Usually, all rules and instructions that apply to a human Dark Player also apply to an Artificial Dark Player (ADP). However, there are many deviations, such as a different setup and the way the ADP plays its cards.
Conductor[edit | edit source]
Before the beginning of the quest one of the players will be appointed as the game's Conductor. He will be in charge of reading the Quest Sheet, activating the ADP's cards and characters, as well as deciding which skills are most beneficial for the characters on the ADP's side, or making decisions in case of doubt. He will have to control the ADP's characters observing the general and specific behaviors of each type of creature.
Rotating Conductor[edit | edit source]
If there are several players in the game who wish to play this role and they cannot agree, a random Conductor will be chosen among them. At the end of each turn, the role of Conductor will be passed on to the next player willing to accept it, in clockwise order.
The Quest Sheet[edit | edit source]
Before the game begins, the Conductor will read out the quest's introduction and its different sections, except those included in a red shaded box and those marked with the symbol . These will only be read when the appropriate section or element is revealed or when the circumstances described are met.
It is advisable to use the Companion App, called Dungeon Universalis, in order not to read in advance the indications in this red box or have a glimpse of the unexplored sections and elements. Thus, you will enjoy a full exploration experience, since the application will reveal each tile and special rule as you advance along the map and discover new paths.
Setup[edit | edit source]
- Check the Quest Sheet.
- Place the Dark Player markers on his Reserve Point Counter, in a number equivalent to the heroes group's Value Points (VP).
- Pay the Leader's VP without any optional upgrades. In contrast to a Leader controlled by a human Dark Player , the ADP's Leader may not be equipped with an Magic Object or Relic.
- Build the decks according to the Deckbuilding Rules (see below)
Building the Decks[edit | edit source]
Separate the Dark Player's deck into three types of cards, according to the symbol representing them:
Once the decks are seperated and the Encounter cards removed, build the decks as follows:
|Card Type||No. of Cards||Additional Cards|
|Heroes * 6||1 Thief|
|Group VP / 10
|Heroes * 5||1st Reinforcements|
Obstacles Deck[edit | edit source]
Draw as many random Obstacle cards as the number of heroes multiplied by 6. One "Thief" and one "Ambush!" Encounter cards will be added to this deck. Add the second "Ambush!" card if there are more than 2 heroes in the group.
Encounter Deck[edit | edit source]
Draw as many random Encounter cards as the VP of the group of heroes divided by 10 (rounding up).
NOTE: If the group's VP is so high that there are not enough cards, build the deck with the maximum number of cards.
Power Deck[edit | edit source]
These groups of cards will make up the new decks.The cards from these new decks will be shuffled and placed next to their corresponding symbols on the Reserve point counter. With these cards you will build the decks to be used during the game, while the other cards will not be used and can be removed from the table. In the spare corner, which has no icon, is where the cards already activated and those discarded during the game are placed.
Conclusion[edit | edit source]
The deck building above will be used in most quests. However, there are adventures in which different ways of building the decks are indicated in the setup section. Remember that in this mode, the "Thief" and "Ambush!" Encounter cards will always be included in the Obstacle Deck. The "Reinforcements" card will always be included in the Power Deck. Therefore, if it is pointed out that there is no Power deck, it will be understood that there will be no "Reinforcements" cards either.
Turn[edit | edit source]
The Dark Player will activate Cards from his decks whenever a specified event will allow it. For example he will try to activate Obstacle Cards when the heroes explore a new section. Also on exploring or as an ambush he may play Encounter Cards and he will try to improve his characters by playing Power Cards in combat turns. Therefore the Scenario Die will be rolled on each of these events to determine if the ADP will activate a card.
Card Activation[edit | edit source]
Obstacle Cards[edit | edit source]
Roll the Scenario Die each time one of these conditions is met:
- When a character declares that he wants to open a Door (or Trapdoor, Gate, etc.) or Chest.
- When a character intends to step on a square occupied by an Exploration Arrow.
- When a character intends to step on a square with the exact location of a trap, according to the Quest Sheet.
- When a character intends to step on the first possible square outside of any Safe Zone. In detail: the ADP will not try to play an Obstacle card on every square outside of a safe zone but only on the first square.
- When a hero gets a critical failure result while searching a piece of furniture, if the possibility of activating a trap is indicated.
If the result is Obstacle , a card from the Obstacles deck will be drawn. If this card can be activated according to the conditions and requirements included in the card, its cost points are subtracted from the Reserve points budget and the card is activated.
Remember that two types of Encounter cards have been included in the deck: "Thief!" and "Ambush!". Both cards will be activated as indicated on the card itself. Therefore, they will represent unexpected encounters that will take place in cases in which the heroes believe they are only facing the possibility of an obstacle or a trap.
Sometimes an Obstacle card might be drawn that causes a character's movement to stop. If that card is finally not activated but discarded, the character's movement may be completed in that very turn.
Power Cards[edit | edit source]
Roll the Scenario Die at the start of a combat turn, before any the of the ADP's characters handled by the are activated.
|Start of ADP's combat turn||Roll Scenario Die|
|Start of ADP's combat turn in Main Room
(only if 2+ heroes started the quest)
|Always draw Power card|
When the heroes are in a combat turn fighting against enemies placed in the Main Room, a result of is always considered to be obtained each time the Scenario Die is rolled (except if there is only one hero in the scenario).
