Credits of Chaos
Adam Bloom for his rocking Handtracker site.
FWD for the awesome board app.
Rend for the comprehensive OP.
Darian for bringing order to chaos as games manager and our resident rules lawyer.
Welcome to
Chaos in the Old World, Fantasy Flight Games' boardgame take at Games Workshop's famous fantasy IP. In this game, players take the role of one of the four Ruinous Powers of the universe (and a fifth, uninvited guest). Speaking of which, I believe this calls for some introductions.
XiV as Khorne
Khorne loves long walks on the battlefield and nights alone with the recently deceased. He enjoys handywork, and has even so constructed a throne for himself from nothing but the skulls of the living. He's always on the lookout for new blood - in the most literal sense possible - earning him the title of "The Blood God." If Khorne were a flavor of ice cream, he would be Berserk Banana.
SBeast as Nurgle
The other white meat! Or in this case, possibly white pus. Nurgle, now with 300% more pestilence! This is Great Unclean One with the new Nurgle Treatment, and you won't believe it! Have you ever been traveling around, and all of a sudden you wish you had brought your horrific ailments with you? But how are you going to fit it all in your bags? Well that's easy with the new Nurgle (or as we should say, the Old Nurgle)! Watch as it spreads the epidemic over the entire countryside as you pass. And if you order now, we'll throw in this free plaguebearer. Call now!
FunkyWaltDogg as Tzeentch
Ardor as Slaanesh"Working for Khorne? It's ok, I guess, but I worry about my future prospects. You know how I'm probably going to die? Not enough blood left in my neck. You know how those Slaanesh dudes over there are probably going to die? Too many orgasms.
You can see my consternation." - Khorne Thrall
As the Prince of Pain and Pleasure, some might say that Slaanesh 'goes both ways.' His followers don't quite have a 'lust for battle,' but enjoy the 'corruption' of the aristocracy. He finds subtle usurping 'invigorating,' and sometimes even so much that he just has to release his 'keeper of secrets.'
iamtheaznman as the Horned Rat
The Horned Rat does not exist, nor is there such thing as the ratmen that worship it. Scholars have concluded that claims of an empire of vicious verminfolk are nothing more than stories invented to frighten the very young. Any reports of having sighted these "skaven" is seen as spreading discord amongst the faithful and, naturally, quite blasphemous. The skittering and scratching you hear deep below you at night is naught but the fevered workings of your imagination. If you insist that you have seen these creatures, please see your nearest witch hunter to be summarily executed for your blatant heresy.
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This will be a Play-By-Post game of Chaos in the Old World.
[RULES][FAQ][EXPANSION RULES]OP stolen shamelessly from Rend (and this particular OP stolen from Rorus Raz); board graphics courtesy of MrBlarney as adapted by FunkyWaltDogg
Previous games, aka recommended reading before playing, are linked from the
CF Boardgame Index
General discussion thread for Chaos in the Old World is
available here
Posts
The Old World Phase
Every turn one old world card will be drawn, and its effects will be resolved. If there are any choices to be made, the power with the least threat will make those choices. (Threat is determined by who has advanced their victory dial the farthest)
Note: There are only 7 cards in the Old World deck. If the cards have been exhausted, the game ends at the end of the turn. If nobody has achieved a victory condition, the Old World has won- and all players lose.
The Draw Phase
The Summoning Phase
Khorne
Nurgle
Tzeentch
Slaanesh
Horned Rat
Starting with Khorne, each player may either summon 1 figure or play 1 chaos card. In order to do so, you spend Power Points. The cost for figures is the circled value on your power's card. Then there are also attack and defend stats, which will be explained in further detail in The Battle Phase.
Chaos Cards each have a cost directly following their name in Handtracker. Additionally, if the cost of your card is followed by M, that means there is a magic symbol on it. If you play that card onto a region, that region gains 1 magic symbol.
