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Subject: Tzeench Autoplayer - 3 Player Chaos, that works :) rss

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magic gecko
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Melbin Oz
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Autoplayer Tzeench

Placement Instructions
Place from force pool, then ruined regions.
Pieces in non ruined regions are never moved.
Never place into ruined regions.
Ignore normal unit cohesion rules.

Preferred Region Order
Norsca
Troll Country
Badlands
Border Princes
Tilea
Kislev
Estalia
Brettonia
Empire

Turn 1
Place 5 cultists in the non ruined region with warpstone at the top of the list.
Place at least one card in that area, as below.

Turn 2
Place 3 cultists & 1 warrior in the non-ruined region with warpstone at the top of the list. The region picked in turn 1 is skipped.
Place at least one card in that area, as per instructions below.
If 2+ cultists survived in the first area, put at least one card there too, as per instructions below.

Turn 3
Place 2 cultists + Changer of Ways Major Demon in non ruined region with warpstone at the top of the list, except the starting & second region. If two cultist have not died yet, place the major demon in the first province, and a warrior in the second

Turn 4+
If a region has a Major Demon or TZ warrior, add cultists until there are at least 3 cultists in that region.

Subtract the number of refilled Cultists from the number 5.
The remaining number of cultists get placed in a new area.

Place the remaining cultists (5-X) in the top region with warpstone. Skip any area that has enemy combat dice. Then pick the one with one die, then two and so on.

If TZ will only place One cultist in a new region, place that cultist in the region that has the fewest TZ cultists (non zero).

If TZ placed no cultists, but has cultists off the board, place 2 in the first region with warpstone, then 3 in the second region with warpstone. If there is only one non ruined area with Warpstone, place them all there.



After placing cultists, if only 3 were placed, place a warrior in the last region to get a cultists.

After placing cultists, if only 2 were placed, place a Demon in the last region to get a cultists. If the Major Demon is in a non ruined region, a warrior is placed instead.

After placing cultists, if only 1 were placed, place 2xWarriors in the last region to get a cultists.


After placing cultists, if only NO Cultists were placed this turn, place a Demon in the first region on the list with TZ pieces, and a Warrior in the second with TZ pieces on the list. If the Major Demon is in a non ruined region, a warrior is placed instead.

If the Major Demon is already active on the board, a warrior is placed instead.



Playing Tzeench Cards
If an area has (2+ TZ cultists) & (an empty spell slot), & (does NOT have a Magic Symbol) then, Turn over a TZ card

If that card has a Magic Symbol, put it in the first area on the list with 2+ TZ cultists and no magic symbols.

If it doesn't, and it's a. . .
* Warpshield, place it in the region with the Major Demon, then on the first warrior at the top of the list.
* Meddling of Skaven, place it in the first region from the bottom without warpstone, but with enemy cultists. Discard if not possible and draw again.
* Drain Power, place in the first region from the top with cultists from two enemy gods. Then one god. If there are no enemy cultists on the board, discard it.
* Teleport, place teleport in the first region on the list that contains TZ cultists and a Khorne Warrior, and move it to the first area from the bottom of the list with Slaan or Nurgle Cultists.
Then, If a Slaanesh warrior and a TZ cultists are in the same region, teleport the Slaan Warrior to the region at the bottom of the list with Nurgle or Khorne cultists.
If a Nurgle warrior and a TZ cultists are in the same region, teleport the Nurgle Warrior to the region at the bottom of the list with Slaan or Khorne cultists.
If no region has a Khorne then Slaanesh then Nurgle Warrior, discard Teleport.

. . . . Then turn over another card and do it again until you get a magic symbol card, or there are no more slots, or TZ areas you need to play a Magic symbol in. Like this. . .

If there is a second region with 2+ cultists, turn over a card.
If it has a Magic Symbol put it in that area.
If it doesn't do the same as above.

If there is a third region with 2+ cultists, turn over a card.
If it has a Magic Symbol put it in that area.
If it doesn't do the same as above.

If there is a fourth region with 2+ cultists, turn over a card.
If it has a Magic Symbol put it in that area.
If it doesn't do the same as above.

