Chaos Kingdoms Board Game – How to Play & Setup, a Kickstarter Preview
do you want to learn how to play chaos kingdoms in this video we're going to take you through the rules for this game in detail so that you can be ready for your game night coming up hi I'm tank and I'm Stella we're from eople niversity our main mission here to explain board game rules clearly on videos we do a lot of overview flock playthrough and how to play just like this one so if you're new here please consider subscribing if you haven't already done so now let's get to the rules in chaos kingdoms 2 to 6 players take on the role of a hero and a faction attempting to rule the chaos kingdoms at its core the game is a move and encounter and character building game players will move around the map drawing encounter cards and facing them in order to gain experience points as well as Luke as the game goes on players will cash in their experience points for more attack points which they'll use to meet their final objectives the game can be won in three ways by capturing and then enshrining yourself into five cities on the board by assembling the tesseract which requires fighting and defeating before Jabbawockeez or simply stealing the Jabbawockeez tesseract pieces from players who have already defeated them or by fighting each other and becoming the last player standing the game is lighthearted plays with a good deal of luck and allows you to immerse yourself in the mythology of the kingdoms which comes in a separate book explaining the characters and locations you'll encounter at the time that we released this video the game is an active project on Kickstarter and so what we're showing you is a prototype copy of the game the rules aren't and components may not be final to set up the game put the board on the table and shuffle the encounters and loot cards and then determine a first player then in turn order each player carries out all of the following steps firstly choosing a hero and faction car which they will play with through the game as well as taking a stats card the player takes the faction token the 5 hexagonal faction city tokens and 5 Life Points if the player's hero or faction card grants attack points these are taken in red attack points like so I'll talk more about attack points shortly then the player chooses his or her starting hex which must be a hex showing no black and white icon and must be at least 5 hexes away from any other player who has placed a token then if there are any of the 4 Jabberwocky tokens left the player chooses one of those and chooses its starting location which once again must be on a non icon hex and at least 5 hexes away from other Jabbawockeez continue until all players have chosen their faction and hero and setup in this manner and if there are any Jabbawockeez remaining keep going clockwise around the table placing them according to these rules until they're all placed you're now ready to play a player turn in chaos kingdoms is broken into two steps movement which is usually controlled by the roll of a die and allows the player to move up to that many hexes across the board and then in action actions can involve visiting cities facing encounters battling opponents and a couple of other options after the player has taken a single action play passes to the next player clockwise and so on around the table until one player has met one of the three wind conditions to move in most cases the player will roll one die and then move up to that many hexes around the board the player may stop short of that number of hexes and the only real restriction is that the player cannot end his or her movement on the same hex where he or she started a player may move into a water hex when doing this the player may spend any number of movement points before entering the water but his or her movement will stop on the water if the player begins his or her movement on a water hex then the movement can only ever be one hex the exception to these rules is if the player has flight or teleportation in which case he or she may treat a water hex as any other hex flight or teleportation can be on the players hero or faction cards or through effects which are gained during the game the player then takes one action in his or her destination hex there are five main options the player may face an encounter may visit a city on the board may attack a city on the board may trade loot items with another player or may battle with a player or Jabberwocky on the board and will now go through each of these in sequence first we'll look at Encounters encounters can be faced in any hex on the board showing a black and white icon except for this icon this icon here the star inside a circle represents a city and players cannot face encounters there so if the player entered the adventure hex of Hagemeyer he or she could draw one encounter card the other way to face an encounter is if the player ends in a non icon hex not a city and not an adventure hex the player may roll a die looking for an encounter if the player rolls a six then he or she may draw an encounter card otherwise he or she finds nothing there are four different types of encounter cards that you might face three of them show an attack and experience value in their top corners and the force does not if it has no attack or experience value you can treat it as an event and simply follow the text on the card if the card says follower or item you can immediately take those cards into your possession and if it does not say follower or item then it's an enemy and you will initiate battle with this encounter you may have any number of followers in your entourage but you may only hold up to three items some effects in the game will break that rule and allow you to carry more items but you will still be able to use only three of them if the follower or item grants attack points you can immediately add that number of red attack points to your stats card red attack points are used to