Target of a Power Card (skip to next if not applicable)[edit | edit source]
- Specified on card
- Highest VP
Once a Power card is activated, its effects will be resolved if they are immediate. If they are not, its cost will be paid and the card will be placed face up on the table to represent that its effects are sustained (or that it will cause effect once the conditions described on it are met) until the creature that benefits from it is removed from the game.
Fortune Points: if a card provides one of the creatures handled by ADP the with one fortune point, remember that two similar cards add up to 2 fortune points (i.e., if you roll 1D6 after being Knocked Out and you don't get a result of 5+, you can guarantee your success by using a second Fortune point).
Example: An undead champion gets the effects of a Power card which has just been activated called "Fortune", and whose effects are not immediate. This card will remain face up. If another Power card is drawn in successive turns, it will benefit the same character as long as he is the one with the highest VP. If the effect of the newly activated card is not immediate either, it will remain face up. That is, if a second Fortune card is activated, there will be two Fortune cards that can benefit the undead champion.
Encounter Cards[edit | edit source]
Each time a section is revealed, roll the Scenario Die. On a result of Encounter , a card will be drawn from the Encounter Deck. The contents of the card will be observed and then 1D6 must be rolled. Keeping in mind the result of the roll, the Creature Spawn Table on the corresponding faction sheet in the Bestiary book must be checked in order to determine the type and number of characters and creatures to be placed.
|Reveal common section||Roll Scenario Die||Reroll the Scenario Die
on the first roll
|Reveal large section (not Main Room)||
|Reveal Main Room||
- Pay the cost from the Creature Spawn Table in the Bestiary. The cost of the activated Encounter card must not be paid.
- The characters and creatures are placed according to the general rules of placement and to those in the section "Placement of creatures" (Rulebook page 83).
- Roll for Initiative
If there was not an Encounter result of after revealing a new section, the roll must be repeated if the heroes entered that section by breaking down a door.
In addition to the above, when the Main Room is revealed, but before the Scenario Die is rolled, a group of creatures equivalent to those on an "Enemy Spotted!" card must be placed in it, at the usual cost for the Dark Player (unless there is not enough budget, in which case these creatures will not be placed).
Placement of Creatures[edit | edit source]
See dedicated Placement of Creatures article.
Initiative Roll[edit | edit source]
Whenever the ADP has the chance to apply the rule "Caught by Surprise!" after winning an Initiative roll, he will push the heroes one square forward (towards the newly visualized enemies) and place them with their backs to them. The Dark Player will use the best Perception among his creatures (independently of their location) on the Initiative roll.
Example: A wolf has the “Sharp Senses” skill but is placed in the second row for being VP 2, whereas the orcs, with VP 1, are placed in the first rows. However, the Dark Player benefits from the wolf's skill, which gives +1 to Perception .
Discarding Cards[edit | edit source]
Increase Difficulty for Experienced Groups[edit | edit source]
Depending on the heroes group's VP you the ADP will re-roll the Scenario Die if the required result was missed on the first roll. This increases the probability from 33% to 56% for the event to happen.
Also there are improvements for the ADP's characters who will gain extra actions and automatic +1 modifiers for every roll.
Leader Improvement[edit | edit source]
Single Conductor[edit | edit source]
When playing with a single player as the ADP's Conductor there are some improvements for the Leader. When the heroes visualize the Main Room, after all creatures have been placed, for each Reserve Point above 20 the Dark Player has in his counter, the Leader will receive 1 extra Vitality Point (and the counter will be left with 20 points). The Leader receives 1 extra Action at the start of his activation for each hero above the second one (with a maximum of 2 extra Actions each turn).
p. 1 RP > 20
Rotating Conductor[edit | edit source]
Players may choose to control the ADP's characters by rotating in the role of the Conductor. If they choose to do so, only the following improvement will be applied to the Leader: When the heroes visualize the Main Room, once all creatures have been placed, for every 3 Reserve Points above 20, the Leader will get 1 extra Vitality Point.
p. 3 RP > 20
Fixing Problems for Experienced Groups[edit | edit source]
Groups with high Value Points reported to have endless battles against the ADP's Leader because of the high amount of unspent RP when entering the Main Room and the resulting Vitality boost for him. Leaders with skills like Invulnerable or Magic Resistance made it even worse.
p. 2 RP > 20
p. 3 RP > 20
Activating Characters[edit | edit source]
Activating Order[edit | edit source]
During the turn, the order in which the creatures must be activated is as follows:
- Characters that have ranged attacks.
- Spellcasters and Battle Wizards (including Leader).
- Rest of characters
In case of equality in the order, creatures with a higher VP will activate first (if they have the same VP, creatures with the higher Agility will activate first).
Target Selection[edit | edit source]
The ADP's characters will choose as a target the characters they are engaged with. If they are not engaged, they will attack those enemies that they can attack that same turn according to their Movement capacity or range of their weapon or attack.