Old World Effects
Warpstones are placed from the top of the list, down. Skip any areas current with warpstone. Start again at the top if everywhere has warpstone.
Skaven are placed from the top of the list, down. Skip any areas current with Skaven.
Nobles are placed from the bottom of the list, up. Skip any areas current with Nobles.
Peasants are placed from the bottom of the list, up. Skip any areas current with Peasants. Start again at the top if everywhere has a peasant.
Heroes and Reavers Kill TZ Warriors, then The Major Demon, then cultists.

Upgrades
+1 Power Point
+1 Magic
Major Demon has 2 magic symbols

Targetting
Cultist
Warrior
Major Demon
Peasant
Threat level as tie breakers to determine which cultist.

Commentry
This Auto-TZ is trying for a Dial win.
Auto-TZ Upgrades have no effect on the game.
 
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Schade Nocturne
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Re: Tzeench Autoplayer
You sir, are clearly a thinker ahead of your time.
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magic gecko
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Melbin Oz
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Re: Tzeench Autoplayer
x x x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx x x x
this is what the first attempt looked like.. . .
x x x xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx x x x

Autoplayer Tzeench

Norsca
Troll Country
Badlands
Border P
Tilea
Kislev
Estalia
Brettonia
Empire

Turn 1
Place 3 cultists + 1 warrior in non ruined region with warpstone at the top of the list.

Turn 2
Place 3 cultists + 1 warrior in non ruined region with warpstone at the top of the list, except the starting region.

Turn 3
Place 2 cultists + Changer of Ways Major Demon in non ruined region with warpstone at the top of the list, except the starting & second region.

Turn 4-7
2 cultists in the non ruined region with warpstone at the top of the list.
3 cultists in the non ruined region with warpstone second on the list.
If only 3 cultists can be placed because the rest are on the board, put a warrior in the non ruined region with warpstone at the top of the list.
If only 2 cultists can be placed, put a Major Demon in the non ruined region with warpstone second from top of the list.
If only 1 cultists can be placed because the rest are on the board, also put TWO WARRIORS in the non ruined region with warpstone second from top of the list.
If Zero cultists can be placed because the rest are on the board, put a Warrior & the Major Demon in the non ruined region with warpstone at the top of the list.

If the Major Demon is already active on the board, a warrior is placed instead.

Place from force pool, then ruined regions.
Pieces in non ruined regions are never moved.
Never place into ruined regions.
Ignore normal unit cohesion rules.
(Assume there was a Drain Power, then Teleport, and then a point spent to replace the orginal)

Remove Drain Power & Teleport from the TZ deck.
After placing pieces each turn, place a card in every region with 2+ Tzeench cultists.
If the First card placed has no magic symbol place a second card.
For Warpshield pick Demon, then warrior then cultist
If Persistence of Change is persisting, you may not be able to place the last card.


Upgrades
+1 Power Point
+1 Magic
Major Demon has 2 magic symbols


Targetting
Cultist
Warrior
Major Demon
Peasant

Threat level as tie breakers to determine which cultist.



Commentry.
This Auto-TZ is trying for a Dial win.

This is not a full blown Tz show off player.
Teleport & Drain Power require decisions, and interplay, and threats. That is meant to be what players are for.
Moving Warpshielded cultists into last-turn-before-ruination areas does work, but it is also complex and about Victory Points.

Auto-TZ Upgrades have no effect on the game.
Acolytes may need to be writen as a separate subroutine, need to think about that, not sure it is worth the added complexity, for the moment.

Looks much simpler than expected.


Autoplayer Tzeench

Region Placement Order
Norsca
Troll Country
Badlands
Border P
Tilea
Kislev
Estalia
Brettonia
Empire

Turn 1
Place 5 cultists in the non ruined region with warpstone at the top of the list.

Turn 2
Place 3 cultists + 1 warrior in non ruined region with warpstone at the top of the list, except the starting region.

Turn 3
Place 2 cultists + Changer of Ways Major Demon in non ruined region with warpstone at the top of the list, except the starting & second region. If two cultist have not died yet, place the major demon in the first province, and a warrior in the second


Turn 4+
If a region has a Major Demon or TZ warrior, add cultists until there are at least 3 cultists in that region.

Subtract the number of refilled Cultists from the number 5.
The remaining number of cultists get placed in a new area.

Place the remaining cultists (5-X) in the top region with warpstone. Skip any area that has enemy combat dice. Then pick the one with one die, then two and so on.

If TZ will only place One cultist in a new region, place that cultist in the region that has the fewest TZ cultists (non zero).

