Tyrants Oautoma Rules - by Michael

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Tyrants of the Underdark - Automa (by Michael Kelley)

You can use automa to play solo (against one or more automa),
increase the player count in a competitive game, or play 2v2 co-op. Automa Turn:
At the start of each automa turn, remove the top card in their delay
The Market pile from play (if any), and devour market cards based on its type. DO
The automa uses the market cards to control their actions. Because of NOT REFILL THE MARKET YET:
this, whenever a market card is bought or devoured, slide the other Insane Outcast - Devour the three leftmost market cards.
market cards left to fill the gap. New market cards should always Starting Card (noble/soldier) - Devour two leftmost market cards.
enter on the rightmost space. No Delay Cards - Devour one leftmost market card.
Then, perform the following steps:
Set-Up 1. For each card type count the cards of that type in the market
Do not give the automa a player board. They will never draw or gain and resolve their action as detailed below.
cards in the normal fashion. However, do have a player deck for each 2. Give the automa 1 VP for each site control marker it controls
automa, as well as the insane outcast supply, as both may be used but does not have total control over. For site control markers it
during setup and because of certain card effects. DOES totally control, give it the VP value plus 1.
Decide on automa difficulty. Build a “Delay Pile” for each automa: 3. Refill all empty spaces in the market.
Easy Normal Hard
Automa Action Details
13 insane outcasts 10 insane outcasts 7 insane outcasts The automa resolves actions by type in the market, in Guile-Malice-
(top) (top) (top) Conquest-Ambition order. The more cards of that type, the more
10 starting cards 7 starting cards 4 starting cards powerful the action that is performed (see table below).
(bottom) (bottom) (bottom) If there are 4-6 cards of a given type in the market (very unlikely), the
Randomize a starting site for each Automa. Place a VP token next to automa performs the action for 3 cards of that type, then gains 3 VPs
the top side of the board. for each extra card of that type.
Card Type 1 card 2 cards 3 cards

Remove automa spy to place 1 troop at Remove automa spy to supplant 1 troop at Remove automa spy to supplant 2 troops at
Guile
their site (Place 1 spy if can’t place troop) their site (place 2 spies if can’t supplant) their site (place 3 spies if can’t supplant)

Assassinate 1 troop (any color) or return 1 Assassinate troops (any color)


Malice Assassinate 1 white troop
spy PLUS assassinate 1 white troop and/or return spies, 3 total

Conquest Deploy 2 Troops Deploy 4 Troops Deploy 7 Troops

Ambition Gain 2 VP Gain 4 VP Gain 7 VP


Priorities and Site Choice
Below are the priorities for the type of site the automa targets for each At the start of the game, a VP token is placed on the top side of the
action. For ALL actions EXCEPT Guile, the automa needs board. This indicates “north” for the third tiebreaker for automa
presence for the action. Evaluate each step of an action separately actions. At the end of the last player’s/automa’s turn in each full
(placing more than 1 spy, deploying more than 1 troop, etc.).: set of turns, move this token to the next boardside clockwise.
1. “City” (site with control marker, like Menzoberranzan) automa
does not totally control Game End
2. Non-city automa does not control The game ends ONLY when a player/automa runs out of troops. If
3. Non-city automa controls that is within 2 troops of total control the market runs out of cards, shuffle all of the devoured cards into a
4. Troop space that leads to a site automa does not have new market and continue filling market spaces.
presence to In the very rare case that an automa ends the game with 1 or more
5. Any site automa controls but does not totally control insane outcasts in their delay deck, they suffer -1VP for each
To break ties within a given type of site, use these priorities: remaining outcast.
1. Fewer enemy troops
2. Higher VP value (for cities prioritize total control BONUS VP) Discarding Automa Cards and Insane Outcasts
3. Reading order oriented to current “north” (left to right, top to If an automa would discard 1 or more cards, instead add that many
bottom) starting cards to their delay pile. If an insane outcast would be given
to the automa, put it on top of the automa’s delay pile.
Guile and Spy Rule Changes For the cards that discard a card “if a player has more than 3 cards”,
The automa will never place a spy in a site the automa has a spy in or check the top card of the automa’s delay pile. If they have no delay
presence in. pile, add a starting card. If their top delay card is a starting card, swap
Automa spies do NOT provide presence by themselves for it for an insane outcast. If the top card is already an insane outcast,
malice and conquest actions. They will have to first be removed the automa ignores the effect (basically they are considered to only
through a guile effect to deploy or place a troop. have 3 cards in-hand).

Wasted Parts of Actions Co-Op Play


If the automa can’t perform part of an action (3 Guile cards but can Players can engage in team-based 2v2 co-op play, using two automa.
only supplant 1 troop, 1 Malice but no white troops in range), they will: Seat the automa so that turns go player-automa-other player-other
1. Deploy a troop for each unresolved part of the action (each automa.
unplaced spy, missed supplant, missed assassinate, etc) Players combine their troops in a given site to determine who controls
2. Assassinate a white troop for each 2 undeployed troops, or a it. The automa do the same. However, players and automa still need
player troop for 3 undeployed troops (either because they can’t their own presence to deploy and affect troops and spies, so a blue
place them or because they are out of troops) player cannot use a red player’s troops to deploy, for example.
3. Gain 1VP per remaining troop placement that could not be The automa will not assassinate their ally’s troops or spies. They will
converted to an assassination. avoid putting spies on a site with EITHER automa’s spy or presence.
End of Round and “North”
Set-Up: Guile:
Easy = 13 insane, 10 starting 1 = Remove spy to place troop
Medium = 10 insane, 7 starting 2 = Remove spy to supplant 1 troop
Hard = 7 insane, 4 starting 3 = Remove spy to supplant 2 troops
Automa Turn: (if action not possible, place 1/2/3 spies)
1. Discard delay card and 3/2/1 market Malice:
cards for insane/ starting/ no delay 1 = Assassinate 1 white troop
2. Resolve Guile / Malice / Conquest / 2 = Assassinate/return 1 troop/spy AND
Ambition aaaassassinate 1 white troop
3. Automa gains site control VPs 3 = Assassinate/return 3 troops/spies
4. Refill Market Conquest:
Site Priority: 1 = Deploy 2 troops
1. City automa does not totally control 2 = Deploy 4 troops
2. Non-city automa does not control 3 = Deploy 7 troops
3. Non-city automa controls that is within Ambition:
2 troops of total control 1 = Gain 2 VP
4. Troop space that leads to a site 2 = Gain 4 VP
3 = Gain 7 VP
automa does not have presence to
5. Any site they can fit troops Malice and Conquest require TROOP
presence, not only spies
Tie-Breaker:
Fewer enemy troops> Higher VP> Reading Impossible action = 1 troop > assassinate
order from current “North” VP token white/player for 2/3 troop > 1VP

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