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Chaos in the Old World» Forums » Variants

Subject: Khorne Autoplayer - 3 Player Chaos that Works ! rss

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magic gecko
Australia
Melbin Oz
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Auto Khorne
Bloodthirster in Empire

Bloodletter in Brettonia
Bloodletter in Estalia
Bloodletter in Kislev
Bloodletter in Tilea
Bloodletter in Border P
Bloodletter in Troll Country
* Bloodletter in Badlands (Needed after Ruination)
* Bloodletter in Norsca
* Bloodletter in Empire
* Bloodletter in Brettonia
* Bloodletter in Estalia
* Bloodletter in Kislev

Cultists in Empire
Cultists in Brettonia
Cultists in Estalia
Cultists in Kislev
* Cultists in Tilea (Needed after Ruination)
* Cultists in Border P
* Cultists in Troll Country
* Cultists in Badlands
* Cultists in Norsca

Each turn, go down the list until AutoKhorne has spent 7 points.
Place figures from forcepool until empty, then replace figures from ruined provinces, in the standard order (Empire, then Bret, then. . . ).

Place the Bloodthirster, then all Bloodletters, then cultists.
A second Bloodletter only gets put in a province with another Bloodletter if 4 provinces have been ruined.

If AutoKhorne has points left over, replace a Bloodletter from the region at the bottom of the list with two or more Bloodletters. (Norsca Up) as if it were from force pool. Continue until out of points.


Auto Khorne does ALL of its moves first, then the 3 humans play as normal.
Auto Khorne ignores unit cohesion rules.
Auto Khorne pieces get placed without restrictions about being connected.
AutoKhorne plays no cards and makes no decisions; next lowest threat level makes decisions if absolutely unavoidable.

Targetting
Cultist > Demon > Warrior > Peasant
Lowest threat level is tiebreaker. If Khorne does not have the hits to kill it's preferred target, it kills the next one.

Upgrades
1 Extra Point (Khorne spends 8 points per turn)
2 First Strike
3 Bloodsworn

AutoKhorne places Nobles & Warpstone & Skaven from Empire Down.
AutoKhorne places Heroes & Old World Events & from Norsca Up.
AutoKhorne Scatters Old world Events, skipping any region that already contains a matching Old World Event, unless there is no choice.
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magic gecko
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Melbin Oz
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Re: 3 Player Rules. . . .Auto Khorne
Chaos is a 4 player game.
Leaving out one of the powers makes the map not work, the 4th power has to be there. So, how do you have an automatic 4th player? Blood for the Blood God on a railroad! Now, how to make that railroad end up in a good place?

It does not have to be perfect, or adapt to all scenarios, conditions and rain patterns. Khorne figures on the board in a vaguely useful way, like Khorne ususally does, is all it really needs. The hard bits are all of the decisions, like cards, and order of placement in which provinces. But all of that can be dealt with.

So, what do I think Khorne should do, by default?
Three pieces in Populous regions, and then spread out seems like pretty basic tactics. Trying to hard sequence and then figure out support rules seems the easy way.

Turn 1 - Default plays
Bloodthirster in Empire
Bloodletter in Brettonia
Bloodletter in Estalia

Turn 2
Bloodletter in Kislev
Bloodletter in Tilea
Bloodletter in Border P
Cultists in Empire

Turn 3
Bloodletter in Troll Country
Cultists in Brettonia
Cultists in Estalia
Cultists in Kislev
2 points left over to replace a dead Bloodletter in the province it was killed.
Or move from ruined area.



Turn 4-5-6
If All 19 points of Khorne are on the board across 7 live provinces. Good. Pass.


It works, and may even be a better Khorne player than some Humans.
This Auto Khorne may get a bit repetitive, but it is a strong set of plays. Certainly a very good start.
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magic gecko
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Melbin Oz
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Re: 3 Player Rules. . . .Auto Khorne
How it works , or The big list of next. . .
If the Bloodthirster starts the round in a ruined region, or off the board, Khorne's first 3 points are always spent putting the Thirster in the top Alive Province on the list. (Empire-Brettonia-Esta. . .)
Then place Bloodletters from force pool, then Cultists,
then Bloodletters from Ruined Empire, then cultists from Ruined Empire,
then Bloodletters from Ruined Brettonia, then cultists from Ruined Brettonia,
then Estalia, Kislev, Tilea, Border P, Troll Country, Badlands, Norsca.
If all 19 points are on the board in live areas, excellent. Pass.

If Auto Khorne has no pieces on board and Brettonia is ruined, Auto Khorne places Thirster in Empire, Letter in Estalia and then Letter in Kislev.

X XX X X

Works.
So fast. No confusion.
Only good plays by Khorne.

A bloodletter & a GUO killed all 7 of my TZ cultists as the last die rolls of the game. So, .. . . Auto Khorne won on turn 6.

Nurgle got past 50. Slaan got to 60.

Auto Khorne double advanced 3 times.
I would have beaten Khorne by one victory point of tiebreaker, if not for ridiculous dice.
Works really good.


X X X X X
2nd try...
TZ got to 60 turn 5.
Khorne would have Ticked out on turn 6, with me as Slaan.
Nurgle got to 48.

