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Cthulhu Wars Bot asks itself if each step can be performed – if yes, it does that step. If there’s more than one place the step can be done after considering a step's built-in preferences, determine randomly. When there are multiple choices from a space and multiple choices to a space, both, then randomly determine the to space first, and then the from space randomly based on that. When moving toward something, tiebreak where tiebreak is unspecified by aiming for the closest such thing, choosing among parallel routes randomly. When certain units are preferred over others to do an action, first check, do the preferred units have an adjacent destination, then the less preferred units -- then, do the preferred units have a destination two spaces away, then the less preferred units, and so on.
Example: Black Goat wants to do Black Goat Expand to Move into or toward new spaces, and it says "Prefer to do this with ghoul, then fungi, then dark young." First check, can any ghouls do this by Moving adjacent, then check fungi, then dark youngs; then check, can any ghouls do this by heading toward a space two spaces away, then fungi, then dark youngs; and so on.
When choosing a unit to do a thing among several units that could and no priority is stated, isolate the from space first and then choose randomly among the eligible units in that space, unless a combat dice threshold is mentioned, in which case use the unit(s) with the most combat dice.
If the bot cannot do the action using preferred units, or onto a preferred type of space, etc. it may still do the action among non-preferred candidates. For example, if the bot is to attack and prefers to attack the winning human player, but cannot, it still may attack someone else.
If the step cannot be done or would not be done, go to the next step.
The bot always takes any gate it can, with the most expensive unit it can, except it prefers any other unit to a high priest, and except Daemon Sultan leaves one chaos gate empty if it has two others and needs its spellbook for an empty gate during the doom phase. However, during its own turn, the bot temporarily switches gate control to the least expensive unit it can, while deciding what to do, and then switches back at the end of its go or before Battle. For example, Back Goat bot switches to cultists on gates, decides what to do, does it unless it's Battle, and then switches back to Red Sign dark youngs on gates. (This usually can be done mentally by the bot caretaker.)
The bot always sacrifices a high priest that finds itself with a human enemy's noncultist and no friendly noncultist, or with a human enemy's GOO and no friendly GOO. Similarly, Cthulhu Bot always Devolves an acolyte in the same situation. The bot knows that other bots do this when calculating combat dice to decide what to do e.g. Sleeperbot knows that Cthulhubot will Devolve if Tsathoggua Moves onto a green acolyte where Cthulhu isn't present.
Any bot at 0 power will sacrifice one high priest to do I Win, Breadbasket Crisis, Protect GOO, or Love Capture, if the opportunity presents itself.
When calculating combat dice to decide what to do, the bot assumes that free and nominally beneficial prebattle actions would be taken, e.g. that Cthulhu will Devour the cheapest unit, that CC will use Seek and Destroy, that an enemy Invisibility will take away the most friendly dice, that Windwalker will Howl, etc. However when the opponent is human and those actions have a cost e.g. Energy Nexus/Capture Monster, the bot does not assume that that will happen.
When calculating combat dice to determine how many units to take to another location, use the highest-dice units first so as to have to bring as few units as possible. For example, if the bot needs to put equal dice or higher onto or toward the gate of a certain enemy player, the bot will first see if this is possible with its GOO Moving adjacent (meeting all the "safety requirements"), and if not, then its highest-dice other unit Moving adjacent; and then GOO Moving two spaces, and then highest-dice other unit Moving two spaces; and so on.
Opener bot uses Dragon Ascending the moment this would net the bot 8+ power, unless the bot can immediately spend power first, in which case it does and then uses Dragon Ascending.
Invasion bot uses Eclipse the moment any opponent is Hated, except never during rounds one or two.
If the bot has Unlimited Battle, or some other unlimited action (Black Goat Summon, for example), then always run through the list again after its go, checking to see if the unlimited action has become the action it wants to do, and if yes, do the unlimited action. When running through the list a second (or third, etc.) time, reroll dice for modules that are done upon a die roll. Do the same for Move -- check if the next action the bot would do is another Move with different units, and also do that.