Chaos cards are played directly onto one of the nine regions. Each region only has room for 2 cards, but they are cleared at the end phase after all effects are resolved.
If a player chooses neither to summon nor play a card, he passes and his power points go to 0. He may not play again this phase.
Additionally, if a player reaches 0 power points for ANY REASON, they may not play again this phase, EVEN IF THAT PLAYER HAS 0-cost cards or effects. Once you reach 0 power points, you are out of the turn phase, and are skipped until the next turn.
If you have no figures on the board, figures may be summoned to any region. If you have at least one figure on the board, you must summon to that region or an adjacent region. Figures may be summoned either from your reinforcements, OR from the board itself. There is no discount for summoning figures from the board, it simply allows you to move figures instead of summoning new ones if you wish. You may summon a figure from a region in order to place him in an adjacent region even if none of your other figures are adjacent to that region (ie, a single figure can "walk" across the entire map alone).
When making a play during the summoning phase, your entire post should be colored properly. All summoning phase plays should include the PP (power points) remaining, and you should fully quote the text of any Chaos cards played in addition to linking the played card in Handtracker.
The Battle Phase
You may not allocate more hits than necessary to kill an opponent.
You must allocate all hits.
Any figures which are killed will die at the end of the phase. However, unless the hits which killed it happened before normal dice are rolled, they may still return fire.
The Corruption Phase
In the Domination step, each player's domination value is calculated for each region. This value is equal to the PP cost of any chaos cards that player has played on the region, plus the number of figures (number, not attack power) that player has in the region. If this number exceeds the region's resistance (which is the number by the region's name), and that player has the highest domination score, that player dominates the region and gains Victory Points equal to the region's number.
If two players are tied for first, or if the top player is tied with the region's resistance, no VPs are awarded. Additionally, no VPs are awarded for ruined regions.
In the Corruption step, each cultist a player has in a region adds one Corruption Counter to that region. An exception to this rule is the Horned Rat, whom is incapable of adding corruption at all. If a region should reach 12 or more corruption counters, it then becomes ruined.
When a region becomes ruined, it indicates that the Chaos has taken it over so completely that it is no longer even recognizable. It is now a hellish, daemonic wasteland. First, one of the 5 ruination cards is flipped (the cards go in order, so the values are the same from game to game). Each player who put a corruption counter on the region DURING THE STEP IT WAS RUINED gains a small amount of VPs instantaneously, decided by the card. Also, a Horned Rat player will receive these points as well if he or she has figures occupying the region at the time of its ruination. Later this turn, the player with the most and the second most Corruption in the area gain a large lump sum of VPs as well. After the region is ruined, NO VPs will EVER come of the region again.
If two players are tied for first, they add the first and second place values together and split them. If two players are tied for second, they split second place. If there is no second place, and only one player has counters, the second place VPs are wasted. Again, the Horned Rat is a special case, and any figures present at the time of scoring will count as corruption equal to the figure's cost. For example, a Clan Rat (1) and a Rat Ogre (2) would count as three corruption when scoring a ruined region.
If, at the end of the turn, all 5 Ruination cards have been flipped, the game ends and the player with the most VPs wins the game.
The End Phase
1. Remove Chaos Cards from the Board
2. Hero Tokens are resolved - meaning that in any region with a hero token, the daemon with the highest threat in that region must sacrifice one figure, as the hero kills it.
3. Resolve Old World cards - If a card on the Old World track asks for a resolution during the end phase, this is when it happens.
4. Score Ruined Regions - this is the step when first/second place ruination is scored
5. Advance Threat Dials - If you have fulfilled your victory dial condition at least once, you turn your dial one click. If you have fulfilled your condition more times this turn than any other player, you turn your dial two clicks. This dial gives various rewards, including Upgrades, VPs, and control of the tokens on the board.
6. Check for Game end
The game end conditions are checked one at a time, in this order:
Dial Victory
Victory Point Victory
All 5 ruination cards drawn (most VPs wins)
No cards in the Old World deck (All players lose)
In the case of a dial victory tie, the player with most VPs wins. If they are tied, the victory is shared.