Auto Khorne works brilliantly.
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Shawn Woods
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Re: 3 Player Rules. . . .Auto Khorne
This is a good idea. 3 player always felt unbalanced or too good for Khorne and weak for Nurgle. AutoKhorne is the best player to choose for an AI-built 3rd player. I am going to propose this in our next 3-player game.
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magic gecko
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Melbin Oz
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Re: Khorne Autoplayer
Auto-Khorne has been played, fixed and improved.

I have made autoplayers for the other 3 gods too, but Auto-Khorne is the fastest and best of all the Autoplayers so far.


I have made an excellent game playable with three players. If you do not wish to play Chaos when you have 3 players, don't.

Things like the Play by Forum develop along the way. I do not believe the designer had any intention of his game being played that way when he made it. Wouldn't it be cool to be able to play a simple game of Chaos in about 15 minutes by yourself?

There have been many attempts to make Chess into a 1 player game. Lots have succeeded and made new things. The other autoplayers are written, so there is no reason Chaos could not be made into far more than just a board game. Ideas & thought & development should happen.

Chaos could be a fast playing Telephone Application Game.
 
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magic gecko
Australia
Melbin Oz
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Re: Khorne Autoplayer
Played 3 player again using AutoKhorne.Worked great.
The script was consulted for literally 1-2 minutes for the game total.
It is just so simple.

Turn 5 VP win to Tz on 53.
I just missed with Sl on 46
Nurgle got 43

AutoKhorne would have Dial won on the Next turn.
New assignments of cultists is better.

All the other players really feel interactive.
And most importantly, Khorne Feels like Khorne.
Losing the Blood frenzies and Battle Cry does change the game, as does the formulaic way it happens, but it still most definately Chaos.


If you only have 3 players, print out the top post and just play with 3 players.
 
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magic gecko
Australia
Melbin Oz
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New Improved !
Now with 10% more understandability !


Played it again.
It is a lovely simulation.
It works. Good.
Means I can happily play with only 2 People


I won on 55
Over Tz on 54
& Slaan on 48

Khorne need 2 ticks more.


My current concern is that it might make TZ have too much fun.
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magic gecko
Australia
Melbin Oz
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Auto Khorne
Bloodthirster in Empire

Bloodletter in Brettonia
Bloodletter in Estalia
Bloodletter in Kislev
Bloodletter in Tilea
Bloodletter in Border P
Bloodletter in Troll Country
* Bloodletter in Badlands (Needed after Ruination)
* Bloodletter in Norsca
* Bloodletter in Empire
* Bloodletter in Brettonia
* Bloodletter in Estalia
* Bloodletter in Kislev

Cultists in Empire
Cultists in Brettonia
Cultists in Estalia
Cultists in Kislev
* Cultists in Tilea (Needed after Ruination)
* Cultists in Border P
* Cultists in Troll Country
* Cultists in Badlands
* Cultists in Norsca

Each turn, go down the list until AutoKhorne has spent 7 points.
Place figures from forcepool until empty, then replace figures from ruined provinces, in the standard order (Empire, then Bret, then. . . ).

Place the Bloodthirster, then all Bloodletters, then cultists.
A second Bloodletter only gets put in a province with another Bloodletter if 4 provinces have been ruined.

If AutoKhorne has points left over, replace a Bloodletter from the region at the bottom of the list with two or more Bloodletters. (Norsca Up) as if it were from force pool. Continue until out of points.

Auto Khorne does ALL of its moves first, then the 3 humans play as normal.
Auto Khorne ignores unit cohesion rules.
Auto Khorne pieces get placed without restrictions about being connected.
AutoKhorne plays no cards and makes no decisions; next lowest threat level makes decisions if absolutely unavoidable.

Targetting
Cultist > Demon > Warrior > Peasant
Highest threat level is tiebreaker. If Khorne does not have the hits to kill it's preferred target, it kills the next one.

Upgrades
1 Extra Point (Khorne spends 8 points per turn)
2 First Strike
3 Bloodsworn

AutoKhorne places Nobles & Warpstone & Skaven from Empire Down.
AutoKhorne places Heroes & Old World Events & from Norsca Up.
AutoKhorne skips any region that already contains a matching Old World Counter, unless there is no choice.
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Disgustipater
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I like this idea but I had some question about some things I am not clear on.
What are the asterisks for on the list of regions? I don't see this mentioned anywhere.

magic gecko wrote:
If AutoKhorne has points left over, replace a Bloodletter from the region at the bottom of the list with two or more Bloodletters. (Norsca Up) as if it were from force pool. Continue until out of points.

By bottom of the list do you mean the lowest region containing a Bloodletter? By "Norsca up" do you mean Norsca, Badlands, Troll Country, etc?

magic gecko wrote:
Auto Khorne ignores unit cohesion rules.

What does this mean?
 
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Max Von Hax
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The fact that Khorne makes all his moves first also reduces the effectiveness of cards like Temporal Stasis and Drain Power.

But I guess this is sorta made up for by the predictability of his plays.
 
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Richard Pickman
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I know I'm late to the party, but here are my thoughts...

I tried this with my group tonight. We found that Auto Khorne is fairly successful at harassing the other players, and feels like a genuine presence on the board.

However, because he tends to patrol up and down the corridor in the center of the map, he has a tendency to disproportionately grief Nurgle, who (if using the base game cards) has no way of avoiding the center of the map.

Our Nurgle player ended up falling behind, and forfeiting the seventh turn entirely. Slaanesh (played by myself) won by dial victory; had that not happened, the Old World would have won at the end of that turn.
 
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