The bot always chooses the following spellbooks first (or as soon as possible after the stated event when taking over for a human player who didn't take that spellbook):
Spellbooks wrote:Cthulhu - Submerge upon Awakening Cthulhu, no Y'ha-Nthlei unless there's an enemy gate in the ocean
Black Goat - Thousand Young upon Awakening Shub, Red Sign upon any other event, Necrophagy after that, then Blood Sacrifice
Crawling Chaos - Thousand Forms upon Awakening Nyarlathotep if 1+ power remaining; Thousand Forms next if didn't choose it when Nyarlathotep was Awakened; Madness then Seek and Destroy next in any other circumstance
Yellow Sign - Screaming Dead upon Awakening King; Third Eye upon Awakening Hastur
Opener of the Way - If Dragon Ascending could immediately be used to gain 8+ power, take that; else, first choose They Break Through then Dragon Ascending
Sleeper - With Cthulhu playing: First Ancient Sorcery then Demand Sacrifice then Burrowing. Without Cthulhu playing: First Capture Monster then Burrowing then Demand Sacrifice. In either case, skip Capture Monster and Demand Sacrifice until next time if Tsathoggua has never been and is not being Awakened
Windwalker - Arctic Wind upon Awakening Ithaqua; Cannibalism upon any other event; Herald of the Outer Gods always last
Tcho-Tchos - First choose Heirophants then Tablets of the Gods
Ancients - First choose Festival then Brainless then Extinction then Consecration
Bubastis - Catnapping upon Awakening Bastet; Ailurophobia then Catabolism upon any other event
Daemon Sultan - Chaos Gate then Consummation
Invasion - Blood Offering upon Awakening Baphomet, else Eclipse if an opponent is Hated and use Eclipse immediately, unless it's rounds one or two; Hellgate upon Portending a Lord's Shadow, Entropy Siphon upon Portending a second Lord's Shadow, Infernolatria otherwise
The bot chooses other spellbooks to acquire randomly, except it never chooses a spellbook that concerns a unit it currently has none of, unless that spellbook would cheapen the cost of that unit (or unless that's all that's left). The bot never takes neutral spellbooks.
When placing high priests, Tcho-Tchos always prefers to place them at a gate where it has no other high priest.
When required to give a boon to another player (Ancients, Sleeper, etc.), always choose bot first then human; use losing player as tiebreaker. When harming another player and the procedure gets the bot to a space with more than one candidate e.g. could attack either of two human players in a given space, use winning player unless specified otherwise.
The bot sacrifices things and suffers other bad effects in this order: acolyte not on gate; cheapest monster not on a gate; acolyte on gate; cheapest terror; anything else on a gate; cheapest GOO (lose Rhan-Tegoth before losing Ithaqua); but for combat, see combat section.
Invasion exiles things to Baphomet in this order before it has its Lord's Shadow spellbooks: Gryllus not a guard, gryllus that is a guard, larvae on Lord's Shadow, larvae on neither Lord's Shadow nor portent, larvae on portent, fiend not a guard, fiend that is a guard
After obtaining those spellbooks, Invasion switches to standard order
The bot never helps pay for a bot's Thousand Forms or Ghroth, but always offers to pay fair share rounded down for human player's Thousand Forms or Ghroth. When using Ghroth, hit winning human player. For Entropy Syphon, only the bots who would lose doom will pay their fair share, as determined by dividing up among only those factions -- but no bot will pay 4+ power.
For Blood Offering, bots will pay a cultist for 3 doom, or a cultist for 2 doom when the bots themselves are Hated, if they can pay with non-gate cultists; but if Invasion itself is Hated, the bots demand +1 doom, and if Invasion is another bot then they accept -1 doom, and bots won't pay if they haven't gotten out their GOO yet.
