From 794f4f152e5fbf001d7f8ece41563baa02f8147b Mon Sep 17 00:00:00 2001 From: Florian Fischer Date: Sun, 12 Dec 2021 10:56:35 +0100 Subject: Improve AI rules * Let target-oriented AI wander if target is not reachable * Spell out rules and win conditions for the tyrant game --- rules/en/ai.md | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) (limited to 'rules/en') diff --git a/rules/en/ai.md b/rules/en/ai.md index 941d9620..609123bc 100644 --- a/rules/en/ai.md +++ b/rules/en/ai.md @@ -39,9 +39,9 @@ Any ambiguity is decided at random (multiple units in attack range, multiple mos move to random tile in movement Range proceed at 1. -## target-oriented TARGET +## Target-oriented TARGET 1. Use full action if possible - 2a. If a TARGET exists + 2a. If a TARGET exists and is reachable Move onto or towards nearest TARGET 3a. If enemy Unit in attack Range attack enemy Unit in Range @@ -70,8 +70,10 @@ It starts the game with *The Kraken* unit on its spawn tile. # The Tyrant -Instructions for the opponent player in "The Tyrant" game mode. -It starts the game with the *The Tyrant* unit on its spawn tile. +* Instructions for the opponent player in "The Tyrant" game mode. +* It starts the game with the *The Tyrant* unit on its spawn tile. +* The players win if they kill *The Tyrant*. +* They loose the game if at least 2 repression marks per player are placed on *The Tyrant*. ## Turn structure 0. (Shuffle discard pile into empty deck) -- cgit v1.2.3