In the case of a VP victory tie, the player with the highest threat wins.
How do I gain victory points?
1. Dominating regions at the end of the battle phase
2. Helping to ruin regions by placing corruption counters on them during the step in which ruination occurs
3. Ruining regions and having most or second most counters on the region
4. Sometimes, by advancing your victory dial
5. Some chaos cards can grant you victory points.
The most reliable points come from Domination, while the quickest points come from ruining regions.
How do I advance my dial?
NURGLE: Gain 1 advancement token each time you place 2 or more corruption counters in a populous region in a single phase
TZEENTCH: Gain 1 advancement token for each region with 2 or more magic and/or warpstone tokens in which you placed 2 corruption counters with cultists this turn.
SLAANESH: Gain 1 advancement token for each region with at least 1 hero or noble in which you placed 2 corruption counters with cultists this turn.
HORNED RAT: Gain 1 advancement token for each region containing at least one skaven token that you dominate this turn.
Every player with at least 1 token gains 1 click on the victory dial. Each turn the player who gained the most tokens this turn gains an additional click on the victory dial. In the case of a tie, neither player gets 2 clicks.
Useful information:
2. Troll Country
3. Kislev
4. The Empire
5. Bretonnia
6. Estalia
7. Tilea
8. The Border Princes
9. The Badlands
PLAYER MATS:
Khorne Nurgle Tzeentch Slaanesh
Errata: Dial advancement for two corruption, not one.
Nurgle: 10 clicks
Tzeentch: 8 clicks
Slaanesh: 7 clicks
Horned Rat: 8 clicks
AVAILABLE UPGRADES:
Khorne Upgrades:
Power of Blood - +1 PP per turn
Deluge of Ferocity - Draw 3 cards instead of 2 each turn
Bloodsworn - Stats: (1/1/1)
Bloodletters - Bloodletters strike first and inflict casualties before opponents return fire
Bloodthirster - Counts as 3 figures for domination value
Nurgle Upgrades:
Provender of Ruin - Score 3 VP each time a region is ruined
Lepers - A Leper's cost is 0 if placed in a region where you have no other figures. A given leper may only be summoned for free once per round.
Plaguebearers - When an opponent kills one of your plaguebearers in battle, inflict one hit on any figure in the same region belonging to that opponent
Great Unclean One - Immediately place two corruption tokens in a region when you summon a Great Unclean One there
Tzeentch Upgrades:
Deluge of Magic - Draw to 6 cards per turn instead of 5
Acolytes - When summoned from the board instead of your stockpile, an Acolyte may bring a Warpstone token if present from its origin to its destination
Horrors - When you summon a horror, you may place it on an empty card slot in that region. Only you may play cards to that slot while the horror remains.
Lord of Change - A Lord of Change has 2 magic symbols.
Slaanesh Upgrades:
Power of Pleasure - +1 PP per turn. If you have power of pain and power of pleasure, total +3
Seductress - New stats (1/0/2)
Daemonettes - In battle, Daemonettes can only be hit on a die result of 6
Keeper of Secrets - At the beginning of the battle phase, choose any cultist or warrior in this region. Control it until the end of the round or until your keeper of secrets is killed, whichever comes first.
MORRSLIEB UPGRADES
Khorne Upgrades:
Vengeance - In any region where you are rolling at least one battle die, you may roll one additional battle die.
Bloodsworn - Each Bloodworn counts as two figures toward your domination value of any region that it occupies.
Bloodletters - You gain two victory points each time you kill a figure in a region containing a Bloodletter.
Bloodthirster - Once per round during the summoning phase, you may summon a Bloodthirster for 0 power into a region that contains six or more corruption tokens once per round.
Nurgle Upgrades:
Infested Colony - When you dominate a region, place two corruption tokens in that region.
