENEMY_MODELS] is equal to the total number of
listed on the MicroAI, and make sure the ENEMY model
fulfills those requirements. ENEMY models currently on the board. The result is
rounded up to the nearest integer.
More about MicroAIs in chapter 8.
A single ENEMY cannot have more than one BAD
Example: An ENEMY warband consists of 1 Goblin marker.
Commander (assigned to the THE CHIEF MicroAI), 9 Goblin
Not all BAD markers must be placed on the board. If immediately proceed with (2). If no Unacted ENEMY
there aren't any ENEMY models in particularly bad models could be identified in (2), immediately proceed
situations, then none needs to be marked. Or if just one with (3). And so on.
ENEMY model is in trouble, mark that single ENEMY
model, even if there are more BAD markers available. Remember, when leaving this step, exactly one ENEMY
model must have been nominated. Not more, not less.
Refer to [SBH p.4 – Activation] for more information.
7.1.2 OPPORTUNITY markers
Placing OPPORTUNITY markers is similar to placing Example: In the first ENEMY turn, step (1) is considered. There
are no Unacted ENEMY models with both a BAD and an
BAD markers, but instead of looking for vulnerable OPPORTUNITY marker. Immediately go to the next step, (2).
ENEMY models, look for ENEMY models with special or There are two Unacted ENEMY models with an
extra good opportunities. Could be an ENEMY model OPPORTUNITY marker each, and they both have the same
with Special Rule Shooter within range of a PLAYER Quality value. Use random to choose just one of them.
model. Or an ENEMY model with Special Rule Mounted Nomination of turn one is done. In the second ENEMY turn,
that potentially could move into hand-to-hand combat start at step (3). There are no Unacted ENEMY models with
with a weak PLAYER model. Or an ENEMY model with BAD markers. Jump to the next step, (4), and find the one
Special Rule Leader with the possibility of giving a group ENEMY model with the lowest Quality by looking at all currently
order. In other words, an opportunity for an ENEMY Unacted ENEMY models. There are five Unacted ENEMY
models in total, and three of them have Quality value 3+, which
model to do something good for the warband within too is lowest at the moment. Random is used to select to one of
much risk. them. Nomination of turn two done. In the third ENEMY turn,
start at instance (5), which in practice means (1), and therefore
The maximum number OPPORTUNITY markers that may look for Unacted ENEMY models with both a BAD and an
be placed is the same as the maximum number of BAD OPPORTUNITY marker. But since there were no such models,
markers (see 7.1.1 for information how to calculate this go to next step, (2), and so on...
maximum).

An ENEMY model with a BAD marker already, could as 7.3 Number of activation dice
well get an OPPORTINTY marker too. At this point, one ENEMY model has been nominated
Appart from the above, the same placing restrictions (using the rules in 7.2). Now it is time to find out how
apply to OPPORTINTY markers as for BAD markers. many activation dice this ENEMY model is entitled to.
Refer to [SBH p.4 – Activation].

7.2 Nominate an ENEMY model The algorithm for calculating the number of activation
dice, is the following:
The purpose of this phase is to nominate one single
ENEMY model (that in later phases will throw the 1D10 + [MODIFIERS]
activation dice and perform actions).
Where [MODIFIERS] consists of cumulative negative
The following nomination sequence is used to determine and/or positive modifications to the die roll, defined as
which ENEMY model to nominate: follows:
(1) BAD + OPPORTUNITY
• -4 if the total number of Unacted ENEMY models
(2) OPPORTUNITY
for this ENEMY turn is equal or less than half of
(3) BAD
the total number of ENEMY models currently on
(4) LOWEST QUALITY VALUE
(5) GO TO (1) the board

