Wroth

Phase 5: Actions (Solo/Coop Mode)

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TURN ORDER

Turns in the Action Phase begin with the human player who has the First Player Token and proceed clockwise as in standard mode.

After each human player around the table has taken a turn, the AI faction takes the same number of turns as there are human players, even if one or more human players skipped their turn. The AI faction takes its set of turns all in a row, before any human player takes another turn.

Turns continue with AI always going last, until no human player has any action dice left. This means the AI will always get a total of three turns in solo play or two sets of turns in co-op.

ACTION DICE FOR HUMAN PLAYERS

Human players spend action dice and use their all-seeing dice on their turns as in standard mode. They also have the same standard turn option to spend two dice on the Exodus Action and spend Corra on elite troops.

ACTION DICE FOR THE Al FACTION

On the first AI turn in the Action Phase, before executing their first Action Die, the AI will purchase and deploy any elites it qualifies for. Then, it carries out the action shown on the die it acquired during the draft. The drafted die is then rolled to determine the action taken on each of the AI faction’s subsequent turns.

The AI faction’s action die is returned to the pool only when the Action Phase is over. The AI faction carries out the four actions as follows:

MINE: The AI faction takes two Corra from the stockpile and immediately spends them, if able.

EXTEND: The AI faction places four basic troops in the highest-threat region where there is already at least one AI troop (if fewer than four troops are available, it will place as many as possible). Resolve ties in favor of the lowest region number.

MANEUVER: The AI faction disperses the region where it has the most troops.

BATTLE: The AI faction attacks the highest-threat region it occupies, or that is adjacent
to a region it occupies, for 1 damage. Resolve ties in favor of the lowest region number. Then, the AI faction attacks a second time (be sure to recalculate threat in case it has changed as a result of the first attack).

THE Al FACTION'S ALL-SEEING DIE

The AI faction spends its all-seeing die immediately after executing its first action of the round and then sets it aside to reroll next round. In the event that the AI faction can’t spend its all-seeing die after its first turn of the round, the opportunity to use it this round is lost and the die is set aside to be rerolled next round.

The Al faction uses its all-seeing die as follows:

MINE: The AI faction takes two Corra from the stockpile, then spends them immediately if able.

STRIKE: The AI faction attacks the highest-threat region for 1 damage. Resolve ties in favor of the lowest region number. The AI faction then repeats this action a second time (recalculate threat as needed).

ASSAULT: The AI faction attacks the highest threat region it occupies, or that is adjacent to a region it occupies, for 2 damage. Resolve ties in favor of the lowest region number. The AI faction then repeats this action a second time (recalculate threat as needed).

DOUBLE: The AI faction repeats the action die effect it activated on its first turn of the round. Remember, each time the AI would carry out an action or repeat an action, it will re-assess threat or other conditions as necessary.