No bot holding Baphomet's Fury ever attacks an enemy with only 0-cost units present.
Once using the normal flowchart, the bot always skips any action that would take it to 0 power (except Invasion) if it has available actions that cost 0 power, except Black Goat will not sack cultists in this way unless it has 6+, and is at 2+ power, and Tcho-Tchos will never sack a gate during the first round, and Ancients will never give everyone their most expensive monster during the first round. If the action the bot wants to do would take it to 0 and the bot has 2+ power, do not then do a cheaper action farther down the list that costs 1+ -- instead, start over and consider only actions that costs 0. For example, a bot with 3 power that wants to Build a gate but has a free action remaining does not then Summon a unit that costs 1 -- it skips the Build and does the free action. Here are the normal free actions:
The bot always reveals its elder signs to go over 30+ doom with six spellbooks or to make everyone lose, except that during the Doom Phase, it waits until the end of the Doom Phase to do so (in the hopes of tricking opponents into not ritualing when they should).Free Actions wrote:Cthulhu: Emerge
Black Goat: Sack two cultists, only if 6+ cultists and 2+ power; Summon ghoul when Thousand Young active
Crawling Chaos: Thousand Forms
Yellow Sign: Give someone 3 doom
Opener: None
Sleeper: Lethargy
Windwalker: None (Hibernation is free, but WW bot only uses it per the flowchart)
Tcho-Tchos: Sack starting gate, only if 3+ power and never the first round
Ancients: Give everyone monsters, never the most expensive monster the first round; Summon an un-man if I have Festival
Bubastis: None
Daemon Sultan: Psychosis; Unstable Power for net 0
Invasion: Goes ahead and goes to 0 power anyway
Invasion always reveals elder signs during the action round if Baphomet is in the same space as any opposing unit that has combat dice. During the doom phase, Invasion follows the normal rules for revealing elder signs.
Guards: Some of the modules below refer to "guards." A "guard" is the last monster that is with a friendly cultist, GOO, or terror. If several monsters are with one or more friendly cultists, GOOs, or terrors, the last monster to leave the space (or be removed from it) is the guard -- all but one of the monsters are not guards. Some instructions call for double guards, in which case the last two monsters are the guards. Terrors and GOOs themselves are never guards. Certain modules will exclude other units from being guards for that module -- for example, Black Goat sometimes does not count ghouls as guards. An "unguarded" cultist or GOO is a cultist or GOO with no friendly monster in its space.
Hated marker: From the perspective of the bot, each human player can take on a status called "Hated." Once a human player is Hated, the player is Hated for the rest of the game, and a marker can be put down beside that player permanently.
A human player becomes Hated when that faction has elder signs and doom both equal to or exceeding the following thresholds (elder signs first):
0/14; 1/13; 2/11, 3/9; 4/8; 5/6; 6/4; 7/3; 8/1; 9/0
Opener, Tcho-Tchos, Ancients, and Daemon Sultan begin the game Hated.
Being Hated matters for certain modules below.
Claw marker: Cthulhu will sometimes take a Claw marker when Submerging. This changes where he Emerges.
Snowflake marker: Windwalker will keep track of the player on whom it wants to use Ice Age, by putting a Snowflake marker on that player. Windwalker only has one such marker, and so it moves the marker when it wants to put it on someone else.
Windwalker Shortest Path: If Windwalker is playing, determine the shortest path from one Windwalker glyph to the other not including the spaces with the glyphs themselves. On a tie, determine every tied path. (On the three-player Earth map, for example, this will be every ocean space except the Arctic, and then also Asia.) Each of these spaces is a "WSP" space. The bots will somewhat avoid doing certain things on WSP spaces. No space is a WSP space once Windwalker has its spellbook for its alternate glyph gate.
