HOW TO PLAY CHAOTIC
CHAOTIC TCG RULE BOOK
On August 3, 2007, 4Kids
emailed most Chaotic Explorers a set of cards and a rule book in a pdf
format. I have placed the contents of the rule book below for
those of you that either do not (or cannot) use a pdf reader (e.g.,
Acrobat) or just want a quick online reference. The cards (in pdf
format) are also available for you from the links below (click on the
link or picture):
Click
here for a list of the cards in the Series 1 set
©2007 TC Websites, LLC. Chaotic® Home Focus. U.S. Pat. 5810666
and 5954332. All Rights Reserved.
CHAOTIC® TRADING
CARD GAME
DOWNLOADABLE PDF
DEMO RULES
Apprentice Rules
Object of the game:
You win the game by defeating all
of the Creatures controlled by your opponent.
Setting up a game of Chaotic
1.
Place your Creature cards face up in an inverted pyramid shape as shown. One
player will be using Frafdo, Maglax, Rellim (x2 Tartarek and Laarina. The other
player will be using Grook (x2), Kughar, Toxis, Magmon and Solvis. This will
form your side of the Battleboard.
2. Shuffle your 20 Attack cards and
place them face down off to the side as shown, this will form your “Attack
Deck.” 3. Shuffle your 10 Location cards and place them face down off to the
side as shown, this will form your “Location Deck.”
4. Your opponent should set up
their Demo Deck in the same way forming one diamond-shaped Battleboard.
TIP:
Do not worry about the other cards in the deck yet!
Battlegear and Mugic Cards are covered under the Master Rules.
Beginning the Game
Now that the Battleboard is set up,
you are almost ready to play your first game of Chaotic.
1. Each player draws the top two
cards from their Attack Deck into their hand.
2. Decide who will take the first
turn. You can flip a coin, roll a die, play Rock/Paper/Scissors; it does not
matter as long as both players agree on a random method. The player who is
taking a turn is called the Active Player. Once you have figured out who will go
first, you can begin the game.
Playing the Game
Each turn is made up of three
steps: Location Step, Action Step and End of Turn Step.
STEP 1:
LOCATION STEP:
The first thing the Active Player
does on their turn is reveal the top card of their Location Deck by turning it
face up. This Location is where all the action will take place this turn and
determines which Creature will have Initiative in combat – we will get to that
in a minute. The Location also has some other effects that are covered under the
Master Rules. When the other player becomes the Active Player, they will use
their own Location Deck to provide a Location for their turn. Now that you have
revealed the Location, it is time to get down to business!

STEP 2:
ACTION STEP:
MOVEMENT & COMBAT
Movement
1. You must move at least one
Creature each turn.
2. Each Creature may move one space
per turn in any direction, unless stated otherwise on a card.
3. You may not move a Creature into
a space occupied by another Creature you control.
4. If your Creature moves into a
space occupied by an opponent’s Creature, you start combat.
5. You may only start one combat
per turn. (The first turn of any game must have a combat since all the spaces on
the Battleboard are occupied.)


ACTION STEP:
INITIATIVE
The first thing you do once combat
begins is determine which Creature has Initiative. Look at the Initiative line
on your Location.
Most Locations favor the Creature
with the highest value in one of the four discipline scores; Courage, Power,
Wisdom or Speed. If the Initiative line lists one of these Disciplines, then
compare which of the two Creatures in combat has the higher value for that
Discipline. That Creature gets Initiative and will strike first. If the
Initiative line lists a Tribe, then the Creature of that Tribe gets Initiative.
If there is a tie (or both Creatures are of the Tribe listed on the Location),
then the Creature controlled by the Active Player gets Initiative.

ACTION STEP:
STRIKING
The Creature with Initiative
attacks first. In Chaotic, attacks are called strikes. Now that it is clear
which Creature will strike first, it is time to make an attack.
1. The player whose Creature is
striking (which might not be the Active Player) draws the top card from their
Attack Deck. That player should now have three Attack Cards in hand.