• +3 if the Quality of the nominated ENEMY model


In (1), identify Unacted ENEMY models with both a BAD is ≥ 3
and an OPPORTUNITY marker. In (2), identify Unacted
ENEMY models with an OPPORTUNITY marker only. In • -2 if there is an ENEMY model with Leader
(3), identify Unacted ENEMY models with a BAD marker influence capability [SBH p.13 – Leader]
only. influencing the nominated ENEMY model
If more than one ENEMY model has been identified in Summarize the die result and the modifiers. Check the
any of (1), (2) or (3), pick the one with the lowest Quality result against this table:
value. If there is a tie between several ENEMY models,
use random to select one of them. MODIFIED DIE NUMBER OF
RESULT ACTIVATION
In (4), select the Unacted ENEMY model with the lowest DICE
Quality value. If there is a tie between several ENEMY
models, use random to select one of them. Even models ≤2 3
with BAD and/or OPPORTUNITY markers shall be a part 3-8 2
of the selection.
≥9 1
For each ENEMY turn, proceed one step downwards
in the nomination sequence. When reaching step (5),
Example: If the ENEMY has 10 models on the board, out of two
start over at (1). of them have already performed their actions this turn (gives no
modifier), the nominated ENEMY model has Quality equal to 4
If no Unacted ENEMY models could be identified in (1),
(modification +3), and there is a nearby leader (modification -2).
The 1D10 result is 5. The total result is 5 + ( + 3 - 2 ) = 6, which 8.1 How to read the Logic
results in 3 activation dice.
The Logic is made up by Conditions (→ 8.2) and
The last remaining Unacted ENEMY model in an ENEMY Commands (→ 8.3), enclosed within blocks of IF, ELSEIF
turn, will automatically get three activation dice, thus no and ELSE.
need to perform this phase.
An IF block may be followed by one or several ELSEIF
With a nominated ENEMY model, and the number of blocks, and in the end, there may be an ELSE block. IF and
activation dice to use for it, proceed to the next phase in ELSEIF have Conditions, but an ELSE is always
the ENEMY turn sequence. unconditional.

A defintions of IF, ELSEIF and ELSE looks like this:


7.4 Enemy actions
Performing actions with an ENEMY model is handled IF [Condition]
through the MicroAI assigned to the ENEMY model in Command
question. ELSEIF [Condition]
Command
Details about how to read and interpret a MicroAI are ELSE
found in chapter 8. Command

After the ENEMY model is finsished performing actions, A sequence of blocks is read starting from the top and
proceed to the next phase in the ENEMY turn sequence. processed downwards.

The PLAYER checks whether a Condition is true. If yes,


8 MICROAIS the Command within that block is performed. If no,
proceed to the next line on the same level of indentation.
The core of a MicroAI is a simple algorithm that will make
an ENEMY model come into life, altough in a very The IF, ELSEIF and ELSE blocks may be nestled in any
elementary form – mimicing some kind of thinking number of levels. Nestled blocks and Commands are
creature. indentated to the right.

Before starting a new game, each ENEMY model has to It is possible to combine more than one Condition using
be assigned to a MicroAI (→ 6.1). OR and AND. See these definitions:
[Condition1] OR [Condition2]
The content of a MicroAI is small enough to fit into a
normal-sized playing card. The document SBH-SOLO- [Condition1] AND [Condition2]
MicroAIs-vX.XX contains a number of MicroAIs. It is
recommended to print and cut them, and even put them In the case of OR, at least one of the Conditions must be
into plastic card sleeves. true, for the entire IF/ELSEIF block to be true.