Winning player, losing player: The bot will sometimes need to have an opinion on who is winning or who is losing. The bot considers "winning" to be the highest (doom + (elder signs x 1.66)), and uses highest number of spellbooks acquired to break a tie. It of course considers "losing" to be the lowest (doom + (elder signs x 1.66)), and obviously uses lowest number of spellbooks acquired to break a tie. Whenever the tiebreak needs another tiebreak, decide among the tied factions randomly.
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Setup
Opener, Ancients, and Invasion will not set up in any space that is adjacent to fewer than four other spaces if they can help it, and will not set up in ocean if Cthulhu is playing.
If Invasion is playing, Cthulhu never puts a portent in the ocean. No faction will put a portent adjacent to itself, and Windwalker will avoid putting a portent on the WSP. The above is of course limited by legality
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First Round
All bot factions follow a special series of actions on the first round. They will do these actions one-by-one on the first round until any of the following things occur:
- Any other faction puts any unit into any space they are in (except Daemon Sultan, who ignores the enemy unit)
- Ancients gives everyone their most expensive monster
- They complete all the actions and still have power remaining (because somebody gave them power)
- They can't complete the next action in the list
When any of those things occur to a bot, that bot stops following the special first-round series of actions, and begins using the normal flowchart for the rest of the game.
If Sleeper makes everyone lose 1 power, a bot will partially abandon the special series. All bots will take the bolded actions whether Sleeper makes everyone lose 1 power or not, but then will abandon the nonbolded actions if Sleeper makes everyone lose 1 power, unless Ancients has given the bot in question 1+ power before so abandoning.
Cthulhu
Abandon if Cats are human
1. Move an acolyte to an empty space (prefer no portent, then not next to Black Goat, then prefer ocean, prefer not Windwalker glyph if Windwalker is human)
2. Build a gate
3. Summon a deep one at my new gate
4. Summon a shoggoth at an unguarded cultist
5. Summon a deep one at my start area
Black Goat
{On a die roll of 1-4 and neither Crawling Chaos nor Sleeper is playing} Give Black Goat a marker called Red Sign
1. Summon dark young, then sack two acolytes, take Red Sign
2. Move dark young to a space with only a human enemy cultist; if none, to an empty space (prefer no portent, prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
3. Capture cultist; if can't then Build a gate
4. Build a gate; if can't, Recruit a cultist
5. Recruit a cultist
{If the die was 5-6 or Crawling Chaos is playing or Sleeper is playing}
Abandon if Cats are human
1. Move an acolyte to an empty space (prefer no portent, prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
2. Build a gate, then Summon one monster at each of my gates, prefer most expensive combo possible that nets a monster at every gate, within that prefer dark young at my start space
Crawling Chaos
Abandon if Cats are human
1. Summon a nightgaunt
2. Move an acolyte to an empty space (prefer no portent, prefer not next to Black Goat, then prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
3. Build a gate
4. Summon a nightgaunt at an unguarded cultist
5. Move a nightgaunt onto a lone cultist or nothing but cultists belonging to a human player out of power; if none then bot out of power
6. Capture cultist
Yellow Sign
1. Move an acolyte to an empty space (prefer no portent, prefer not next to Black Goat, then prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
2. Awaken King, take Passion
3. If still at 3+ power, Build gate at King; if at 2 power, Desecrate at King
Opener
{On a die roll of 1-4}
Abandon if Cats are human
1. Move an acolyte to an empty space (prefer no portent, prefer not next to Black Goat, then prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
2. Build a gate
3. Summon a mutant at my new gate
4. Summon a mutant at an unguarded cultist
{If the roll was 5-6}
