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.
- great balance of asymmetry, theme, and dice
- high replayability with multiple factions and expansions
- strong thematic integration with Warhammer setting
- can run long (roughly 2.5–3 hours)
- bookkeeping can be challenging
- Array
- Warhammer Fantasy universe
- asymmetric demon factions vying for human kingdoms
- Bang! The Card Game
Mechanics (from transcript analysis)
- Area Control — the map gets crowded as armies expand; human skin board tightens under ruination
- Area Control / Map Crowding — the map gets crowded as armies expand; human skin board tightens under ruination
- Asymmetric play — four demon god factions with different bonuses and play styles
- Dice rolling — combat and resolution rely on dice
- end game bonuses — dials tick up toward demon goals, ending the game or awarding points
- Endgame/Progress Dial — dials tick up toward demon goals, ending the game or awarding points
Video topics + discussion points
Quotes (from this video)
- Chaos just has this fun balancing act of each demon trying to do what's right for them but also keeping an eye on the other demons to make sure they don't get too strong in what they want to do
- the human skin board just gets increasingly tighter
- the score at the end of the game is the number of points in your weakest category
- this is such a cool game and look at this box art
References (from this video)
- Distinct theme-meets-mechanics integration
- Highly interactive, with shifting alliances and betrayals
- Fast cycles of tension despite deep mechanics
- Balance concerns due to theme bias
- Rule complexity can be a barrier to new players
- Array
- Warhammer Fantasy setting, Chaos gods vying for power
- dynamic, theme-driven competition among factions
Mechanics (from transcript analysis)
- card drafting — Card draw drives player actions and tensions between factions.
- Card drawing — Card draw drives player actions and tensions between factions.
- Faction asymmetry with unique gods — Each god-faction has its own distinct abilities and playstyle, creating asymmetrical play.
- Two-card limit per region — Regional action economy constrained by card limits to manage escalation and interaction.
Video topics + discussion points
Quotes (from this video)
- I really like the one versus many gameplay of it.
- The Rebels and the Empire player also changes over time as they get more experience points too.
- If the empire player is picking a different doctrine, the way you have to approach the campaign can actually be quite different.
- you can change history.
- the Europe scoring card, having painted all the battleground countries of Europe red on turn two and win the game immediately.
- this game is wonderful. I've played it over 40 times now, and every game is a blast.
- the card drawing and the two card limit per region mechanisms
- the gods, they bicker amongst themselves. Sometimes in an alliance, sometimes in a state of total war.
- I've spent many hours arguing over who is and is not a Sylon.
- I would basically want to play this game all the time if I could.
References (from this video)
- 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
- Combat: Dice — 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)
- 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 — control in a mythic landscape with multiple routes to win
- area control with multiple win conditions — victory can be achieved by controlling key regions or other strategic goals
- 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
- Asymmetric Mechanics — different factions have unique actions and victory routes
- 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)
- 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 — Players place units to control regions and score via domination and corruption.
- 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.
- Combat: Dice — 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)
- 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)
- 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
- Combat: Dice — 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)
- 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