track your temporary attack points in the game and it will be equal to the total number of attack points which are given on all of your cards this is distinct from gold attack points which we'll talk about later which are permanent attack points which you gain through other effects in the game although they are different colors gold and red attack points are always added together and count for the same amount in battle if ever you lose an item will follow which was granting you attack points you immediately remove that number of red attack points from your stats card some items in the game have charges this one for example has 1 d6 charges you would roll a die when you collect it and then use one of the tokens in the game to represent each charge then each time you use that item discard one of the charges once you've run out of charges on an item you cannot use its effect anymore in order to battle and encounter add up your total number of attack points both red and gold and add any other effects on your cards you may also cast an unlimited number of spells and I'll talk about how you gain spells shortly the attack value of the encounter is shown in the top left corner of its card then roll one die for yourself and one die for the encounter add the die roll to your attack value and the higher number wins in the event of a tie re roll both dice until there is a winner if the player loses the battle then the player loses one life if the player wins the battle then the player immediately gains a number of blue experience points matching this number in the top right corner of the card and draws one loot card from the top of the deck these can be either items which the player gains as he or she would have if it came from the encounter deck or spells and the player may hold any number of spell that he or she wishes there may also be some other text that comes into effect after a win or loss either way whether winning or losing the encounter card is then discarded the second option is to visit a city and this is any location showing this icon a circle with a star inside it when a player visitor city he or she may take one of the three allowable actions in that city firstly the player may heal one life for free and the player may not heal above his or her starting contingent of five lives secondly the player may sell loot cards at the city for experience points based on what's shown in the top right of the loot card the play may spend as many loot cards as he or she wishes in a single action so at this location the player could discard both of these loot cards to gain seven experience the players third option is to cash in experience points for gold attack points the player may cash in any number of experience points in a single action and will gain one gold attack point for every ten experience points cashed in this is the main difference between the gold and red attack points gold attack points are gained through cashing in experience and will permanently remain with the player whereas red attack points are present on cards remember that the player may perform only one of these three actions on a visit to a city and may not visit the same city on consecutive turns the players third option is to trade loot cards with an opponent provided those players are within one hex of each other on the board players may freely trade their loot cards with each other in doing this action and remember that any red attack points associated with the traded icons will change hands also the fourth type of action is to initiate a battle with an opponent this can take many forms normally it will involve directly fighting against an opponent in an adjacent hex or in the same hex when initiating a battle in this manner each player will his or her attack points both gold and red roll a die and add the value and then the player with the higher score wins and the player with the lowest score loses one life the player who wins the battle gets no direct benefit from this the only benefit is that the losing player loses one life note that if you attack an opponent while he or she is inside a city that player gains +5 attack points for the battle there are some other ways to battle against an opponent and this can involve specifically battling an opponent's follower rather than the opponent as a whole or targeting and other players items to battle an opponent's follower you identify the follower and then find the battle specifically against that followers attack value the player cannot intervene with any other attack points to defend the follower so in this case it would be a battle of 5 + ad I roll against 3 + ad I roll if the player is successful at defeating the follower then the follower is discarded the player that one gains experience equal to what's shown in the top-right corner of that follower but unlike with defeating an enemy from the encounter deck does not take a loot card if the player loses the battle against the follower he or she loses a life the second option is to battle against an opponent's item and this will not be a die roll battle in the way that all these other battles have worked rather you'll be using a spell or some other sort of special effect that specifically targets the item for example this spell when played allows a player to destroy an opponent's target loot card this would count as battling against an item the player would discard this card and then destroy the opponent's loot item as chosen once again the player that won the battle would gain the amount of experience shown on the top of the card destroyed note that when you're casting a spell or using an effect with a range of 100 that means you can target any player on the ball you're not limited by adjacency as you would be for most battles battling against opponents comes with a risk of retaliation if you've chosen to battle against another player or his or her follower or item remembering that any spell or effect which targets a follower or item