Abandon if Cats are human
1. Summon abomination
2. Beyond One onto a lone enemy cultist, prefer human player
3. Capture cultist, if can't then Build gate
4. Build a gate, if can't then Summon a mutant (this would only happen if someone gave me power)
Sleeper
Abandon if Cats are human
1. Move an acolyte to an empty space (prefer no portent, prefer not next to Black Goat, then prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
2. Build gate
3. Summon formless spawn in start space (Primeval, at new gate)
4. Summon wizard at an unguarded cultist
Windwalker
Abandon if Cats are human
1. Move an acolyte to an empty space (prefer no portent, prefer not next to Black Goat, then prefer land if Cthulhu is playing)
2. Build a gate
3. Summon a wendigo at my new gate
4. Summon a wendigo at an unguarded cultist
5. Hibernation
Tcho-Tchos
Abandon if Cats are human
1. Move an acolyte to an empty space (prefer no portent, prefer not next to Black Goat, then prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
2. Build a gate
3. If I didn't start with a high priest, remove my starting gate (taking Hierophants and therefore getting a high priest)
4. If I removed my starting gate, rebuild it
5. Summon a proto-shoggoth at my second gate
6. Summon a proto-shoggoth at an unguarded cultist
However, on Primeval:
Abandon if Cats are human
1. Move an acolyte to an empty space (prefer no portent, prefer not next to Black Goat, then prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
2. Build a gate
3. Summon a proto-shoggoth at my new gate
4. Remove my starting gate (taking Hierophants and therefore getting a high priest)
5. Summon a proto-shoggoth
Ancients
1. Give all factions their cheapest monster and take Festival
2. Summon an un-man
Abandon if Cats are human
3. Move an acolyte to an empty space (prefer no portent, prefer not next to Black Goat, then prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
4. Build a gate
5. Summon an un-man at an unguarded cultist
6. Move a different acolyte to an empty space (prefer no portent, prefer not next to Black Goat, then prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
7. Summon an un-man
8. Build a gate
Bubastis
1. Capture human player's cultist. If unable then do next step
2. Go to 1 unless you just came from there this go. Move an "excess cat" onto a lone human player's cultist. Prefer Hated. (An "excess cat" is an Earth cat beyond the count that would be needed to fill every opponent start space). If none then do next step
3. Go to 1 unless you just came from there this go. Move all Earth cats onto maximum different opponent start spaces, take Ailurophobia (and Catabolism if this hit all start spaces). Move maximum Earth cats in this way even if I can't move all of them
4. If I don't have Ailurophobia, pay 2, take Ailurophobia; if I didn't do that, do this for Catabolism; otherwise do next step
5. Summon a Mars cat at maximum Earth cats
6. Summon most expensive cat affordable, with Mars cat if able then with maximum Earth cats
7. Move cat off the Moon onto maximum Earth cats
Daemon Sultan
1-6. Psychosis an Acolyte, but if unable then go to next step (prefer no portent, prefer not next to Black Goat, then prefer land if Cthulhu is playing, prefer no WSP if Windwalker is playing, prefer not Windwalker glyph if Windwalker is human)
7. Build a gate where there are no enemies
8. Summon a Thesis larvae
Invasion
1. Summon a gryllus
2. Summon a gryllus
3. Awaken Baphomet
4. Road to Hell (see step below for procedure)
5. Road to Hell (see step below for procedure)
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Action Flowchart:
★ I Win: If revealing elder signs would put me at 30+ doom, and I have five spellbooks, earn or take my last spellbook, sacking acolytes or gates, or paying power, regardless of the board state; also Move to share spaces or be in spaces if necessary, including multiple units, if this will grant the final spellbook
★ Breadbasket Protect: If an enemy noncultist with no GOO is with 3+ of my cultists and I have no noncultist there (Windwalker ignore if Ithaqua is out unless Cthulhu is playing,Bubastis skip this)
Summon my cheapest noncultist there
If not then move a noncultist there, leaving guarded cultists guarded