A MicroAI is built-up by a name, which is stated in the top In the case of AND, all of the Conditions must be true, for
of the card. (The name does not affect game play in any the entire IF/ELSEIF block to be true.
way.) If the MicroAI requires anything particular of the The broken down syntax of a Command looks like this:
ENEMY model (usually Special Rules), such
requirements are written in italic below the MicroAI name.  Command: <tag>
Then, in non-italic text, a short description of the MicroAI
follows, giving a breif, high-level explanation of the The actual Command keyword represents an action,
MicroAI. (The description does not affect game play in describing what kind of action the ENEMY model shall
any way.) perform (see 8.3 for more info about Commands) and
<tag> is a keyword related to the Command, it will tell
Below the name and description is the actual brain of the the PLAYER how to implement the Command. Not all
MicroAI – the Logic. It is a structure similar to pseudo- Commands have a tag (chapter 8.3 contains more
code, giving the PLAYER instructions how the ENEMY information about tags and how to use them).
model shall act in certain situations. For more details how
to read and understand the Logic, see next chapter, 8.1. A  may be followed by the syntax {A-B}, which is a
random selector. A 1D10 will decide if/which Command to
Anyone trying out SBH-SOLO is encouraged to write new perform. The random selector definition looks like this:
MicroAIs. Since an unlimited number of variations could
be put into the MicroAIs, e.g. by utilizing different  {A-B} Command1
combinations of Special Rules and by writing the Logic so  {C-D} Command2
that the ENEMY models behave differently, there is no :
way the pre-made MicroAIs attached with this product  {Y-Z} CommandX
could cover all those variations.
The ranges of A-B, C-D, Y-Z etc must not be overlapping,
Example: There is a model in the ENEMY warband that has the
Special Rules Flying and Forester, and the model is supposed and A cannot be lower than 1, and Z cannot be higher
to defend a certain position on the board. No such specialized than 10.
MicroAI within this product. The PLAYER must create one
before play. When encountering a Command with a random selector,
the PLAYER rolls 1D10.
Command1 is performed if the 1D10 result is within A and 8.3 Commands
B, Command2 is performed if the 1D10 result is within C
This chapter explains Commands, that are present in the
and D, and so on.
Logic of a MicroAI, and how to understand them.
In some cases, there are two Commands listed right after
A Command is an action that the ENEMY model shall
each other (without the random selector), in the same
perform. See Appendix B for a full list of all available
block. If that is the case, try spend as few actions as
Commands.
possible in the first Command, so that the second
Command could be executed as well. If it is not possible Each Command has a description attached to it. The
to execute both Commands, then it's no big deal. The description instructs the PLAYER what kind of action to
general rule is to spend as few actions as possible in all do with the ENEMY model. The goal is to stay as close to
cases but still be able to fulfill the Command, unless the description as possible when performing the action.
stated otherwise in the Command description or in the
tag description. Some of the Commands are straightforward and are easy
to implement.
Example: Refer to APPENDIX C, and the MicroAI shown there.
The meanings of the Conditions and Commands mentioned in Example: The Command STAND_UP obviously means that the
this example, can be ignored for the time being. ENEMY models shall stand up, from its fallen state. No
variation can be put into this Command.
Starting from the top, there is an IF block with the condition
TRANSFIXED. If the ENEMY model in question fulfills that Other Commands are more complicated, and may need
Condition, perform the Command BREAK_SPELL. If not, interpretation by the PLAYER. As stated earlier in these
continue downwards to the next block, in this case one more IF
rules, use best judgement and be quick.
block, with the Condition
HAZARDOUS_H2H_ATTACK_POSSIBILITY. If that Condition Example: The Command FLEE is of a complicated nature. The
is fulfilled, perform Command H2H_ATTACK (and obey the tag PLAYER needs to follow the description of the Command and
given after the Command). If not, move on downwards... the tag (if any) in the best possible way. No catastrophe if there
are minor deviations though.
Let's jump down to the IF block with the Condition
THREATENED. Let say this Condition is fulfilled. In that block Some Commands are using a tag (briefly introduced in
there are two Commands with a random selector each. The
chapter 8.1 and refered to as <tag>). If so, it will be
PLAYER needs to roll a 1D10 to determine which one of the
Commands to execute. If the result is in the 1-7 range, perform stated in the Command's description, and a list of all
the FLEE Command (and obey its tag), or if the result is in the possible tags (with corresponding descriptions) is
8-10 range, perform the STANDBY Command. If the presented.
THREATENED Condition is not true, enter the ELSE block in the
bottom of the algorithm. Example: The Command CHARGE has 'closest', 'weakest',
'most supported' plus some more tags.

