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Robotic Chaos in the Old World
I wish to figure out how to run a game of Chaos in the Old World.
So, I thought I would have a practice.
I made and playtested 4 robots 2 years ago.
I have made Chaos In the Old World into a 0-5 player game.
I do not need your input, or anyone elses.
Please leave this thread alone.
I will make mistakes, and I will fix them.
If you absolutely MUST comment on this, send me a private message.
It is a big internet.
. . . . Please go post somewhere else.
0
Posts
AutoKhorne 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.
AutoNurgle 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!
AutoTzeentch Tzeentch
AutoSlaanesh 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.'
----
This will be a Play-By-Post game of Chaos in the Old World for 4 Robots. No invitations will be sent out for this game.
Rules in effect for this game:
Basic Set decks for Chaos cards
Basic Set Deck for Old World cards
[RULES]
[FAQ]
[Headless Hollow Rules Summary]
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.
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.
What do the Old World tokens do?
Noble - increase the VP awarded for dominating a region by one; used by Slaanesh for earning DACs
Peasant - no effect, unless an Old World card gives it one; can be killed (one hit) and saved on your player mat; sometimes VP are awarded
Skaven - decrease the resistance of a region by one, making it easier to dominate; used by the Horned Rat for earning DACs
Warpstone - count as corruption when checking for ruination; used by Tzeentch for earning DACs
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:
DIAL ADVANCEMENT BONUSES:
Nurgle: 10 clicks
Tzeentch: 8 clicks
Slaanesh: 7 clicks
Horned Rat: 8 clicks
BASE 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
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.
Up From Skavenblight - Place one Skaven token in every region, or adjacent to every region, where there is at least one Warpstone token. (Total Skaven equal to number of regions containing Warpstones.) If there are no Warpstone tokens in play, do nothing. - Discard this card instead of adding it to the Old World track.
Nurgle puts them in Kislev, Empire & Bretonnia
Bloodthirster to The Empire
Bloodletter to Bretonnia
Bloodletter to Estalia
3 Cultists in Kislev
3 cultists in The Empire
5 Cultists in The Border Princes Need a map
Discard Teleport
Discard Warp Shield
Discard Warp Shield
Play Changer of Ways in The Border Princes
3 Cultists & A Major Demon in Norsca
Khorne has 4 dice against 3 Nurgle cultists in The Empire
Khorne has 2 dice against a peasant in Bretonnia
so neat.
so short.
now lets see if editing works...
is it going to be on one line...?
FUCK. it is . The editor sure dont have it on one line.
Bah humbug.
It also says to start with that "Failed to find discussion for commenting." in a red line across the top. But reloading therpage shows that it has. BOOOOOoooo.
http://orokos.com/roll/103204
2 Khorne Dice in Bretonnia - 2hits
http://orokos.com/roll/103205
Norsca: +2 VP
Kislev: +3 VP
The Border Princes: +1 VP
Corruption Step
Norsca: +3 DAC
Kislev: +3 DAC
The Border Princes: +5 DAC
Check for ruined regions - None
Updated Victory Points:
Khorne: 0
Nurgle: 0 + 3 = 3
Tzeentch: 0 + 1 = 1
Slaanesh: 0 + 2 = 2
Board at the beginning of the End Phase
1. Remove Chaos Cards from the Board - No cards will remain.
2. Hero Tokens are resolved - None
3. Resolve Old World cards - None
4. Score Ruined Regions - None
5. Advance Threat Dials - All tick once.
Khorne:
6 - +4 VP
Nurgle:
5 - +3 VP
Tzeentch:
7 - Place 1 Warpstone
Slaanesh:
8 - +3 VP
Updated Victory Points:
Khorne: 0 + 4 = 4
Nurgle: 3 + 3 = 6
Tzeentch: 1
Slaanesh: 2 + 3 = 5
6. Check for Game end - The game does not end.
Things that need to happen:
OWC - Plunged into Chaos - Each player immediately scores 1 victory point for each Peasant token he has claimed. The player who has claimed the most Peasant tokens scores 3 additional victory points. - Discard this card instead of adding it to the Old World track.
Bloodletter in Tilea
Bloodletter in Border Princes
Cultist in The Empire
3 Cultists in Bretonnia
Rain of Pus in Kislev
Dazzle in Badlands
(M) Dazzle - 2 - During the corruption phase, one Cultist in this region belonging to each of your opponents does not count for corruption token placement.
Changer of ways in Border Princes
(M) Changer of Ways - 0 - The text effects of other Chaos cards in this region are canceled
Warrior in Troll Country
Dark Influence in Estalia, move the Noble to Troll Country
http://orokos.com/roll/103210
Khorne rolls 2 dice in Kislev - miss
http://orokos.com/roll/103211
Nurgle rolls 2 dice in Kislev - 2 hits kills Khorne Warrior & Peasant
http://orokos.com/roll/103212
Khorne rolls 2 dice in Bretonnia - 2 hits kills 2 Nurgle cultists
http://orokos.com/roll/103213
Khorne rolls 2 dice in The Border Princes - 2 hits kills 2 Tz Cultists
http://orokos.com/roll/103214
Tz rolls 1 die in The Badlands - Miss
http://orokos.com/roll/103215
state 5 should have PP and no DACs
state 6 should have no DACs and a Noble from Estalia to TC
state 7 should have a Noble from Estalia to TC
state 7 should have a Noble from Estalia to TC
No editing is tough!
Norsca: [COLOR=mediumorchid]+2 VP [/COLOR]
Troll Country: [COLOR=mediumorchid]+2 VP [/COLOR]
Kislev: [COLOR=limegreen]+3 VP[/COLOR]
The Border Princes: [COLOR=dodgerblue]+1 VP[/COLOR]
The Badlands: [COLOR=dodgerblue]+1 VP[/COLOR]
[size=3][B]Corruption Step[/B][/size]
Norsca: [COLOR=mediumorchid]+3 DAC[/COLOR]
Troll Country: [COLOR=mediumorchid]+3 DAC[/COLOR]
Kislev: [COLOR=limegreen]+3 DAC[/COLOR]
The Border Princes: [COLOR=dodgerblue]+3 DAC[/COLOR]
The Badlands: [COLOR=dodgerblue]+3 DAC[/COLOR]
Check for ruined regions - None
Updated Victory Points:
[COLOR=Red]Khorne: 4 [/COLOR]
[COLOR=limegreen]Nurgle: 6 + 3 = 9[/COLOR]
[COLOR=dodgerblue]Tzeentch: 1 + 2 = 1[/COLOR]
[COLOR=mediumOrchid]Slaanesh: 5 + 4 = 9[/COLOR]
Board at the beginning of the End Phase
1. Remove Chaos Cards from the Board - No cards will remain.
2. Hero Tokens are resolved - None
3. Resolve Old World cards - None
4. Score Ruined Regions - None
5. Advance Threat Dials - All tick once.
Khorne: 12 - Upgrade
Nurgle: 10 - Remove 1 Corruption VP
Tzeentch: 9 - Upgrade
Slaanesh: 11 - Upgrade
Updated Victory Points:
Khorne: 4
Nurgle: 9
Tzeentch: 3
Slaanesh: 9
6. Check for Game end - The game does not end.
Things that need to happen:
Khorne chooses an +1 PP
Nurgle removes a Slaan corruption in Norsca
Tz chooses +1 PP
Slaanesh chooses Cultist Upgrade (Double Hit-Points)
This is not how forums work.