★ Protect GOO or yothan: Cthulhu (the GOO, not the faction) ignore this step unless Opener has Dread Curse of Azathoth
Crawling Chaos with Seek and Destroy and with available hunting horror ignore this step unless Opener has Dread Curse of Azathoth
Sleeper with Ancient Sorcery and Cthulhu playing ignore this step unless Opener has Dread Curse of Azathoth
Windwalker Recruit acolyte at Rhan-Tegoth if at alternate glyph and need that spellbook
Tcho-Tchos needing GOO death spellbook ignore this step unless Opener has Dread Curse of Azathoth
Bubastis do not move GOO off of enemy gate for this
Invasion ignore this if Baphomet is with 3+ larvae or on Road
- If own GOO or yothan is unguarded:
Black Goat Summon ghoul at Shub; if unable, self-Avatar with RSDY if at empty gate, and Shub and cultists will end up guarded; if not then self-Avatar such that Shub ends with most dice, and all guarded cultists remain guarded
Yellow Sign Awaken Hastur at King if GOO is King; if unable, Desecrate if GOO is King and any monsters in pool
- Otherwise, Move GOO or yothan onto most nonzero friendly combat dice but do not abandon cultists, use Screaming Dead, or He Who will not be Named, use Arctic Wind if 0-die units could come with; unless Summon single non-yothan unit can add even more dice than the Move will or would have, in which case do the cheapest Summon that does this; Black Goat then use Fertility afterward after if Guard Cultist by Summon has now become the step I would select
If can't, then Summon cheapest noncultist onto this GOO or yothan, Cthulhu do not Summon last deep one, Black Goat then use Fertility afterward after if Guard Cultist by Summon has now become the step I would select, Ancients do not Summon yothan
If can't Move, other escape, or Summon as above then Move monster onto this GOO or yothan (prefer not a current guard, and never a guard of a gate owner, different GOO, or yothan); Yellow Sign: if unit to Move is byakhee, Shriek all byakhee instead of Move but Shriek must leave one monster in each space (if can't then just Move)
If can't, then Recruit acolyte onto this GOO or yothan
If can't do any of above, then Move this GOO or yothan but do not abandon cultists:
a. onto max friendly units
b. if none then away from all human enemy combat dice, prioritizing toward friendly units
c. if surrounded then onto fewer human enemy combat dice while counting players with 0 power as 0 dice, using Avatar, Screaming Dead, or He Who will not be Named if necessary, prioritizing toward friendly units; if Scream or He Who, go again unless Scream is action I would select again
If Move occurred, Move more units if any Move has now become the step I would select
★ Need GOO: Awaken a GOO, but never the first round except King or Baphomet. Prefer not to Awaken on Unholy Ground:
a. Cthulhu: If impossible purely because of lack of gate on starting space, converge all units, highest dice first, toward starting space leaving guard + gate cultist at each gate
b. Shub-Niggurath: Only Awaken Shub if currently have 5+ acolytes and/or Red Sign dark youngs (RSDY). If Red Sign marker, Awaken Shub at most cultists
c. Nyarlathotep: At most cultists.
d. King in Yellow: If impossible purely because Yellow Sign has all units on gate spaces, Move acolyte to human-enemy-free gate-free space; or move noncultist to gate-free space, using Shriek if necessary; if no such adjacent space and Shriek not possible, Move toward such a space
e. Hastur: If impossible purely because King is not on gate, build a gate at King; if can't then Scream with all undead (or just Move if can't) toward friendly gate if power could be 10+ on arrival after multiple such Screams or Moves; if Scream then go again
f. Yog-Sothoth: If impossible purely because Opener lacks spawn of Yog-Sothoth, Summon spawn of Yog-Sothoth if at 10 or more power
g. Tsathoggua: If Tsathoggua is dead and has previously been Awakened, Ancient Sorcery Cthulhu, but not if this leaves cultist with no noncultist. Then, if Awaken is impossible purely because Sleeper lacks formless spawn, Summon formless spawn if at 11 or more power, or 7 or more power if Ancient Sorcery Cthulhu is causing Tsathoggua to cost 4.
