Chaos in the Old World makes you a god. Each god’s distinctive powers and legion of followers grant you unique strengths and diabolical abilities with which to corrupt and enslave the Old World.
Khorne, the Blood God, the Skulltaker, lusts for death and battle.
Nurgle, the Plaguelord, the Father of Corruption, luxuriates in filth and disease.
Tzeentch, the Changer of Ways, the Great Conspirator, plots the fate of the universe.
Slaanesh, the Prince of Pleasure and Pain, the Lord of Temptations, lures even the most steadfast to his six deadly seductions.
Yet, as you and your fellow powers of Chaos seek domination by corruption and conquest, you must vie not only against each other, but also against the desperate denizens of the Old World who fight to banish you back to the maelstrom of the Realm of Chaos.
Chaos in the Old World features three ways to win, and gives you an unparalleled opportunity to reshape the world in your image. Every turn you corrupt the landscape, dominating its inhabitants, and battle with the depraved followers of rival gods. Each god has a unique deck of gifts and abilities, and can upgrade their followers into deadly foes. Summon forth living manifestations of Chaos, debased and hidden cultists, and the horrifying greater daemons - beings capable of destroying near everything in their path.
- thematic integration
- high player interaction
- apparent complexity and learning curve
- god-inflected empire conflict
- Warhammer Fantasy universe; old world battles
- mythic, faction-driven skirmishes
- Blood Rage
- Fury of Dracula
Mechanics (from transcript analysis)
- Area Control — territory influence and scoring through control
- Combat — dice/card-based combat resolution
- hand management — play cards to unleash actions and events
Video topics + discussion points
Quotes (from this video)
- Eric Lang is the rock star of board-gaming
- artwork and production matters; artwork and production matters; it's not just putting a game out
- Jamie Stegmaier... Kickstarter guru
- it's not just putting a game out, artwork and production matters
References (from this video)
- thematic area control
- good card system
- Warhammer theme
- chaos
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Remember it's only a game
- I am very much one of these people that if you go after my family or friends there will be hell to pay
- Five out of ten is average, it's a game that I would still play if you put it on the table
- I do really like closed drafting in games
- I love the way that you plan for this sort of stuff
- Power Grid is the worst contender for this, auctions in this just refuse to freaking end
- I want to see it more - the typewriter mechanic
- Area control is just kind of meh
- It's just so many of these games are just like oh we need to make a quick buck
References (from this video)
- extremely asymmetric play with clear core rules
- design and theme feel cohesive
- steep learning curve due to complexity
- heavy for new players
- extremely asymmetric yet canonical core rules
- Old World of war-torn chaos gods
- mythic, chaos-driven
- Cthulhu Wars
- Blood Rage
Mechanics (from transcript analysis)
- area control with multiple win conditions — victory can be achieved by controlling key regions or other strategic goals
- asymmetry with shared core rules — each god faction plays differently but follows the same base rules
Video topics + discussion points
Quotes (from this video)
- Diplomacy by email explicitly by email
- i don't want to sit at a table with you and play that game
- it's such a minimalistic game where the players themselves drive all of the fun and interaction of the game
- it's the first time in a game where i felt incentivized for certain strategies to die
- a box of cardboard chits that does everything that i want a game that is full of Twilight Imperium-esque plastic armies marching across the board
- there's room for betrayals, there's room for deal making
- the apex of like pure dudes on a map area control games
- my blood rage to me is where area control was starting to get played with
References (from this video)
- highly thematic and asymmetric
- teaches interesting negotiation dynamics
- learning curve
- some players may find asymmetry overwhelming
- extremely asymmetric play with tight core rules
- Old World overrun by chaotic gods
- mythic, dramatic
- Cthulhu Wars
- Blood Rage
Mechanics (from transcript analysis)
- area control with non-standard paths — control in a mythic landscape with multiple routes to win
- asymmetric actions — different factions have unique actions and victory routes
Video topics + discussion points
Quotes (from this video)
- Diplomacy by email explicitly by email
- i don't want to sit at a table with you and play that game
- it's such a minimalistic game where the players themselves drive all of the fun and interaction of the game
- it's the first time in a game where i felt incentivized for certain strategies to die
- a box of cardboard chits that does everything that i want a game that is full of Twilight Imperium-esque plastic armies marching across the board
- there's room for betrayals, there's room for deal making
- the apex of like pure dudes on a map area control games
- my blood rage to me is where area control was starting to get played with
References (from this video)
- strong theme and atmosphere
- deep asymmetric play
- high interaction
- lengthy playtime
- steep learning curve
- asymmetric area control with faction-specific powers and thematic monsters
- Lovecraftian world of Chaos in the Old World, portrayed with factions and chaotic influence
- asymmetric, event-driven, flavorful
- Through the Ages
- Twilight Imperium IV
- Risk
- HeroQuest
- Descent: Journeys in the Dark
Mechanics (from transcript analysis)
- area_control — Players vie for control of regions using combat dice and influence tokens.