8.2 Conditions When trying to implement a Command, use the tag if


there is one, in addition to the Command's general
This chapter explains Conditions, that are present in the description. A tag's description will add deeper
Logic of a MicroAI, and how to understand them. information how to implement the Command. Usually, it
See Appendix A for a full list of all available Conditions. will tell how the PLAYER shall prioritize when selecting
something. If there are, even after following the tag's
For the PLAYER to judge if a Condition is fulfilled or not, description, more than one way to implement a
there is a description attached to each listed Condition. Command, use random to make the final
What the description state, is it true? Does it corresponds decision/selection.
to the reality? If yes, then the Condition is true.
Otherwise, false. Example: The Command CHARGE has the 'closest' tag, among
others. CHARGE means that the ENEMY models shall be
Some Conditions are very straightforward, there is no moved towards a PLAYER model, in general, and 'closest' tells
the PLAYER to move it towards the closest PLAYER model. If
doubt whether it is fulfilled or not, no way for the PLAYER
there are two or more PLAYER models at the exact same
to make his/her own interpretation. distance, then use random to pick one of them.
Example: The Condition FALLEN is straightforward. Either the Example: The Command FLEE has the 'farthest' tag, among
ENEMY model is fallen or not. others. FLEE means that the ENEMY model shall be moved out
of the hot/dangerous area where it is currently located. The
Other Conditions are more open for interpretation by the FLEE description does not specifiy in what direction or how far
PLAYER. Use best judgement, guided by the description the ENEMY model shall move, but the tag does. In this case,
of the Condition. Don't spend too much time, just give a with 'farthest', the ENEMY model shall be moved as far away
few seconds thought. No worries if the wrong decision is possible from all PLAYER models.
taken. Will not matter in the long run. If you feel really
unsure, and cannot tell if a Condition is true or not, let a If the PLAYER is instructed to perform a Command
die roll decide. (action), but the ENEMY model cannot afford the cost of
the action, i.e. it has not enough remaining actions left for
Example: The Condition THREATENED is considered that turn, then ignore the Command and move
complicated. It is open for the PLAYER's best judgement. downwards in the Logic sequence. After a Command has
been performed, decrease ENEMY model's total number
of available actions for that turn, by the cost of the action
just performed.
If an ENEMY model is given a Command that is not Scenarios [SBH p.18 – Scenarios]. Might be
applicable to it for one reason or another, i.e. it is not needed?
possible to perform the related action in any way, then
just ignore the Command and move on downwards in the • Introduce a new concept called Threads. A
Logic sequence. Thread could optionally be attached to an
ENEMY unit. A Thread is some kind of long-term
goal or mission for the ENEMY model, e.g. kill
9 STANDARD ENEMY BEHAVIOURS specific PLAYER model, defend position or
object, seek for treasure etc. If the PLAYER is
There will be situations popping up during the PLAYER implementing the Thread well, he/she will be
turn, but also during the ENEMY turn, where the ENEMY awarded with something, or if the PLAYER fail to
needs to take some kind of decision. Those situations are obey the ENEMY model's Thread when
listed here, with an explanation how the ENEMY behave performing its actions, the ENEMY model will be
in those situations: rewarded (with, let say, an automatic success in
its next activation roll). This idea needs more
• General dice rolling: Needed in combat or for exploration though, these are just some thoughts!
morale checks, among others. The PLAYER will
need to roll dice behaf of the ENEMY and apply • Consider another mechanic in phase 5 of the
applicable dice modifiers. Normal rules of Song ENEMY turn regarding ENEMY models with the
of Blades and Heroes shall be obeyed. Special Rule Magic User. The present rule is a bit
clumsy. Maybe throw an extra die if the ENEMY
• Recoiling of an ENEMY model [SBH p.7 – model is going to perform some kind of magic in
Recoiling Models]: If an ENEMY models is about phase 6 – a die with the purpose of checking if
to recoil, the PLAYER moves it in a direction the ENEMY model loses its magic power.
where there the fewest number of PLAYER
models are located, and avoids bringing it into Anyone is more than welcome to contribute in any of the
base-to-base contact with other PLAYER models, above areas! ;-)
if possible (thus, trying to avoid a free hack from
a PLAYER model).

• Fleeing ENEMY model after failed morale


check [SBH p.11 – Morale] or routing Animal
[SBH p.11 – Animal]: Move according to the
official Song of Blades and Heroes rules, but let
the ENEMY model avoid "bad" terrain (broken,
swamps etc) and move around terrain features if
blocking the path (see
http://games.groups.yahoo.com/group/songofbla
des/message/16239). Try make the safest
possible move for the ENEMY model.

In any other ambiguous situation, not covered in this


chapter, nor by the MicroAI in use, the PLAYER has the
freedom of resolving the situation by doing what he/she
think is the best possible move for the ENEMY.

10 FUTURE
The author of SBH-SOLO intend to continue developing
and fine-tuning this product, and there are a number of
areas that would need an overhaul and new areas to
explore:

• More play-testing, for tweaking of the rules in


general, and MicroAIs in particular.

• Write and add more MicroAIs into the document


SBH-SOLO-MicroAIs-vX.XX.

• Add more Condtions and Commands. There are


probably Special Rules that require more of
those.

