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. Speaking of which, I believe this calls for some introductions.
Illpalazo 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.
doldari 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!
SeGaTai as Tzeentch
BlackRaider 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.'
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This will be a Play-By-Post game of Chaos in the Old World.
This standard BASE SET game will take the two players from the players list, one noob & one host.[RULES][FAQ][GREAT RULES SUMMARY]OP stolen shamelessly from Rend; original board graphics courtesy of MrBlarney, new graphics courtesy of 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
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 your Google Doc. 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.
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. 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. 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.
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
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.
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.
DIAL ADVANCEMENT BONUSES: Khorne: 9 clicks
Nurgle: 10 clicks
Tzeentch: 8 clicks
Slaanesh: 7 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.
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.
The Black Hole of Cygnus X-1
God Order
N > S > T > K
The Black Hole of Cygnus X-1
Even=Illpalazo as Khorne; Odd=BlackRaider as Khorne
1d6 = (2)
So,
Illpalazo as Khorne
doldari as Nurgle
SeGaTai as Tzeentch
BlackRaider as Slaanesh
All may draw their 3 pre-game cards now.
The Black Hole of Cygnus X-1
Greenskins Invade
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 an Event token in each of The Badlands, The Empire and Tilea. -
While this Old World card remains in play, each player battling in a region
containing an Event token may roll only one battle die, in total, per battle phase.
If some of a player's battle dice have different capabilities than others,
each player may choose which of his battle dice to roll.
Round 1, Draw phase
Khorne: draw 2; 5 in hand, 19 remaining in deck
Nurgle: draw 2; 5 in hand, 19 remaining in deck
Tzeentch: may choose to discard before drawing to five; 18 or 19 cards remaining in deck
Slaanesh: draw 2; 5 in hand, 19 remaining in deck
Khorne may begin the Summoning Phase when ready.
The Black Hole of Cygnus X-1
6/7 pp
Just so Im sure the trident looking tokens are Nobility tokens right? What do the hero tokens look like?
Dude looking things are nobility
Peasants are white, the trident looking tokens.
Warpstones are green.
Heroes are red with an arrow.
The Black Hole of Cygnus X-1
The Black Hole of Cygnus X-1
5/6PP
5/6 PP
5/6PP
OW Card Effects -
While this Old World card remains in play, each player battling in a region
containing an Event token may roll only one battle die, in total, per battle phase.
If some of a player's battle dice have different capabilities than others,
each player may choose which of his battle dice to roll.
Spell Effects -
Khorne is active.
The Black Hole of Cygnus X-1
4/6PP
4/6 PP
4/6PP
OW Card Effects -
While this Old World card remains in play, each player battling in a region
containing an Event token may roll only one battle die, in total, per battle phase.
If some of a player's battle dice have different capabilities than others,
each player may choose which of his battle dice to roll.
Spell Effects -
Khorne is active.
The Black Hole of Cygnus X-1
Hope I did this right. Bear with me as I get my bbcode right.
The Black Hole of Cygnus X-1
3/6PP
2/6 PP
2/6PP
OW Card Effects -
While this Old World card remains in play, each player battling in a region
containing an Event token may roll only one battle die, in total, per battle phase.
If some of a player's battle dice have different capabilities than others,
each player may choose which of his battle dice to roll.
Spell Effects -
The Empire: Dazzle - During the corruption phase, one Cultist in this region belonging to each of your opponents does not count for corruption token placement.
Tilea: Field of Carnage - No figures other than yours may be summoned away from this region while this card remains here.
Tilea: Field of Ecstasy - None of the figures in this region roll battle dice this round.
Khorne is active.
The Black Hole of Cygnus X-1
The Blood God's Call to Kislev. Moving the bloodletter in Tilea there 1/7 pp
2/6PP
1/6 PP
1/6PP
OW Card Effects -
While this Old World card remains in play, each player battling in a region
containing an Event token may roll only one battle die, in total, per battle phase.
If some of a player's battle dice have different capabilities than others,
each player may choose which of his battle dice to roll.
Spell Effects -
The Empire: Dazzle - During the corruption phase, one Cultist in this region belonging to each of your opponents does not count for corruption token placement.
Tilea: Field of Carnage - No figures other than yours may be summoned away from this region while this card remains here.
Tilea: Field of Ecstasy - None of the figures in this region roll battle dice this round.
Khorne is active.
The Black Hole of Cygnus X-1
Field of Carnage to Kislev.
0/7 PP rest
1/6PP
Slaanesh -> Nurgle to finish it up
0/6PP