Among all the targets eligible, they will follow these criteria in order to prioritize their attacks:
- The enemy which is more likely to be hit. Different factors must be taken into account here, such as who is the enemy with the lowest Combat Skill or any other attribute the attack is confronted with, the proximity of the target, the conditions he might be suffering, whether he has cover or not, which skills he might have that would make it difficult to hit him, etc.
- he enemy with lowest Armor (if the damage dice are directed against the target's Armor).
- The nearest Enemy.
- A random target will be chosen.
Moving Creatures[edit | edit source]
If a creature cannot make an attack, it will move towards the nearest enemy (running, if necessary) in order to get close to it, or until it has Line of Sight to one. The creature will need a valid route if it moves in order to attack an enemy. Enemies which require the creature to pass an Agility test in order to get to them (for example, if it had to avoid a moat to get to them) will never be regarded as the nearest ones.
Characters and creatures handled by the ADP will always try to take the most appropriate path towards their targets, trying to avoid blocking the way of other allied creatures or characters whenever possible.
General Behavior[edit | edit source]
Different attacks[edit | edit source]
A creature with the possibility of carrying out several types of attacks will prioritize attacks with Spells, then attacks at a distance (even those provided by skills) and finally melee attacks or skills.
Non offensive Actions[edit | edit source]
A creature that can perform non-offensive Actions (such as using certain healing skills or supporting allies), will roll 1D6 at the beginning of its activation. With a result of 4+ it will perform this type of Action and will not directly attack heroes.
Specific target[edit | edit source]
If a character controlled by the ADP has, because of a specific rule in the quest, a specific target to eliminate, it will always move (as long as it is not engaged) towards that target, running if necessary, ignoring the criteria for prioritizing its attacks described in the previous section.
Maximum targets[edit | edit source]
If a creature has the possibility of attacking two enemies during the same activation, it will always use the skill or weapon that allows it, prioritizing it over other conventional attacks.
Skill limit[edit | edit source]
For example, a dragon will only be able to perform a breath attack 3 times. If it prioritizes this attack over the others, it will first make its 3 breath attacks and then the others. If it makes two breath attacks and, after getting engaged, makes a sweeping attack for the next two turns (since it can't use his Breath attack while engaged), and then stops being engaged, it will be able to use its third breath attack. From then on, it won’t be able to use it again.
Critical Failures[edit | edit source]
If a creature gets a critical failure and drops its weapon, its first Action will be devoted to picking it up unless there is an adjacent enemy. In this case, it will prefer to draw and use another weapon, or to fight unarmed if he lacks one.
If the creature is using a shield when defending, it will always lose the shield before the weapon.
Pushing[edit | edit source]
When a creature pushes an opponent, it will try to do so in a straight line whenever possible, unless there is no space available, or except when by pushing diagonally it may inflict extra damage on the opponent.
Disengaging[edit | edit source]
If a creature or character tries to disengage from an enemy and fails, it will perform a Melee Attack instead.
Important: This rule is in stark contrast to the actual disengagement rules, which say that a character's turn is over if a disengagement fails. Nevertheless, this is a confirmed AI rule that the Melee Attack still takes place in the same activation.
Spells[edit | edit source]
A creature controlled by the ADP may cast a spell against its enemies even if the spell affects its own allies, as long as the spell affects more enemies than allies.
If a spellcaster casts a permanent effect spell while he was upkeeping an active spell, the effects of both spells will be maintained.
Important: This rule is in stark contrast to the actual rules about casting a spell, which say that a charcter cannot have two active permanent spells at the same time.
Maximize their potential[edit | edit source]
As long as they do not violate the rules of priority and movement, the creatures will always try to avoid making it easy for the heroes' side, positioning themselves trying to f spells with an Area of Effect). They will also block the possible accesses to their Leader, in case it has been placed on the board.
If a creature can choose among several attacks or different skills, it will choose to perform the most effective conventional attack or skill at that moment. As a general rule, if the target wears heavy armor, they will choose the weapons that deal most damage and can reduce armor. If the target wears light armor or does not use any at all, the creatures will choose the weapons that allow them to hit their target more easily.
Specific Behavior (Reworked)[edit | edit source]
You can find a reworked and merged AI rules from General and Specific Behaviors for all types of AI characters here: Creature Behaviors (ADP)
Specific Behavior (Original Rules from Rulebook)[edit | edit source]
The specific behavior of each type of creature is indicated in the "Creature Behavior" cards. In case of contradiction , a specific behavior will be prioritized over the general one. For example, there are some creatures that use different criteria to prioritize their attacks and attack the closest enemies first.
There are different types of creature behavior (A), represented by these symbols:
Leader[edit | edit source]
The Leader of the scenario will use the behavior card for leaders, in addition to the one that corresponds with the type of creature or character it belongs to. Both cards will have to be taken into account when establishing a behavior for the Leader. For example, a Leader who is a creature of the type "Melee Fighter", will also take into account the specific rules on the card that regulates the Leader's behavior. A Leader may have its own behavior card. Raazbal, the campaign Leader, has his own behavior card. Therefore, he will use both the Leader card and Raazbal's one when deciding his next Action.