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.
texasheat 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.
Not being played this game.??? 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!
admanb as Tzeentch
mi-go hunter 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.'
Cerberus as Cthulhu
...the Old or Ancient Ones, the Elder Gods, of cosmic good, and those of cosmic evil, bearing many names, and themselves of different groups, as if associated with the elements and yet transcending them: for there are the Water Beings, hidden in the depths; those of Air that are the primal lurkers beyond time; those of Earth, horrible animate survivors of distant eons.
"Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!"
Daemonis 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.
----
This will be a Play-By-Post game of Chaos in the Old World for 5 players. Old World deck will be voted upon, as well as how to, or not, nerf the Khorne Bloodletter upgrade. Invitations will be taken from the discussion thread and offered to the top 4 players on the main list & a host.[RULES][FAQ][EXPANSION RULES][Headless Hollow Rules Summary][mi-go hunter's Cthulhu Rules]Credits of Chaos
Adam Bloom for his rocking Handtracker site.
FWD for the awesome board app.
Mr.Blarney for the original design of our PbP board.
Rend for the comprehensive OP.
Darian for bringing order to chaos as games manager and our resident rules lawyer.
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
Cthulhu
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, who 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 tick. If you have fulfilled your condition more times this turn than any other player, you turn your dial two ticks. 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.
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 Horned Rat DIAL ADVANCEMENT BONUSES:
Nurgle: 10 ticks
Tzeentch: 8 ticks
Slaanesh: 7 ticks
Horned Rat: 8 ticks
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 admanb's handtracker for this game; you'll need to make an account for the handtracker (if you haven't already).
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.
The Black Hole of Cygnus X-1
He replaces one of the four Chaos gods. His turn order is after Slaanesh's, but before the Horned Rat's. The setup if Cthulhu is in play should be:
If Tzeentch is not in the game, replace Warpstones with peasants.
If Slaanesh is not in the game, replace Nobles with peasants.
- 3 Warpstones
- 2 Nobles
- 2 Skaven
- 2 Flooding
Flooding Markers function exactly like Hero tokens. There are 6 in all.Cthulhu
The One who Lays Dreaming
Draw Phase: Draw two Chaos cards.
Dial Advancement Condition: Place a counter on your dial each time you place two or more corruption tokens in a region with a Flooding token.
Starting PP: 6
Cthulhu has 1 Greater Daemon, 3 Warriors, and 7 Cultists.
Fishermen (Cultist) - Attack: 0 Defense: 1 Cost: 1
Deep One (Warrior) - Attack: 2 Defense: 1 Cost: 2
Star Spawn (Greater Daemon) - Attack: 3 Defense: 3 Cost: 3
Cultist Upgrade: Opponents must assign hits to your Deep Ones before assigning hits to your Fishermen.
Warrior Upgrade: When a region is ruined, gain 4 VP if you have at least one Deep One in that region.
Greater Demon Upgrade: Before the battle phase, choose whether your Star Spawn will gain +2 attack or strike early hits.
Plans in Motion Upgrade: Instead of playing a Chaos card or summoning a figure during the Summoning Phase, you may spend 1 PP to remove an enemy cultist from a region with a Flooding token.
Ascension to Rl'yeh: Before the summoning phase, choose two card slots among any regions with Flooding tokens. Only you may play cards in those slots this round.
Here are Cthulhu's chaos cards:
Unnerving Presence - 2 Select an opponent. Move up to three PP worth of his figures from this region to an adjacent region. (x3)
The Abyss - 0 This card covers up both card slots in this region, if the other is empty. (x3)
The Deep - 1 (M) Flooding tokens in this region remove figures from the board at the end of the battle phase (in addition to the end phase). (x2)
Unleash the Sea - 1 When you play this card, you may place a Flooding token from the stockpile in this region, or move a Flooding token from any region to this region. (x4)
Wrath of the Sea - 1 The attack of your Warriors and Greater Demons in this region is increased by one for each flooding token in this region. (x3)
Strength of the Sea - 1 The defense of your figures in this region is increased by one for each Flooding token in this region. (x3)
R'lyeh Rising - 3 (M) When an opponent summons a figure into this region, that opponent loses VP equal to the PP cost of that figure. (x2)
Blessing - 0 (M) Replace one of your cultists in this region with one Warrior. If you have no Warriors in your stockpile, nothing happens. (x4)
Finally, here is Cthulhu's dial:
Cthulhu's threat should be the same as the Horned Rat. If his threat is equal to the Horned Rat's, his threat is considered lower.