2. Choose one of the Attack Cards
in hand and play it.
3. Calculate how much damage the
Attack Card deals. (See below)
4. Place the Attack Card face up
into your Attack Discard Pile.
Attack
Card Damage:
To figure out how much damage an
Attack Card deals to the opponent’s Creature:
1. First look at the Base Damage.
All Creatures deal this damage.
2. Next look at the Elemental
Damage: Compare the Elemental symbols on the played Attack Card with the
Elemental symbols on the Creature playing the Attack Card. For each matching
symbol, deal the damage listed next to the symbol on the Attack Card.
3. All damage dealt by an Attack
Card is dealt at the same time. Use the Energy trackers on your Playmat to
record how much Energy your Creature in combat has left. Some Attack Cards have
other game effects. We will teach you how to use these effects in the Master
Rules.
FINISHING COMBAT:
Now it is the other player’s chance
to strike. Follow the same steps (1-4) explained in “Action Step: Striking.”
Both players alternate striking until one of the Creatures in combat is
defeated. A Creature is defeated when it has taken damage equal to or greater
than its Energy. When that happens, put the defeated Creature into its owner’s
Discard Pile. If the winning Creature was trying to move into an occupied space,
it will take the place of the losing Creature. If the winning Creature
successfully defended a space it already occupied, it stays in the space it
started in.
ACTION STEP: ADDITIONAL MOVEMENT
Once combat is finished, the Active
Player can continue moving any Creatures they control that have not yet moved
this turn. Creatures can only move into open spaces at this point because you
may only start one combat per turn. On
later turns, remember you can choose to move Creatures before or after combat
(there is no room to move before the very first combat of the game).
STEP 3:
END OF TURN STEP:
You must move at least one Creature
each turn. Additional movement is not required. After you have moved at least
one Creature, you may end your turn. When the turn ends, remove any damage from
Creatures which took damage but were not defeated. Effects which last "until end
of turn" end during this step. Then put the Location on the bottom of your
Location Deck and pass the turn. The other player then begins their turn
starting with Step 1.
The Apprentice Rules
just scratch the surface of what it takes to fight
in the Battledrome. The Master Rules explain how to play like an expert.
Master Rules
A complete game of Chaotic plays
just like the basic game with two new card types - Battlegear and Mugic - and a
few additional rules:
Battlegear Cards:
Battlegear are the weapons, armor
and gear that Creatures use to gain an advantage in combat. There are six
Battlegear Cards in each Demo Deck. You may equip only one Battlegear Card to
each of your Creatures. Battlegear is placed face down under the Creature,
equipping it at the start of the game. Battlegear which is turned face down is
“turned off” and has no game effect until it is turned face up. Battlegear is
turned face up when the Creature the Battlegear is equipped to becomes Engaged
(enters combat) or at the beginning of the game if the Battlegear Card has the
“Reveal at Beginning of Game” ability. You may look at your own face down
Battlegear at any time during the game, but not your opponent’s Battlegear.

Mugic Cards:
The Creatures of Perim are able to
cast Mugic spells by channeling the spirits of powerful and ancient Mugicians.
There are six Mugic Cards in your Demo Deck.
Include one Mugic Card for each
Creature in your deck. All of your Mugic Cards are held in your hand throughout
the game. Mugic Cards are played by paying Mugic counters from Creatures you
control. There are Mugic Cards for each Tribe, as well as “Generic Mugic” that
can be used by any Tribe.
To play a Mugic Card, check if it
has a tribal affiliation. If it does, then remove Mugic counters from a Creature
you control of the same Tribe equal to the number of Mugic symbols on the card.
If the Mugic Card is Generic, you may remove the appropriate number of Mugic
counters from a Creature of any Tribe.
Master Rules Additions:
When you play Chaotic at the Master
level, include these new rules:
Setup:
Set up a Master level game as follows:
1. Place all Creature and
Battlegear Cards face down.
2. After both players have finished
setting up, reveal all your Creature Cards and any Battlegear Cards which have
the “Reveal at beginning of game” ability.