- asymmetric_powers — Each faction has unique abilities and objectives driving different strategic paths.
- Dice_based_combat — Combat uses custom dice with symbols determining outcomes.
Video topics + discussion points
Quotes (from this video)
- three minute board games is committed to winning this race to the bottom
- i absolutely totally do not understand this game desperately needed testing and editing
References (from this video)
- Five unique factions with distinct units, decks, and playstyles
- Tense, high-interaction play with constant strategic choices
- Expansion (Horn Rat) enables five-player games and increases dynamic pacing
- Rich, thematic integration with Warhammer fantasy backdrop
- High learning curve and rule density for new players
- Dice luck can heavily influence outcomes in some battles
- Urban layout and token management can feel fiddly at times
- Balance nuances can appear fragile depending on faction mix and expansion rules
- Chaos gods vying to destroy and corrupt the world in their own unique ways
- Warhammer Fantasy universe, Old World
- dark, mythic, epic
Mechanics (from transcript analysis)
- area control / region domination — Players place units to control regions and score via domination and corruption.
- card management and chaos cards — Each faction uses a unique deck of chaos cards that alter regional effects, combat or economy.
- combat with dice and explosion — Battles use dice with explosion on sixes that can chain into multiple hits.
- corruption and ruin — Corruption tokens accumulate in regions; reaching certain thresholds can ruin regions and trigger ruination effects.
- dial advancement / threat dials — Each faction tracks progress on a power/threat dial, advancing to victory under specific conditions.
- limited card placement per zone — Players can only play a limited number of chaos cards in a region per turn, creating strategic tension.
- upgrades / faction decks — Dials evolve through upgrades, with each faction having unique upgrade cards and options.
Video topics + discussion points
Quotes (from this video)
- this is one of my favorite games chaos in the old world
- it's so close it's not like oh I have a few rounds to sulk this over, it's over now
- the five different factions, all completely unique, with their own decks and upgrades
- five players is optimal with this expansion; it keeps the pressure on
- the reaction of Brian is the most satisfying reaction ever
References (from this video)
- Incredible thematic design
- Asymmetric mechanics
- Gods feel authentic
- Great player interaction
- Emergent gameplay
- Replayability
- Chaos mythology
- Four Chaos Gods
- Corruption/blighting
- Divine conflict
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Superb gameplay and deep mechanism design
- Strong thematic integration with Warhammer IP
- Progression dials add meaningful growth and tension
- Multiple strategic paths to victory
- Out-of-print with aging production quality
- Miniatures are not up to modern production standards
- Board visuals and components are not aesthetically pleasing to all players
- Warhammer chaos gods vying for control
- The Old World (Warhammer Fantasy setting)
- thematic, war-driven with multiple Old Ones and unique win conditions
- Blood Rage
Mechanics (from transcript analysis)
- area control / majority — Players contest territories and influence across the board.
- Card-driven actions / spell cards — Spell cards influence play and are placed on territories to shape interactions.
- Progression dials built into the board — Dials advance as the game progresses, unlocking new powers and capabilities.
- Resource management / action economy — Power and other resources are spent to take actions and activate effects.
- Variable victory conditions by Old One — Each Old One has its own special victory condition, driving diverse strategies.
Video topics + discussion points
Quotes (from this video)
- Eric Lang designed a fantastic Masterpiece of a game in Chaos in the Old World.
- The game play and the mechanisms and the design of this game are superb.
- I want to see this come back in a really good production with beautiful artwork.
- This game looks absolutely awesome I mean it's so colorful and it's very very like 80s and 90s super colorful.
- Omega Virus let's do it restoration games bring it back.
- Roko is a wonderful game. it's a crime that this game is not in print now.
- I would love to see this Magic Realm come back in print with a big production.
- Mana War back, please bring it back somebody Games Workshop do it I want Mana War back.
- Magic Realm just looks like a blast to play.
- I would throw down $300 for this game.
