General
Single encounter scenario: defeat the mind-controlled hero to free them from Mr. Sinister.
In the Sinister Thoughts single encounter, Mr. Sinister has used stolen alien technology to mind-control one of earth's heroes. The player's goal is to defeat that mind-controlled hero (run as an AI) to thwart Mr. Sinister's plan. The encounter ends when the AI hero's health reaches 0.
General
Campaign scenario: free 6 mind-controlled heroes then defeat Loki to win.
In the Eldritch Echo campaign, Loki has placed 6 heroes under mind control. The player must defeat each of these 6 AI-controlled heroes in succession and then finally defeat Loki himself to win the campaign. Each hero encounter uses the standard AI turn order rules.
Setup
The player's hero starts with 50 Health.
At the start of any encounter using these AI rules, the human-controlled player's hero begins with 50 Health points, regardless of the hero's standard starting health printed on their board.
Setup
The AI opponent's hero starts with 60 Health.
At the start of any encounter using these AI rules, the AI-controlled hero begins with 60 Health points, regardless of the hero's standard starting health printed on their board. This 10-point advantage compensates for AI decision limitations.
Turn structure
The human player always takes the first turn.
In all AI variant encounters, the human player always goes first. There is no initiative roll or alternate first-player determination. This is a fixed rule of the AI mod.
Setup
Number each AI hero's offensive abilities sequentially for the AI's d12 roll.
Before play begins, assign a unique number to each of the AI hero's offensive abilities, starting at #1. Number them Top to Bottom, Left to Right, beginning with the left-hand panel of the player board. If an ability has multiple options separated by a distinct border, number each option individually, top to bottom. Do NOT number Passive or Defensive abilities. These numbers are used to resolve the AI's Offensive Phase d12 roll.
Special
Re-number all AI offensive abilities from scratch whenever an upgrade adds new ability options.
If an AI hero ability is upgraded and the upgrade introduces additional options to that ability (expanding the number of numbered options), all offensive abilities on the board must be re-numbered from #1 using the standard numbering procedure (Top to Bottom, Left to Right, left panel first, each distinct option separately). Passive and Defensive abilities are still never numbered.
Setup
Optionally use extra dice placed on ability spaces to track assigned numbers.
As an optional organizational aid, players may place additional physical dice on each of the AI hero's offensive ability spaces showing the number assigned to that ability. This makes it easier to cross-reference the AI's d12 Offensive Roll result with the correct ability.