3. Leave any other Battlegear Cards
face down.
4. Once all Creatures have been
revealed, place Mugic counters on your Creatures equal to their Mugic ability.
(This can be coins, beads, or any object suitable to track Mugic counters for
each creature.)
5. Each player draws the top two
cards from their Attack Deck into their hand.
6. Decide who will take the first
turn.
Creature Abilities:
Many Creatures have special
abilities. These abilities come in three types:
1. Innate: Innate Abilities
are always on. You cannot choose whether or not to use them.
2. Activated: Activated
Abilities are those which allow you to choose when to play them. These abilities
usually have a cost to play the ability. This cost might be to remove one or
more Mugic counters or to sacrifice a Creature (sacrifice means to discard it
from play). If you can not pay the cost, you can not use the ability.
3. Triggered: Triggered
Abilities tell you when they occur. There is a condition or trigger that causes
them to happen - if the trigger occurs, the ability occurs.
The
Burst:
The Burst allows both players to
respond to abilities/effects in the game.
1. A Burst begins when an
ability/effect occurs in the game. This happens whenever a player plays an
Attack Card, Mugic Card or uses a Creature or Battlegear ability. Innate
Abilities do not start a Burst, but Triggered Abilities do start a Burst.
2. After you start a Burst, your
opponent may respond to the ability or effect which started the Burst with their
own ability or effect.
EXCEPTION: When you play an Attack
Card, you get to respond to your own Attack first.
3. Both players then alternate
adding effects and abilities to the Burst. A player may choose not to add
additional abilities or effects to a Burst.
4. Once both players choose not to
add anything new to the Burst, the entire Burst is complete. No abilities or
effects on the Burst resolve until the Burst is complete.
5. Once the Burst is complete, the
abilities and effects resolve with the last thing that was added to the Burst
resolving first.
6. Abilities and effects on the
Burst continue to resolve one at a time in reverse order, with the first thing
that was added to the Burst resolving last. Other effects may not be played
while a Burst is resolving.
Attack Cards:
In addition to Base Damage and
Elemental Damage, some Attack Cards have other effects. Two common effects on
Attack Cards are Checks and Challenges. Checks ask you to see if the Courage,
Power, Wisdom or Speed on the Creature playing the Attack Card is at least a
certain number.
Challenges ask you to compare the
same stat on the two Creatures in combat and see if the stat on the Creature
playing the Attack Card is greater than your opponent’s Creature’s stat by at
least a certain amount. If your Creature makes the Check or the Challenge, then
the Attack Card will deal extra damage or have another effect.
Location Abilities:
In addition to determining which
Creature will win Initiative, Locations have other abilities which affect the
game while the Location is the Active Location. Be sure to read each Location
Card when it becomes the Active Location.
FAQ
Q: What happens if I run out of
Attack Cards in my Attack Deck?
A: If you cannot draw an Attack
Card because your Attack Deck is empty, shuffle your Attack Discard Pile
together, place it face down and use this as your Attack Deck.
Q: Are Creatures with the same name
but different statistics considered different Creatures?
A: No. Two Creatures (or cards of
any card type) are considered to be copies of the same card if they share the
same exact name.
Q: What happens if my Creature has
Fire 5 and is also equipped with a Battlegear which gives it Fire 5?
A: Both “copies” of Fire 5 work. If
this Creature played a Fire Attack Card, it would deal an extra 10 damage. When
a Creature has more than one “copy” of an ability which has a number (such as
Earth 5, Swift 1 and Intimidate 10), all of those copies will work normally.
Q: What happens when I run out of
Mugic counters but still have Mugic Cards left in my hand?
A: You will not be able to play
those remaining Mugic Cards or any ability which requires you to expend a Mugic
counter as part of its cost.
Q: Can I target Creatures outside
of battle with Mugic or abilities?
A: Yes, unless that Mugic or
ability says that only certain Creatures may be its legal target, such as:
“Target an Engaged Creature”, “Target a Creature you control” or “Target an
opposing Creature.”