Lepers - When your Lepers place at least one corruption token in a region during the corruption phase, you may place one additional corruption token in that region.
Plaguebearers - When a Plaguebearer is killed during the battle phase, place one of your corruption tokens in that region.
Great Unclean One - For every figure you kill in the same region as a Great Unclean One, you may place one corruption token in that region.
Tzeentch Upgrades:
Well of Power - During the summoning phase, instead of summoning a figure or playing a Chaos card, you may spend one power point to draw one Chaos card.
Acolytes - Once per round during the battle phase, you may discard a card from your hand to cancel one hit assigned to one of your Acolytes.
Horrors - When you play a Chaos card with a magic symbol, you may immediately summon a Horror to that region for 0 power.
Lord of Change - When you summon a Lord of Change into a region, you may place one Warpstone token in that region.
Slaanesh Upgrades:
Rise to Glory - When calculating domination in a region, each noble token adds one to your domination value in that region.
Seductresses - When summoned from the board (rather than from your stockpile), a Seductress figure may bring a Noble token (if present) from its origin region to its destination region.
Daemonettes - When you summon a Daemonette into a region, you may take control of an opponent's Cultist in that region until the end of the turn. (Place the Cultist next to the Daemonette as a reminder.)
Keeper of Secrets - A Keeper of Secrets counts as three Noble tokens.
Horned Rat* Upgrades:
The Under Empire - You treat all regions with Skaven tokens as adjacent regions. When a region is ruined, you may immediately move any number of your figures from that region into one adjacent region.
Clan Rats - When you summon a Clan Rat into a region where you do not currently have any Clan Rats, you may summon one additional Clan Rat to that region for 0 power.
Rat Ogres - Opponents cannot assign hits to Clan Rats until they first assign enough hits to kill all Rat Ogres in the region.
Vermin Lord - You may summon a Vermin Lord from the board (rather than from your stockpile) for 1 power.
HOW TO MAKE A BATTLE ROLL:
Alternatively, you can make battle rolls via orokos (thanks, Infidel!)
Battle dice probabilities:
We'll be using both google-docs and admanb's handtracker for this game; you'll need to make an account for the handtracker and PM me an email address.
Once the game begins, you'll use the "Draw to hand" command on handtracker to draw cards. To play cards or discard them, click the "Play" button on the card in your hand, then link the action in the thread with the name of the card.
Darian's Personal Unofficial FAQ for the Horned Rat:
[My ruling - 7 cards for 4 or 5 players, 8 for 3, regardless of the Horned Rat's presence.]
[My ruling - This is the biggest one. For now, I'll go with the FAQ which states that one DAC may be earned per phase per player. I'm going to interpret this as meaning that the condition must be met entirely within a phase. If I could only have one ruling from FFG, this is the one I want clarified.]
[My ruling - Yes, it must be adjacent since it does not say "in any region".]
[My ruling - A big one; I like that Khorne has a way to get around the things that mess with the battle phase, so I'm going to go with a strict interpretation of the text. Things that specify "battle phase" do not trigger from a Rampage battle, but things like Vengeance (which only mentions battle dice) do.
Trigger: Vengeance, Bloodbath, Skulltaker, Bloodletters, Great Unclean One, Pleasure Shield, Strength in Numbers, Vermin Outbreak
Do not trigger: Choking Stench, Plaguebearers, Warpstorm, Havoc, Transmorgrify, Acolytes, Shroud of Secrets, Greenskins Invade, Electors Sue for Peace]
[My ruling - Yes; nothing in the card locks the units in place.]
[My ruling - Yes, you make the choice to move or not separately for each god. And all the ones you move must go to the same region.]
[My ruling - Yes; move, place, same thing. Replacing corruption is removing + placing.]
[My ruling - Yes; move, summon, place, same thing. And it looks for the source of the movement, not the owner of the figure.]