• Add specific SBH-SOLO rules for running a


campaign [SBH p.17 – Campaigns].

• No special rules in SBH-SOLO exist for the


APPENDIX A — CONDITIONS
A list of Conditions.

ENEMY model states


FALLEN
The ENEMY model is fallen, see [SBH p.7 – Fallen].

TRANSFIXED
The ENEMY model is transfixed, see [SBH p.10 – Transfixed Models].

B2B_CONTACT
The ENEMY model is in base-to-base contact with at least one PLAYER model.

THREATENED
The ENEMY model is (for example) involved in hand-to-hand combat where it has a huge disadvantage, the
ENEMY model is in range of shooters that potentially could perform a concentrated shooting, the ENEMY
model is surrounded by several bigger/faster/stronger models etc. In other words, if it stays, there is a big
chance that it will be killed in the next PLAYER turn.

ENEMY model possibilities


SAFE_H2H_ATTACK_POSSIBILITY
The ENEMY model is assumed to be in B2B_CONTACT and if it goes for an attack, the chance for the
ENEMY model to win (e.g. make the PLAYER model fall or even get a tie result) is bigger than the chance of
losing.

HAZARDOUS_H2H_ATTACK_POSSIBILITY
The ENEMY model is assumed to be in B2B_CONTACT and if it goes for an attack, the outcome is very
uncertain. The ENEMY could win or lose. Impossible to tell. This Condition includes the statement of
SAFE_H2H_ATTACK_POSSIBILITY.

STRONG_RANGED_ATTACK_POSSIBILITY
Special Rule Shooter [SBH p.14 – Shooter] is required to use this Condition. If the ENEMY model performes
a ranged attack, it will be a good one. There is a big chance of inflicting damage to a PLAYER model.

WEAK_RANGED_ATTACK_POSSIBILITY
Special Rule Shooter [SBH p.14 – Shooter] is required to use this Condition. If the ENEMY model performs a
ranged attack, it might or might not inflict damage to a PLAYER model. Reasons could be long range, low
combat value of the ENEMY model, target behind cover etc. This Condition includes the statement of
STRONG_RANGED_ATTACK_POSSIBILITY.

RANGED_SPELL_POSSIBILITY
Special Rule Magic User [SBH p.14 – Magic User] is required to use this Condition. If the ENEMY model
would cast a spell as a ranged attack (at any multiple of the basic range), there is a chance (no matter how
small) that the spell could inflict damage on a PLAYER model.

TRANSFIX_SPELL_POSSIBILITY
Special Rule Magic User [SBH p.14 – Magic User] is required to use this Condition. If the ENEMY model
would cast a spell for transfixing, there is a chance (no matter how small) that the PLAYER model would end
up transfixed as a result of the spell.

ENTANGLE_POSSIBILITY
Special Rule Entangle [SBH p.12 – Entangle] is required to use this Condition. If the ENEMY model would try
to entangle a PLAYER model, there is a chance (no matter how small) that the PLAYER model would end up
entangled.

HEALING_POSSIBILITY
Special Rule Cleric [SBH p.12 – Cleric] is required to use this Condition. The ENEMY model is assumed to
be B2B_CONTACT with at least one ENEMY model in need of healing or a fallen ENEMY model.

GROUP_POSSIBILITY
Special Rule Leader [SBH p.13 – Leader] is required by the ENEMY model for use of this Condition. The
ENEMY model has an opportunity to either Group [SBH p.16 – Group Activations], Regroup [SBH p.16 –
Regroup] or give a Concentraded Shooting order [SBH p.16 – Concentraded Shooting]. In other words, there
are Unacted ENEMY models within its long range, that fulfill the requirements for at least one of the three
group orders (Group, Regroup or Concentraded Shooting).

PLAYER model states


NON-MOUNTED_OPPONENTS
None of the ENEMY model's opponents (i.e. PLAYER models) in the hand-to-hand combat (i.e. currently in
base-to-base contact) has the Mounted [SBH p.14 – Mounted] Special Rule.

NON-FLYING_OPPONENTS
None of the ENEMY model's opponents (i.e. PLAYER models) in the hand-to-hand combat (i.e. currently in
base-to-base contact) has the Flying [SBH p.13 – Flying] Special Rule.
APPENDIX B — COMMANDS
A list of Commands.