Q: How do I keep track of the
Discipline and Energy numbers of my Engaged Creature as they change?
A: If you do not have a Chaotic
Playmat handy, use pencil and paper. Remember that you must always show your
opponent your Creatures’ statistics if they ask to see them!
Q: What is the difference between
beginning/end of turn and beginning/end of battle?
A: “Beginning of Turn” is the first
thing that occurs on a player’s turn. “End of Turn” is the last thing that
happens on a player’s turn. “Beginning of Battle” and “End of Battle” only occur
during a player’s Action Step and only if that player has made a move action
that starts combat.
Q: My opponent and I have both
added Mugic to a Burst. Then we both pass. After the first Mugic on the Burst
resolves, can I add a new Mugic or ability to the Burst?
A: No – once all players pass after
items have been added to a Burst, the Burst will resolve. Neither player will
gain priority until all the items on the Burst have resolved. After the Burst
has completely resolved, the Active Player will gain priority.
Q: What is the difference between
“Heal X Energy” and “Gain X Energy?”
A: “Heal X Energy” removes X damage
already dealt to a Creature this turn. “Gain X Energy” adds X Energy to a
Creature’s current Energy total.
Glossary
Activated Ability:
Abilities that have some associated cost to activate (such as the removal of a
Mugic counter). They are typically written in the format “Pay (cost) to
do (effect).”
Air X:
See “Element X”
Attack Discard Pile:
Area on the Battleboard where Attack cards are
placed when they resolve. Only Attack cards may be placed in the Attack discard
pile.
Attacking Player:
During a combat strike phase, the player whose turn it is to play an Attack
Cards is called the “Attacking Player”.
Battleboard:
An arrangement of game spaces - made up of two opposing triangles joined at
their bases - where a game of Chaotic is played. At the beginning of the game,
each space on the Battleboard will be occupied by a Creature.
Burst:
A Burst represents one or more unresolved Mugic or card abilities. A Burst is
started each time a player uses Mugic or plays a card ability. Bursts may also
be started by certain card abilities that occur automatically, such as Triggered
Abilities. In addition, playing an Attack Card during the strike phase starts a
burst.
Challenge (Discipline) “X”:
A comparison of the indicated discipline between two Engaged Creatures. In order
to win the challenge the Creature that you control must have a value in the
indicated discipline that is greater than or equal to your opponent’s Creature’s
statistic by at least the amount “X”. Otherwise you lose the challenge.
Damage:
Damage is dealt by Attack cards, Mugic, or other abilities and the total damage
dealt is compared to Creature’s energy total. Any amount of damage that is less
than 0 is treated as 0. Damage remains on a Creature until the end of each turn.
At the end of turn, all Creatures on the Battleboard have all damage removed.
When the total damage on a Creature is equal to or greater than its energy, that
Creature is defeated and moved to the discard pile
Discard Pile:
Area on the Battleboard where Mugic cards are
placed when they resolve and where Battlegear and Creatures are placed when they
are discarded from play.
Dispel:
When an ability or Mugic is dispelled it has no game effect. Mugic cards and
abilities that are dispelled are removed from the Burst without resolving.
Discipline:
Courage, Power, Wisdom, and Speed are a Creature’s disciplines.
Earth X:
See “Element X”
(Element) X:
A Creature with (Element) X deals an
additional X damage with Attack cards of the indicated elemental type. Multiple
instances of this ability on a card are cumulative.
Elemental Attack:
Any Attack Card with an elemental type is considered an elemental attack of the
associated type (or types).
Elemental Type:
Cards may have one or more associated elemental types - Air, Earth, Fire, and
Water. Elemental types on a Creature Card allow that Creature to do damage or
other effects with Attack Cards that share an elemental type with that Creature.
Some cards may be affected by game abilities based on their elemental type (for
example, see “Element X”).
Energy:
The energy of a Creature is given by its printed energy value modified by any
Battlegear, Location effects, Mugic, or card abilities that state they alter a
Creature’s energy.
Engaged:
A Creature currently involved in a combat is Engaged.