[My ruling - This is unclear, but doesn't seem overpowered to me, so I'll allow it. The "immediately" in the [COLOR="Cyan"]Horror[/COLOR] upgrade gives it a sense of urgency that says it happens before the text of the Portal is resolved.]
[My Ruling - As written, it just cancels one hit. So the next hit can still kill your acolyte, and you cannot save it.]
[My ruling - Only triggers if Tzeentch does the summoning. Warp Portal, yes, Lambs to the Slaughter, no.]
[My ruling - Yes; once they cannot assign hits to other targets, the hits must still be assigned to something, if possible.]
[My ruling - Since they didn't specify, as they did for the KoS in the base set, I'm going to guess they intended the control to persist, regardless, so I'll rule yes. This also implies that Slaanesh can summon the cultist away without losing control, just as with Soporific Musk in the base game.]
[My ruling - The same; the Horned Rat must have more figures than each opponent, individually, or else there is no effect. The effect is all or nothing.]
Also, are regions with a Skaven token considered adjacent to all other regions, or just to other regions containing Skaven tokens?
[My ruling - Timing of this happens after the contributing bonus for presence, so that the same rat can take part in more than one ruination.
Regions containing Skaven are adjacent to each other, not to all regions.]
[My ruling - Yes, a ruined region can be chosen. For the second part, I'll stick with the card as written and say yes; since the region does not ever contain an Event token it remains a valid choice.]
K -> R -> N -> T -> S for preference.
Also, I should probably note that we'll be playing with the rules for DACs as interpreted by Darian (among others), and not Rorus. That means that the rules will be same for all the Chaos Gods - dial advancement conditions can be satisfied once per phase per region.
Ack, forgot that part, thanks. For this game, the answer is no.
Thanks - went on to the next player on the regular sign up list.
R -> T -> N -> K -> S
So we've got:
XiV as Khorne
SBeast as Nurgle
FunkyWaltDogg as Tzeentch
Ardor as Slaanesh
iamtheaznman as the Horned Rat
Permissions have been updated in Handtracker - everyone should draw their first three cards.
Alas, poor Khorne, we hardly knew ye.
Electors Sue for Peace
Remove all Event tokens from the board and remove any Old World cards bearing the Twin-tailed Comet icon from the Old World track. Then, place one Event token in each of The Empire and one other region. -
During the battle phase, no battle dice may be rolled in regions where there is at least one Event token.
The Horned Rat to choose where the other Event token will go.
Afterwards, Tzeentch may choose to discard one card (discards are done just by playing the card on handtracker, then linking it here).
Draw 2, 5 in hand, 19 left in deck
Draw 2, 5 in hand, 19 left in deck
Draw 2 or 3, 5 in hand, 19 or 18 left in deck
Draw 2, 5 in hand, 19 left in deck
Draw 2, 5 in hand, 19 left in deck
Once the Horned Rat and Tzeentch have made their respective decisions, Khorne is active to begin the first summoning phase.
Bloodletter to Bretonnia
5/7 PP
Look at what the event says. Read it very carefully.
In the old deck, you had to put up with that shit. Not anymore: you have one way around it.
Leper to Kislev.
5/6 PP
Glean to Troll Country.
6/6 PP
Since we're all pretty new to these cards, the text:
6/6 PP
Peace (no battle dice in Event regions during the battle phase) is active
Chaos effects:
Kislev: Festival (+1 PP gained when enemies summon)
The Horned Rat is active
Needs more ratsesssss.
Edit - 6/6 PP
4/7 PP
Adjacent? Adjacent.
Leper to the Empire.
4/6 PP
5/6 PP
The Black Hole of Cygnus X-1
6/6 PP
5/6 PP
Peace (no battle dice in Event regions during the battle phase) is active
Chaos effects:
Kislev: Festival (+1 PP gained when enemies summon)
Tilea: Festival (+1 PP gained when enemies summon)
Khorne is active
Bloodletter to Troll Country
2/7 PP
3/6 PP
Acolyte to Troll Country.
4/6 PP
5/6PP