After placing cultists, if only 3 were placed, place a warrior in the last region to get a cultists.

After placing cultists, if only 2 were placed, place a Demon in the last region to get a cultists. If the Major Demon is in a non ruined region, a warrior is placed instead.

After placing cultists, if only 1 were placed, place 2xWarriors in the last region to get a cultists.

After placing cultists, if only NO Cultists were placed this turn, place a Demon in the first region on the list with TZ pieces, and a Warrior in the second with TZ pieces on the list. If the Major Demon is in a non ruined region, a warrior is placed instead.

If the Major Demon is already active on the board, a warrior is placed instead.


Placement Instructions
Place from force pool, then ruined regions.
Pieces in non ruined regions are never moved.
Never place into ruined regions.
Ignore normal unit cohesion rules.


Playing Tzeench Cards
Turn over a TZ card, if it has a Magic Symbol put it in the first area on the list with 2+ TZ cultists.

If it doesn't, and it's a. . .

* Warpshield, place it in the region with the Major Demon, then on the first warrior at the top of the list.

* Meddling of Skaven, place it in the first region from the bottom without warpstone, but with enemy cultists. Discard if not possible and draw again.

* Drain Power, place in the first region from the top with cultists from two enemy gods. Then one god. If there are no enemy cultists on the board, discard it.

* Teleport, place teleport in the first region on the list that contains TZ cultists and a Khorne Warrior, and move it to the first area from the bottom of the list with Slaan or Nurgle Cultists.
Then, If a Slaanesh warrior and a TZ cultists are in the same region, teleport the Slaan Warrior to the region at the bottom of the list with Nurgle or Khorne cultists.
If a Nurgle warrior and a TZ cultists are in the same region, teleport the Nurgle Warrior to the region at the bottom of the list with Slaan or Khorne cultists.
If no region has a Khorne then Slaanesh then Nurgle Warrior, discard Teleport.

. . . . Then turn over another card and do it again until you get a magic symbol card, or there are no more slots.


If there is a second region with 2+ cultists, turn over a card.
If it has a Magic Symbol put it in that area.
If it doesn't do the same as above.

If there is a third region with 2+ cultists, turn over a card.
If it has a Magic Symbol put it in that area.
If it doesn't do the same as above.

If there is a fourth region with 2+ cultists, turn over a card.
If it has a Magic Symbol put it in that area.
If it doesn't do the same as above.

Upgrades
+1 Power Point
+1 Magic
Major Demon has 2 magic symbols


Targetting
Cultist
Warrior
Major Demon
Peasant

Threat level as tie breakers to determine which cultist.



Commentry
This Auto-TZ is trying for a Dial win.
Auto-TZ Upgrades have no effect on the game.



Deciding which figure gets killed by heroes and reavers and so on needs to be added. Same with Old world tokens.

Need to spell out that cards are played into regions with 2+ TZ cultists.

Need to improve the language around the turn 4 placements so it makes more sense to someone that is not me.

Need to add conditions for what happens in turn 4+ if TZ has 1 cultist in all 3 locations with Warpstone. Currently it adds a Major to the top and a warrior to the next, and the turn after it adds 2 extra cultists to both. That seems not great.

X X XX


Neat. TZ was a robot and it Worked Fine.

Auto Tz is a straw man. He isn't meant to win. But he does do some surprisingly good plays. Even if he does telegraph them by going first. Which I think is also fine.


Auto TZ is fast. Well fastish. Auto Korne was literally 5 seconds. Auto TZ is lots more of working out. I think Tz just needs to be a more complex beast if it is to be good enough. It's kinda lika a choose your own adventure, where there are no choices. Fun to work out too.


Still got to specify where to place warp, nob &hero. Obvious answers but important.

And clean up some of the words.
Teleport works.
Stassis worked.
Drain power and Skaven worked.
Even Dazzle worked.

x x x x


Auto TZ has done Poor, OK then Good.
It has been having consistently good turns, regularly putting 2 corruption in 2 areas with Warpstone. But it has not been threatening to win. The TZ card placement was the best bit last night. Works.



x x x x





x xxxx x x x x x x x xx x x

Tried it twice.

Works.

First game it got unlucky and got crushed.
But then again so did the rest of us as Khorne Stomped to a Dial win.
Khorne targetted and smashed TZ.
And I did some dumb things as Slaan. Slaan seems way hard.