Fire X:
See “Element X”
Gain X Energy:
This ability adds X energy to a Creature’s current
energy total.
Generic Mugic:
Mugic cards without a tribal designation that may be played by a Creature of any
tribe.
Heal X:
This ability removes X damage from a Creature. This effect can not cause the
Creature’s current damage total to fall below 0.
Immune (ability):
Creatures immune to an ability can not be affected by that ability. That ability
is considered to be negated. For example, a Creature Immune to invisibility
would negate all invisibility effects in a battle (see Invisibility and Negate).
Innate Ability:
Abilities that are 'always on’ - you can’t choose whether or not to use them.
Elemental X, Swift X, and Recklessness X are examples of innate abilities.
Intimidate (discipline) X:
At the beginning of combat, all opposing Creatures’ (discipline) is
reduced by X until end the turn. This is a triggered ability that occurs at the
beginning of combat.
Invisibility (effect):
A creature with Invisibility gains the indicated effect as long as Invisibility
is not negated. The Invisibility ability negates the invisibility of other
Creatures. In addition, certain Battlegear or other effects may negate
invisibility. Invisibility may only be negated in combat at the beginning of the
combat step.
Opposing Creature:
An Engaged Creature that is controlled by your opponent. Note that this term
does not apply to all Creatures controlled by your opponent, only the one
currently involved in Combat.
Negate:
An attack, Mugic, or ability that is negated has no effect.
Play:
“To play” means a player using Mugic, using an
activated ability, or using an Attack Card during their strike phase. Other game
effects, such as triggered abilities, are not considered “played”. The action of
“playing” a Mugic or ability consists of all steps of the process from the
announcement of the Mugic or ability to be used through the paying of costs. The
action of “playing” an Attack Card likewise consists of all steps of the Attack
Card selection process.
Range:
A keyword ability that indicates that a Creature may move through occupied
Battleboard spaces during its move. Creatures only initiate combat when they end
their movement in a space occupied by an opposing creature.
Recklessness X:
Recklessness does X damage to the Creature with Recklessness when it resolves.
This ability is a triggered ability that triggers when an Engaged Creature with
Recklessness plays an Attack Card.
Sacrifice:
A cost or an effect which results in the removal of a card you control. That
Creature is immediately placed into the discard pile along with any equipped
Battlegear. A sacrifice may not be prevented by other game effects.
Source:
The source of a Mugic Card is the Creature who played that Mugic. The source of
an ability is the card on which the ability appears. The source of an Attack
Card is the Creature who played that card.
Support (discipline) X:
A Creature with Support improves its disciplines by being adjacent to other
Creatures of its tribe. The indicated discipline is increased by X for
every adjacent Creature of the same tribe controlled by the same player.
Multiple copies of support are cumulative.
Swift X:
A Creature with Swift can move an additional X spaces on the Battleboard.. For
example, a Creature with Swift 1 may move a total of 2 spaces on the Battleboard.
However, a Creature with Swift still cannot move through occupied spaces.
Multiple copies of Swift on a Creature are cumulative
Tribe:
All Creatures in the game have an associated tribal designation. Currently there
are 4 different tribes. These are OverWorld, UnderWorld, Danian, and Mipedian.
In addition, other cards in the game, such as Mugic, may also have a tribal
designation. Finally, all Creature abilities are considered to have the tribal
designation of the source Creature.
Triggered Abilities:
A triggered ability gives a specific time or event which causes the ability to
be activated. When that time or event occurs, these abilities are resolved.
Triggered abilities create a Burst. If more than one ability is triggered at the
same time, the Active Player adds their abilities to the Burst in any order.
Then the defending player resolves abilities in a similar manner.
Water X:
See “Element X”
For a historical perspective, we have kept
the "old" pre-pre-release rules on our site, if interested, see the
Chaotic Rules Archive
All text and
images on this page are ©2007 TC Websites, LLC. Chaotic® Home Focus. U.S. Pat.
5810666 and 5954332. All Rights Reserved.
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