Movements
MOVE
Move the ENEMY model closer to something. That "something" is specified by the tag, see below:
large group of allies = move closer and preferable end movement within long range of a large group
of other ENEMY models (i.e. a group of more than one ENEMY model); if it's not possible to
distinguish a group of ENEMY models (because they are too spread out over the board), consider
this tag being a closest ally tag
closest ally = move closer towards the closest ENEMY model; in case of no other ENEMY models,
move towards the center of the board
object x = move closer to object x, where x is an object defined before game session start; could be
a treasure located somewhere on the board, a certain location/area, an ENEMY model (to protect
that particular ally), a PLAYER model (to hunt and kill a particular PLAYER model) etc

CHARGE
Move the ENEMY model closer to a PLAYER model. The goal is to make the ENEMY model end up in hand-
to-hand combat, or if it has Shooter Special Rule, in range for firing its ranged weapon, or if it has Magic User
Special Rule, in range of casting a spell. Move the ENEMY model according to the tags below:
closest = charge the PLAYER model that is closest
weakest = if more than one PLAYER model is at about the same distance, charge the weakest
PLAYER model (i.e. the PLAYER model with the lowest Combat value, fewest dangerous Special
Rules, fallen, transfixed etc)
most supported = if more than one PLAYER model is at about the same distance , charge a
PLAYER model that is currently under attack from most ENEMY models; if no such PLAYER models,
consider this tag being a closest tag
non-mounted = if more than one PLAYER model is at about the same distance, charge a PLAYER
model without the Special Rule Mounted; if no such PLAYER model, consider this tag being a closest
tag
random = if more than one PLAYER model is at about the same distance, use random to choose a
PLAYER model

FLEE
Make the ENEMY model move away from the hot and dangerous area where it is currently located. It could
mean a disengage from a hand-to-hand combat. Do whatever it takes – just get away! Avoid ending up in
hand-to-hand combat. Move the ENEMY model according to the tags below:
minimal = make a minimal movement of the ENEMY model, just enough so that it escapes the worst
vulnerableness, in a direction towards most other ENEMY models
farthest = move the ENEMY model the farthest possible distance from as many PLAYER models as
possible; spend all remaining actions
most cover = end the ENEMY model movement in a position where it is in most cover from most
PLAYER models; if no cover within movement range, consider this tag a farthest tag
broken terrain = end the ENEMY model movement in broken terrain (e.g. wood); if in broken terrain
already, or if there are no broken terrain within movement tange, consider this tag a farthest tag

Attacks
H2H_ATTACK
Let the ENEMY model perform a hand-to-hand attack [SBH p.6 – Hand-to-hand Combat]. Always make it
Powerful [SBH p.5 – Activated Figures] if possible. What PLAYER model to attack (if in base-to-base contact
with more than one PLAYER model), is decided using the tags below:
weakest = the PLAYER model with the lowest Combat value, fewest dangerous Special Rules,
fallen, transfixed etc
fallen = a PLAYER model that is fallen
transfixed = a PLAYER model that is transfixed
standing = a PLAYER model that is standing
mounted = a PLAYER model that has the Special Rule Mounted [SBH p.14 – Mounted]
non-mounted = a PLAYER model that does not have the Special Rule Mounted [SBH p.14 –
Mounted]
magic user = a PLAYER model that has the Special Rule Magic User [SBH p.14 – Magic User]
random = a random PLAYER model
RANGED_ATTACK
Special Rule Shooter [SBH p.14 – Shooter] is required by the ENEMY model for use of this Command. Let
the ENEMY model perform a ranged attack [SBH p.8 – Ranged Combat]. Always make it Aimed [SBH p.5 –
Activated Figures] if possible. If the closest PLAYER model can be ignored, see [SBH p.8 – Target
Restrictions], then use the given tag to prioritize what alternative PLAYER model to attack. See below for a
list of possible tags:
weakest = the PLAYER model with the lowest Combat value, fewest dangerous Special Rules,
fallen, transfixed etc
fallen = a PLAYER model that is fallen
transfixed = a PLAYER model that is transfixed
standing = a PLAYER model that is standing
mounted = a PLAYER model that has the Special Rule Mounted [SBH p.14 – Mounted]
big/huge = a PLAYER model that has either Big [SBH p.12 – Big] or Huge [SBH p.13 – Huge]
Special Rules
undead = a PLAYER model that has the Undead [SBH p.15 – Undead] Special Rule

CAST_RANGED_SPELL
Special Rule Magic User [SBH p.14 – Magic User] is required to use this Command. Let the ENEMY model
cast a spell as a ranged attack [SBH p.10 – Spells as Ranged Attacks]. The ENEMY model will use any
range multiple. The same tags (and restrictions) as for RANGED_ATTACK apply.

