Ludexv2026.11.01-65114139Tycoon: India 1981Official rulebook ↗

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Solo and 2 Players: AIPL

The AIPL automated opponent: setup, difficulty decks, its standing rules and what it does in each phase, plus solo with two AIPL.

How the AIPL works

Tycoon is built for 3–4 players. With fewer, AIPL (“Automaton India Private Limited”, a government company) fills the table so the game always plays like a 3-player game: 1 AIPL with 2 humans, 2 AIPL in solo. The humans carry out its moves.

AIPL cards of the three difficulty levels

The 52 AIPL cards have 1, 2 or 3 gears on the back: 18 level-1, 18 level-2 and 16 level-3 cards. Each card has an instruction for each of phases 1–3 and a row of actions for phase 4.

Setup with AIPL

  1. Set up a normal 3-player game, but remove the 3 Planning Commission B cards about leftovers: Promoters in hand, Promoters in the Strategy Pool and money in hand.
  2. Build each AIPL’s deck from the difficulty tables; shuffle it face down by its player area.
  3. Give the AIPL a colour, a seat and its pieces: Player card, 8 discs, 9 plants, 9 shares (30–70).
  4. Start player: a human — an AIPL can’t be the first Tycoon, though it can win the role later.
  5. Starting Influence: in its turn it takes the highest Influence space still free, and gets no Promoters.
  6. Starting Policy: the one whose Politics bonus gives it the most Influence; on a tie, the leftmost.
  7. Corporate Agenda: one drawn at random, kept hidden.

Difficulty decks

Two players — one 36-card deck:

AIPL levelLevel 1Level 2Level 3
Microenterprise18180
Small Business18108
Corporation121212
Industry Giant4814

Solo — two separate 18-card decks, one per AIPL:

Your levelDeck A (L1 / L2 / L3)Deck B (L1 / L2 / L3)
Entrepreneur18 / 0 / 00 / 18 / 0
Magnate12 / 6 / 06 / 6 / 6
Tycoon6 / 12 / 00 / 6 / 12
Balanced Twin6 / 6 / 66 / 6 / 6
Legendary3 / 7 / 83 / 7 / 8

When a deck runs out, shuffle its face-up pile into a new deck.

AIPL rules

SituationThe AIPL…
Money and PromotersHas unlimited amounts, keeps none and never spends any. If it would take money from a human, that human pays the supply; if it would pay a human, the human takes it from the supply
Strategy PoolNever adds or removes Promoters; can always take a Strategy space it is told to
Merit cardsKeeps them face down and never plays them; each is worth 10 Asset Value at the end
Influence and FavorGains them like a human
Choosing an IndustryTakes the highest Asset Value (leftmost on a tie); unbuilt cards go in a row to the left of its Player card, newest on the left
Choosing a PolicyTakes the one with the best Politics Influence (leftmost on a tie)
Strategy spacesCovers the leftmost free space of the type shown, with its cheapest share, then gains the bonus if it can
Sector stepsMoves like a human and gains the bonuses
Wild sector stepsInto the leftmost of the 2 Endgame Favor sectors; if that is blocked or full, the other; if both are, it skips
Conglomerate bonusThe one with the most Influence
Choosing an opponent (Policies)The one with most Asset Value; ties to higher Influence
ScoringLike a human: Asset Value, Influence, Favor and its Agenda
NeverTakes Muster or Loan, or is affected by Headline cards

Phase by phase

Whenever the AIPL must decide in phases 1–3, flip the top card of its deck face up and follow that phase’s line.

PhaseWhat to do
1. RegionOnly if the AIPL is Tycoon: flip a card and move the pawn as shown (for example “next region clockwise”, or “nearest region anticlockwise with the most AIPL plants”)
2. Policy bidAfter the humans reveal, flip a card: the AIPL bids the Promoters shown
2. RevenueIt just collects and pays (using the supply for humans)
2. National Projects, round 3Don’t flip: draw the top card and set it aside face down
2. National Projects, round 6Draw another card; the AIPL gains the better Influence + Favor of the two cards; discard both
3. Industry bidFlip a card on each of its bidding turns. The number is an increase over the current bid, never a total. Starting as Tycoon: lowest open Asset Value + the number. It passes if the number is 0 (unless it opens) or if the current bid is above the card’s limit. If it passes on the first lap it doesn’t bid again
4. ActionsFlip nothing. It uses the actions on its current face-up card, left to right, one per turn, skipping any it can’t do, and marks them with its action tokens on the card. Once they are used or impossible, every remaining action is Politics — the only action it may repeat

Action instructions

InstructionThe AIPL…
Build in the metroBuilds in the active metro; if taken, in the first empty city clockwise from it
Build in a named regionFrom the active metro, follows the road anticlockwise to the first empty city in that region
Share of least InfluenceBuys the cheapest share of the opponent lowest on Influence
Share of most built Industries…of the opponent with most built Industries (tie: lower Influence)
Share of highest-valued share…of the opponent whose next share costs most (tie: lower Influence)
Strategy: SalesCovers the leftmost Sales space and gains nothing
Strategy: LobbyCovers the leftmost Lobby space and takes a Policy by its Policy rule
Strategy: OfficeCovers the leftmost Office space and places a plant where its Build line says
Strategy: AdvertisingCovers the leftmost Advertising space and gains the Influence
Strategy: ExportCovers the leftmost Export space and takes a wild step
Strategy: Administration (Industry)Takes the open Industry with the most Influence or Asset Value, as the card says, and puts a plant on it; no 10 Cr / 2 Influence bonus
PoliticsGains Influence and Merit cards from its Policies’ Politics bonuses, plus 1 Favor token

Solo

Set up a 3-player game with two AIPL, A and B, each with its own 18-card deck from the solo table. Run both by the same rules. Each AIPL is an opponent of the other as well as of you, for shares, Policies and every “opponent” choice.

Rules

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