counts as battle then that opponent has the opportunity immediately to retaliate initiating a counter battle against you note though that the retaliating player must have the range to retaliate if you've attacked an opponent using a long-range weapon and that player does not have a long-range weapon with which to retaliate then no retaliation may happen although you won't normally gain any specific benefit for removing a life from an opponent if you kill that opponent outright by taking away his or her last life then you will get a bonus immediately gain 20 experience points and any followers items or spells that that player has left behind however you only get to take the players cards if you are within one hex if not you just leave that players token on the board and the first player to come within one hex gets to collect that loot the player who is out of lives is eliminated from the game seperate to battling but still relevant at this point is stealing there are some effects in the game present on some factions and heroes and on some spell cards which will allow you to steal loot cards from opponents when you play one of these effects such as playing this spell you can then steal a card from an opponent as directed by that card using a card which specifically grants you the steal action is the only way to steal in this game if you do not have such a card or faction power you cannot steal items the next type of action is to battle against a Jabberwocky and this is key to reaching one of the in-game conditions which is to hold all four pieces of the tesseract each Jabberwocky guards a tesseract piece and in order to gain that piece you must defeat the Jabberwocky in that battle with the Jabberwocky is the same as battle with any other encounter or player you add up your attack value and roll a die and look at the Jabbawockeez attack value printed on its foreign and roll a die for it whichever has the higher number of wins if you lose you lose one life and if you win you take the Jabberwocky token off the board and place it in your collection of items this represents the tesseract piece that that Jabberwocky was guarding note that in this prototype copy of the game the attack values of the Jabbawockeez are 10 15 20 and 25 but this will be reduced to 4 6 8 and 10 for the final version of the game pieces of the tesseract once they're in a player's possession cannot be destroyed however any cards which allow for stealing unless otherwise stated can also apply equally to stealing pieces of the tesseract if a player ever gains all 4 pieces of the tesseract through defeating jabberwockies or stealing them from other players that plan immediately wins the game the final main type of action is to attack and capture a city and this battle is initiated once again in the same way as other battles need to be adjacent to a city hex or if you've got a ranged weapon somewhere within range then fight a battle against the city which has an attack value of 5 so you will look at your attack value with a die roll against 5 plus a die roll if you lose lose one life if you win capture the city by placing one of your hexagonal city tokens onto that city gain 1 red attack point for every city that you control at any given time you are limited to no more than 5 cities held at any point during the game once you own a city a couple of things change with the rules this is still a city and you can visit it to heal trade in experience points or trade in loot items as usual other players can also still visit your city and perform those actions but only with your permission the player may ask for permission before starting his or her movement if someone attempts to attack you while you are inside your own city then you gain +10 attack points for that battle instead of the normal +5 finally other players may still attack this city and attempt to take it from you but we'll be fighting against a city with ten attack points instead of five if the player captures the city he or she replaces your hex token with his or her own and the red attack point that you had gained for controlling that city is loss capturing cities is the first step towards meeting the third wind condition for the game which is to build shrines to yourself in five cities to build a shrine you must visit your own city have at least ten attack points red or gold and spend ten experience points that will build a shrine to indicate the shrine put the experience points token on to that city once a shrine has been built in a city that city is permanently immune to attack from other players once a player has built a shrine in his or her fifth city that plant immediately wins the game so in summary players will move around the board facing encounters in order to build up their strength and experience and then try to meet one of the three endgame conditions by destroying all other players to be the last one standing by defeating all four Jabbawockeez or stealing the tesseract pieces from other players who have done so to collect a set of four or by building shrines in all five cities of his or her color and the first player to meet an endgame objective wins the game and that's how to play chaos kingdoms we hope that you enjoyed the video and we hope that you enjoy playing at the time of releasing this video chaos kingdoms is an active project on Kickstarter so do check it out there if you're interested if you enjoy this video please consider clicking the like button or share it with your friends are you going to play keris kingdoms with so there lenda rules you don't have to explain it to them if you have any questions faith comments or just want to share your experiences playing this game please feel free to do so in the comment section below we'd love to hear from you and finally if you like to hear more from us please consider subscribing to our Channel this will also help us monetizing this channel and invest more in our time and bail equipment until next time [Music]