Chaos in The Old World - Rules Summary
Chaos in The Old World - Rules Summary
Chaos in The Old World - Rules Summary
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These sheets are intended only for the personal use of existing owners of the game for additional reference.
Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not
benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and
used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.
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v2.1
Aug 2011
Print on card (ensure you are printing at 100% scale) laminate and trim to size.
Setup
Place the board in the center of the play area. Set each
Ruinous Powers Threat dial so its Start text is visible in
its main window.
Power Order
When the actions of one Power depend on the actions of
another, the players always act in Power order: Khorne
first, then Nurgle, Tzeentch, and Slaanesh.
Region Order
Activity that must be carried out in multiple regions at the
same time are carried out region by region, in the Region
order: Norsca, Troll Country, Kislev, The Empire, Bretonnia,
Estalia, Tilea, The Border Princes and The Badlands.
Activities carried out in region order are not considered to
be simultaneous.
One card is drawn from the Old World deck and its
italicized instructions carried out by the player with the
lowest Threat (who also makes any decisions if required).
Old World cards with the text Discard this card instead of
adding it to the Old World track are returned to the game
box after their instructions have been carried out, and the
cards on the Old World track are not affected.
Once all dice have been rolled, for each hit announce
which enemy figure or Peasant token you are targeting.
3. Summoning Phase
The players take successive turns in Power order. So after
the Slaanesh player acts, the Khorne player acts again,
with this circular order continuing until the phase ends.
When your turn to act comes, you may place one follower
figure on the board, or play one Chaos card. If this
requires the expenditure of PPs, move your power marker
to record your reduced total. When a figure/card with a
power cost of 0 is summoned/played, the marker is not
adjusted.
You must roll all of the battle dice you are entitled to roll.
For each of your dice that roll 4, 5, or 6 you score one hit.
Domination Value
2. Corruption Step
In standard region order, each player places 1 corruption
token in each region for each of his Cultists there.
Before moving on to the next region, count the total
number of corruption tokens (counting Warpstone tokens)
in the region. If this is 12 or more, that region is ruined.
If a region is ruined, the top ruination card from the
ruination card stack is placed there. Each player who
placed at least one corruption token in that region during
this game round immediately scores the number of VPs
indicated for ruiners on that ruination card.
Once the points have been scored, move on to the next
region to place corruption tokens.
If a region would be ruined, but no ruination cards
remain, the region is not ruined and no points are scored,
either by ruiners or by the players with the most and
second-most corruption tokens there.
Other Rules
Ruined Regions
When a region is ruined, it is affected by the following
rules:
a. New Chaos cards cannot be played to that region.
b. New Old World tokens cannot be placed in that
region (existing Old World tokens are not necessarily
removed).
c. During the corruption phase, no VPs are scored
for dominating that region (i.e., domination is not
checked).
d. During the corruption phase, no corruption tokens are
placed in that region.
All other normal rules remain in effect for ruined regions.
Battle still occurs in a ruined region each round, such a
region is still adjacent to other regions, it still occupies
the same slot in the standard region order, and so on.
Magic Symbols
Magic symbols have no effect of their own, but
their presence in a region is used to resolve
other effects. Certain effects can impart magic
symbols to figures.
Contradictory Effects
When effects or abilities come into apparent conflict, the
disabling effect trumps the enabling effect.
Draw Phase
During the Draw phase, the Horned Rat player draws 2 Chaos cards.
He also resets his power to 6, as shown on his Power sheet.
Threat Value
If the Horned Rats Threat is tied with another players Threat, the
Horned Rats Threat is considered lower.
Dial Advancement Condition
The Horned Rat player collects 1 dial advancement counter each
time he dominates a region that contains 1 or more Skaven tokens.
Advancing the Threat Dial
The Horned Rat players dial participates in advancing the Threat
dial as normal.
Ruination & Scoring Ruined Regions
The Horned Rats figures do not place corruption tokens, so the
Horned Rat player does not directly affect ruination. Instead, when
scoring a ruined region, his figures in that region count as corruption
equal to their power cost.
If the Horned Rat player has at least one figure in a region when it
is ruined, he is considered a participating ruiner and scores victory
points indicated for ruiners on the ruination card.
These unique abilities apply to the Horned Rats followers only.
Additional Rules
Expert-level Old World Cards
The 9 new expert-level Old World cards can be shuffled into the
Old World cards from the base game to increase variety and add a
few more challenging events.
Realm of Chaos Variant During setup, players create the Old World
deck using only the expert-level Old World cards, providing a more
difficult, semi-cooperative experience. Shuffle the 9 cards and
choose the correct quantity to create the Old World deck, depending
on the number of players. All other rules remain the same.