The Black Hole of Cygnus X-1
Slaanesh/Tzeentch > Everyone else
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Cthulhu or Slaanesh>K>T>HR>N
Edit - Thanks for running this Stever, you are a star! I was worried I wasn't going to get my fix of Chaos for a bit...
•Cthulhu Start
1.Remove 1 Cultist or Warrior
2.Upgrade Card
3.Score 3 VP
4.Upgrade Card
5.Remove 2 Cultists and/or Warriors
6.Upgrade Card
7.Score 5 VP
8.Cthulhu Victory!
I still kept the Place 1 Flooding Token.
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I think it is quite a strong effect, it is a heavy reason for Khorne to not target you in Round 1 as not only does he have to worry about Flood tokens but you can just unsummon his warrior at the end of the round. But your call either way.
Also I have just noted one change to the Chaos cards that needs to be changed in order for Chtulhu to fall in line with the other gods. Cthulhu has six 0 cost cards, (3 and 3) the other gods with the exception of Tzeentch have seven. I would remove either one of the place a flood token cards or one of the ones that means the flood tokens are done in the battle phase as well.
I probably shouldn't play Cthulhu after having suggested changes. Seems a bit wrong.
I think the 3 VP in the beginning will help Cthulhu, so I will leave it that way.
Should I replace the flood tokens take effect during the battle phase with The Abyss (free card that covers both card slots)? @Cerberus
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Sure, let's go with that then.
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Morrslieb Chaos Cards.
Base Set Old World Card deck.
Khorne Bloodletters upgrade is 1 VP/kill.
Since Cerb was in the first Cthulhu test game & wants to give C a try, he gets it.
texasheat as Khorne
admanb as Tzeentch
mi-go hunter as Slaanesh
Cerberus as Cthulhu
Daemonis as The Horned Rat
All may draw their 3 pre-game cards now.
The Black Hole of Cygnus X-1
Norse Reavers
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 Bretonnia, Tilea and The Empire.
Finally, place one Peasant token in each region. -
In the end phase when Old World cards are resolved, remove one Peasant token
(if able) from every region where there is an Event token.
Round 1, Draw phase
Khorne: 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
Cthulhu: draw 2; 5 in hand, 19 remaining in deck
Horned Rat: 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
Right, went back and looked it up, lightseagreen seems very appropriate!
Because I am keen...
Glean in Norsca.
6/6 PP
Shroud of Secrecy in Estalia, 5/6 PP
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5/6PP
Unleash the Sea - 1 When you play this card, you may place a Flooding token from the stockpile in this region, or move a Flooding token from any region to this region.
(New Flood token)
Spell Effects -
Estalia: Shroud of Secrecy - During the battle phase, opponents must assign hits to Peasants and other opponents' figures before assigning hits to your figures.
The Badlands: Warp Token Cache - If you dominate this region, place this card on your power sheet. You may discard this card from your power sheet at the beginning of the summoning phase to immediately gain two power points.
Khorne is active.
The Black Hole of Cygnus X-1
5/7 PP
5/6 PP
Corrupt from Within in Tilea, moving the peasant there to Estalia.
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5/6PP
The Abyss - 0 This card covers both card slots if the other is empty.
3/7 PP
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Spell Effects -
Norsca: Skitterleap - If you dominate this region, you may immediately move any number of your figures from this region to one adjacent region.
Estalia: Shroud of Secrecy - During the battle phase, opponents must assign hits to Peasants and other opponents' figures before assigning hits to your figures.
The Badlands: Warp Token Cache - If you dominate this region, place this card on your power sheet. You may discard this card from your power sheet at the beginning of the summoning phase to immediately gain two power points.
Tzeentch is active.
The Black Hole of Cygnus X-1
Acolyte to Tilea.
4/6 PP
This gives me +3 VP
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