References (from this video)
- strong design heritage from Warhammer world
- intricate interaction and thematic depth
- retheming challenges due to IP history
- hard to reprint due to licensing
- god-king power struggles with factions
- Old World Warhammer gods clashing
- highly thematic, asymmetric war game
- Castle in the Old World
- Chaos in the Old World (original)
- Cthulhu Wars
Mechanics (from transcript analysis)
- dynamic player interaction — interactions between factions create a tense meta-game
- Faction Asymmetry — each god has unique powers and win conditions
Video topics + discussion points
Quotes (from this video)
- these bones are there all the foundation is there to make something truly epic
- i would love to be the designer to do that
- the core mechanic is this bag management system
- it's a fantastic solo game
- the queen's gambit is a rare thing for the time a good star wars game
References (from this video)
- Strong thematic tie-in to the Warhammer setting
- Influential design for later Eric Lang games
- Solid core area-control gameplay
- Feels dated compared to newer designs
- Older balance and production traits
- chaos vs order; corruption of regions
- Warhammer Fantasy universe; gods contending for power
- grim dark, competitive area-control with lore integration
- Rising Sun
- Blood Rage
- Arcadia Quest
Mechanics (from transcript analysis)
- Area Control — players vie for control of regions on a map of the world
- faction-specific threat dials baked into the board — threat tracks influence game progression
- point-based victory via region corruption — players gain victory points by corrupting regions
Video topics + discussion points
Quotes (from this video)
- chaos in the old world feels a little bit dated
- it's marvel dice masters
- we hired a cultural consultant for this one who turned out actually to be a kiwi farmer from australia
- blood rage is still a fantastic fun game
- this game's very very easy to play very easy to teach
- i am a little bit concerned about the pillaging aspect
References (from this video)
- Balance relies on four faction interaction
- Tension and chaos create dynamic play
- Older balance may feel fragile without central balance rules
- Faction balance and chaos gods
- Warhammer fantasy world
- Thematic but competitive confrontation
- Blood Rage
- Twilight Imperium (epic scope)
Mechanics (from transcript analysis)
- Area Control — Compete to dominate map regions and complete objectives.
Video topics + discussion points
Quotes (from this video)
- this is essentially a side effect to carcassonne
- I think works best at four players
- Terra Incognita expansion which let's face it is essential for this
- you can't play Mr Nice Guy in dominant species
- Abyss just works that bit better especially much better than two
- you want four players when you're playing it
- Terra Mara is a Quined Games Edition
- the four classes of hegemony hegemony is perfectly good at threee
References (from this video)
- designed by Eric Lang; highly thematic
- asymmetric play creates varied strategies
- out-of-print status can make acquisition hard
- Blood Rage
- Rising Sun
Mechanics (from transcript analysis)
- asymmetric_area_control — four powers with unique abilities vie for control
Video topics + discussion points
Quotes (from this video)
- paint for functionality over style and paint for speed when you can
- three minute board games does not do paid content keep us Independent by supporting us on patreon
- I'm not an expert painter
- the best thing is to paint the models so they look good while you're playing
References (from this video)
- cool theme and diverse races
- cool ability to cast spells affecting territories
- miniatures and components can be bulky
- mythic war of competing factions
- Warhammer Fantasy world, Old World gods
- asymmetric, strategic
- Blood Rage
- Rising Sun
Mechanics (from transcript analysis)
- area control with asymmetry — each god faction has unique powers and goals
- Combat and resource management — dice combat and unit upgrades
Video topics + discussion points
Quotes (from this video)
- this one is sort of a pure version of Rising Sun
- you get a hand of cards
- I can't beat the miniatures in the box
- I happen to like Norse mythology so I think this one just fits me a little better than Rising Sun
- it's such a heavy theme of like you're you get you have this attachment to your brothers in arms
- City of Iron is my absolute favorite
References (from this video)
- strong thematic integration with asymmetrical play
- impressive production and table presence (dials, minis, components)
- great for players who enjoy themes and deep strategy
- heavy rules and a long learning curve
- rules teachability can be challenging for new players
- high rarity and inflated secondary-market prices can deter access
- asymmetric god-on-god conflict with personalized victory conditions and unique playstyles.
- Warhammer Fantasy Universe; a grand strategic map where four Chaos God factions vie for control.
- theme-driven, lore-rich, asymmetrical gameplay with event-based tension
- Blood Rage
- Cthulhu Wars
- X-COM
Mechanics (from transcript analysis)
- Area Control — players contest territories on a large map to accumulate points and trigger effects.
- asymmetric player powers — each Chaos God faction has distinct abilities and victory conditions, driving very different strategies.
- miniatures and theming — large, thematic components and miniatures heighten the Warhammer flavor.
- variable victory conditions / dials — each player tracks progress toward personalized goals via a dial-based system.
Video topics + discussion points
Quotes (from this video)
- this is essentially a giant Warhammer fantasy universe game where everybody plays one of the four chaos god factions
- it's a great fun game a really solid game
- I keep thinking I want to get it back to the table again and have some good fun with it
- this is a keeper for me
- the most of the game is simultaneous and proper simultaneous you know you all select a role at the same time
- this is another one of these games... rare box that with five or six players it works pretty well
- this is a really cool negotiation game
- I’ve never had such fun in some negotiation games before
References (from this video)
- Creepy atmosphere
- Asymmetric gameplay
- Engaging for non-Warhammer fans
- Demon factions battling for territory
- Warhammer Fantasy universe
- Asymmetric conflict
Mechanics (from transcript analysis)
- Asymmetric faction abilities — Each demon has unique ways of affecting the board
- Territory control — Demons compete to take over land
Video topics + discussion points
Quotes (from this video)
- they fit the halloween theme they cover the gamut of supernatural genres