h. Rhan-Tegoth: If I have an acolyte or high priest in my pool, and I need my alternate gate spellbook, and there are no enemies on my alternate glyph, Awaken at my alternate glyph. Otherwise, Awaken with most friendly units then fewest enemy units
i. Ithaqua: Never Awaken rounds 1-2. If impossible purely because of lack of gate on starting space, converge all units, highest dice first, toward closer starting space leaving guard + gate cultist at each gate
j. Ubbo-Sathla: If impossible purely because Tcho-Tchos lack high priest, Recruit high priest if at 9 or more power
k. Bastet: If missing cats, and I have my "Earth cats off the Moon" and "in every enemy start space" spellbooks, Summon the most expensive missing type of cat I can afford, prefer with most other cats off Moon. Prefer to Awaken Bastet in eligible space with most own units. If impossible because all spaces have enemies, Battle where most favorable die differential
l. Thesis: Never Awaken rounds 1-2 unless it's for 8 power. Otherwise, Summon Thesis larvae if there isn't one. Awaken for max cost possible if Antithesis isn't out, and for 0 if Antithesis is out. Give 2 power to Invasion, else to losingmost bot who isn't Opener, Tcho-Tchos, Ancients, or Bubastis -- otherwise, give 1 power to all opponents. On re-Awaken, prefer to Awaken Antithesis first if Antithesis total cost is cheaper; prefer Synthesis if total cost is the same
m. Antithesis: Summon Antithesis larvae if there isn't one. Give an elder sign (not to go over (doom + (elder signs x 1.66) = 30)) to Invasion, else to the losingmost bot who isn't Opener, Tcho-Tchos, Ancients, or Bubastis -- otherwise, give 1 doom to all opponents. On re-Awaken, prefer Thesis first if Thesis total cost is cheaper; prefer Synthesis if total cost is the same
n. Synthesis: Summon Synthesis larvae if there isn't one.
o. Baphomet: Summon gryllus first if there isn't one, Awaken Baphomet at gryllus. Prefer gryllus on Road toward Portent end. If no gryllus are left then Awaken Baphomet at larvae
p. Any but Invasion: If impossible because I have no gate, build one; if no cultists on spaces without gates, converge all units, highest dice first, toward empty space, if none then enemy space, prioritizing where I can have max dice arrive during this go, with having max units arrive during this go as tiebreaker. For Invasion, if impossible because I have no place to Summon gryllus, converge all units, highest dice first, toward Lord's Shadow
★ Love Capture/Sleeper Strike:
a. If Sleeper, Capture Monster or Cultist, unless I can roll 6+ dice at Tsathoggua and need that spellbook
b. else if Sleeper, check: Sleeper has Demand Sacrifice, or dice after pre-battle must be 6+ if I need that spellbook
AND if Cthulhu isn't playing or I don't have Ancient Sorcery, Sleeper dice after prebattle must be > (enemy dice + 5) (respect Energy Nexus + Capture Monster)
AND if Cthulhu isn't playing or I don't have Ancient Sorcery, Enemy dice must be < (3 x units Sleeper would have there after prebattle);
if yes (or didn't care), Battle; if no, Capture Monster; if none then Capture a human player's cultist
c. if Crawling Chaos and need capture spellbook, capture any unit, else capture a human player's unit
d. If Cthulhu, and I need spellbooks from combat, capture a human player's unit except not the last unit there if I need my "one death" spellbook, and not the second-to-last of a player's unit if I need my "two deaths" spellbook, and not the third-to-last if I need both;
e. If Invasion, and I need Capture spellbook (relevant opponent present) or I do not have enough captures to avoid having to exile units to Baphomet (any opponent), pay doom to Capture; otherwise do not do not pay doom to Capture; but always pay power
f. if I am not those factions, or if I am Cthulhu but do not need spellbooks from combat, then Capture a human player’s unit, except Bastet never capture the last enemy cultist from a space
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