CAST_TRANSFIX_SPELL
Special Rule Magic User [SBH p.14 – Magic User] is required to use this Command. Let the ENEMY model
cast a spell to try transfix a PLAYER model [SBH p.10 – Transfix]. The target PLAYER model must be within
range of the magic power, and the exact PLAYER model is determined by the tag attached to this Command.
Here's a list of all possible tags:
worst quality = the PLAYER model with the worst/highest Quality value
closest = the PLAYER that is closest
h2h = a PLAYER model in hand-to-hand combat

ENTANGLE
Special Rule Entangle [SBH p.12 – Entangle] is required to use this Command. Let the ENEMY model
entangle a PLAYER model [SBH p.12 – Entangle]. The same description and tags are applicable for
thisCommand as for CAST_TRANSFIX_SPELL.

CONCENTRADED_SHOOTING
Special Rule Leader [SBH p.13 – Leader] is required by the ENEMY model for use of this Command. Issue a
concentraded shooting order to all (if more than five, make a random selection) Unacted ENEMY models with
Special Rule Shooter but without a BAD and/or OPPORTUNITY marker, currently not engaged in hand-to-
hand combat and with a target (following the fules in [SBH p.16 – Concentraded Shooting]). Always use two
activation dice for the group of ENEMY models. The target for the ENEMY models is always the closest
PLAYER model.

Misc
STAND_UP
Raise the ENEMY model [SBH p.7 – Fallen Models] from its fallen state.

BREAK_SPELL
Let the ENEMY model break free [SBH p.10 – Transfix] from its transfixed state.

STANDBY
The ENEMY model does nothing.

HEAL
Special Rule Cleric [SBH p.12 – Cleric] is required by the ENEMY model for use of this Command. Try heal
or raise a fallen ENEMY model (whatever applicable; prioritize heal before raise if both are applicable for the
same ENEMY model). Use the number of dice available to get the wounded/fallen ENEMY model as restored
as possible, see [SBH p.12 – Cleric] for details. Available tags for priorization of ENEMY model if more than
one:
most wounded = an ENEMY model with most wounds
fallen = a fallen ENEMY model

GROUP
Special Rule Leader [SBH p.13 – Leader] is required by the ENEMY model for use of this Command. Try
make a group activation for all Unacted ENEMY models within long range according to [SBH p.16 – Group
Activations]. If the worst Quality value in the group is ≤ 2, use three activation dice; if 3-4, use two activation
dice; or if ≥ 5, use one activation die. If the group activation was successful, perform actions with each of the
activated ENEMY models in any order, using the ENEMY model's corresponding MicroAIs.

REGROUP
Special Rule Leader [SBH p.13 – Leader] is required by the ENEMY model for use of this Command. Issue a
regroup order to all Unacted ENEMY models without a BAD and/or OPPORTUNITY marker and currently not
engaged in hand-to-hand combat (following the rules in [SBH p.16 – Regroup]). Move the regrouped ENEMY
models into base-to-base contact where it seems most approriate, i.e. where they will have the best
opportunities next turn, and, for the moment, in a position where they are least vulnerable.
APPENDIX C — EXAMPLE 1
Example of a MicroAI.

SBH-SOLO • MicroAI
POWER FIGHTER
Suites an ENEMY model that enjoys hand-to-hand combat.

IF [TRANSFIXED]
 BREAK_SPELL
IF [HAZARDOUS_H2H_ATTACK_POSSIBILITY]
 H2H_ATTACK: standing
IF [FALLEN]
 STAND_UP
IF [THREATENED]
 {1-7} FLEE: minimal
 {8-10} STANDBY
ELSE
 CHARGE: weakest
IF [HAZARDOUS_H2H_ATTACK_POSSIBILITY]
 H2H_ATTACK: standing

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