Second game TZ was going for Triple ticks on turn 3.
Slaan got 58 over my Nurgles 54 on turn 5.
Khorne played a poor game, switching from Victory points to Dial halfway thru.


TZ works as an autoplayer.
But it needs work, mostly on turn 4-7.

It needs to not add figures to areas that have lots of enemy combat dice.
It needs to place cultists in smarter ways to better locations.

Meddling of Skaven and Warpshield should leave the deck as well.
One card per region with 2 TZ cultist worked really good.

It aint as strong as the AutoKhorne, or as natural feeling, but it does work. We had real games and most of the TZ placements were reasonable.
The Khorne Autoplayer is tough to live up to, and TZ is way more complex.


Missed rules to incorporate. . .

TZ places all its figures and cards before the human players.

Place Nobles in areas from the top with Warpstone.
Place Warpstone in areas from the top without Warpstone.
Place Heroes in areas starting from the bottom of the list and go up.

Need to fix some of the placement instructions for 4-7.
Need to think a bit. but, it works !



Works good, but, we came across a couple of hole, or two.
Played it again last night.

Khorne won by dial.
Slaan was one tick short, and got to 60 VP
I got wiped by Khorne dealing 12 hits to my Nurgle from the first 12 dice aimed at me.

TZ played a whole lot of good plays.
Scored in the mid 30's, and double ticked once.

TZ cards are working fantasticly.
Teleporting the Khorne warriors away was cool.
Drain Power on Slaan worked fine too.
Dazzle actually worked.
Temporal Stassis worked good.
Changer of ways worked.
Nailing me 3 times on turn 3 with Meddling of skaven was harsh!
Even Warpshield actually mattered

The cards are really fun to apply.
Played with a TZ Auto again. My it is fun.
Not strictly as strong as Khorne, but a lot more satisfying.

Need to clear up that figures in ruined regions count as in the force pool, and are removed in order from the top region (norsca).

Teleport can get silly when multiples of them appear, and there is nowhere to teleport K Warriors to, except back to where they started.



I should have won this game, easily, as Khorne going for points, instead I was an idiot, and the Elf corsairs killed the Bloodthirster's fat arse, in the battle faze...
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Viktor
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Re: Tzeench Autoplayer
This is impressive.
magic gecko wrote:

Placement Instructions
(..)
Ignore normal unit cohesion rules.

I have doubts about that. Wouldn't that bring Tzeentch much advantage, mainly over Nurgle and Slaanesh, as they become much easier targets for Khorne as Tzeentch this way? Or not?
 
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magic gecko
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Melbin Oz
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Re: Tzeench Autoplayer
Oddly enough, no.

Very rarely has it even needed to break cohesion, but it really has not mattered. Removing that unit cohesion rule simplifies Everything.
And it has not been an advantage of note. TZ telegraphing ALL its moves is a much bigger handicap.

Breaking the Unit Cohesion rule saves TZ about 1 point per turn, maximum. And often doesn't save anything.
Most of the time, Norsca & Troll Country will go TZ, and they touch.

Currently I am more concerned that Khorne will plonk a Bloodthirster onto the 5 cultists. But, I spoze that is a traditional fear for most gods. Then I think, Norsca? Sounds like fun times for Nurgle.

upgraded. . . working on it. . .

It even spends almost the right amount of points!
Cut out and print the first post if you want to play with an Auto Tzeench
And, do tell me how you went.
 
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magic gecko
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Melbin Oz
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After many plays... the one thing that irks me is the way it always goes to Norsca second. Need to work on that.

Much has been changed and updated.
Much ink is on the real, physical version.

Not being allowed to Update the virtual version is just obnoxious censorship, and restricting the progress of the game.
 
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magic gecko
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Melbin Oz
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Auto Tzeentch
Preferred Region Order
Norsca
Troll Country
Badlands
Border Princes
Tilea
Kislev
Estalia
Bretonnia
Empire

Turn 1
Place 5 cultists in the non ruined region with warpstone at the top of the list.
Place at least one card in that area, as below.

Turn 2
Place 3 cultists & 1 warrior in the non-ruined region with warpstone at the top of the list. The region picked in turn 1 is skipped.
Place at least one card in that area, as per instructions below.
If 2+ cultists survived in the first area, put at least one card there too, as below.

Turn 3
Place 2 cultists + Changer of Ways in non ruined region with warpstone at the top of the list, except the starting & second region.
If two cultist are not in forcepool or in a corrupted region, place the major demon in the first province, and a warrior in the second

Turn 4+
If a region has a Major Demon or TZ warrior, add cultists until there are at least 3 cultists in that region.

Subtract the number of refilled Cultists from the number 5.
The remaining number of cultists get placed in a new area.

Place the remaining cultists (5-X) in the top region with warpstone. Skip any area that has enemy combat dice. Then pick the one with one die, then two and so on.

If TZ replaced no cultists, but has cultists off the board, place 2 in the first region with warpstone, then 3 in the second region with warpstone. If there is only one non ruined area with Warpstone, place them all there.

If TZ will only place One cultist in a new region, place that cultist in the region that has the fewest TZ cultists (non zero).

If only 3 cultists were placed, put a warrior in the last region to get a cultists.
If only 2 cultists were placed, & (the Demon is in forcepool, a ruined region or not with another TZ piece), put the Demon in the last region to get a cultist.
If only 2 cultists were placed, & the Demon did not move, put a warrior in the last region to get a cultists.

If only 1 cultists was placed, put 2xWarriors in the last region to get a cultists.

After placing cultists, if only NO Cultists were placed this turn, place the Demon in the first region on the list with TZ pieces, and a Warrior in the second with TZ pieces on the list. If the Demon is with TZ cultists, put a warrior is placed instead.

Placement Instructions
Place from force pool, then ruined regions, then regions without warpstone.(The Empire up)
Never place into ruined regions.
Ignore normal unit cohesion rules.

Playing Tzeench Cards
If an area has (2+ TZ cultists) & (an empty spell slot), & (does NOT have a Magic Symbol) then, Turn over a TZ card

If that card has a Magic Symbol, put it in the first area on the list with 2+ TZ cultists and no magic symbols.

If it doesn't, and it's a. . .
* Warpshield, place it in the region with the Major Demon, then on the first warrior at the top of the list. Discard if no TZ Warriors or TZ Demon is in play.
* Meddling of Skaven, place it in the first region from the bottom without warpstone, but with enemy cultists. Discard if not possible and draw again. Highest threat for Tiebreaker.
* Drain Power, place in the first region from the top with cultists from two enemy gods. Then one god. If there are no enemy cultists on the board, discard it.
* Teleport, place teleport in the first region on the list that contains TZ cultists and a Khorne Warrior, and move it to the first area from the bottom of the list with Slaan, Nurgle or HR Cultists.
Then, If a Slaanesh warrior and a TZ cultists are in the same region, teleport the Slaan Warrior to the region at the bottom of the list with Nurgle, Khorne or HR cultists.
If a Nurgle warrior and a TZ cultists are in the same region, teleport the Nurgle Warrior to the region at the bottom of the list with Slaan, Khorne or HR cultists.
If a HR warrior and a TZ cultists are in the same region, teleport the HR Warrior to the region at the bottom of the list with Slaan, Khorne or Nurgle cultists.
If no region has a Khorne then Slaanesh then Nurgle Warrior then HR Warrior, discard Teleport.

. . . . Then turn over another card and do it again until you get a magic symbol card, or there are no more slots, or TZ areas you need to play a Magic symbol in. Like this. . .

If there is a second region with 2+ cultists, turn over a card.
If it has a Magic Symbol put it in that area.
If it doesn't do the same as above.

If there is a third region with 2+ cultists, turn over a card.
If it has a Magic Symbol put it in that area.
If it doesn't do the same as above.

If there is a fourth region with 2+ cultists, turn over a card.
If it has a Magic Symbol put it in that area.
If it doesn't do the same as above.

Old World
Warpstones are placed only in regions adjacent to TZ regions, from the top of the list, down. Skip any region already containing a Warpstone, then start again at the top.

Skaven & Events* are placed from the top of the list, down. Skip any region already containing a matching token, then start again at the top.
Nobles & Peasants & *Teclis & *High Elf are placed from bottom of the list, up. Skip any region already containing a matching token, then start again at the top.
Heroes and Reavers Kill TZ Warriors, then The Major Demon, then cultists.

Upgrades
+1 Power Point
+1 Magic
Major Demon has 2 magic symbols
Auto-TZ Power Point & Magic Upgrades are already factored into the script.

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.
 
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