Chaos+&+the+Void

CHAOS & THE VOID is a game I invented. You will enjoy it. Contact me if you would like to commission a board to be made to your specifications. I currently have a great one with 16 of each of the 4 types of territories and many human-made monuments from the present day and antiquity added in.

Here are the rules as a word document



and I have cut and pasted them here:

And here is a new game I just invented that uses only tokens, dice and dominoes:



For those of you that want to check out the earlier versions of Nuke Risk:

 **__Object: __** To be the last person with tokens on the board. **__Board : __** The world as 64 spaces, 16 of each of the //4// types. **__Deck : __** Two standard decks combined to make one deck of 104 cards in //4// suits. **__Tokens: __** Each player must provide their own tokens (18 tokens are plenty).
 * // Chaos and the Void //**
 * ** Type of Space ** || ** Color ** || ** Trump Suit ** ||
 * City || ** Yellow ** || ♣ Clubs ♣ ||
 * Basin || ** Green ** || ♠ Spades ♠ ||
 * Water || ** Blue ** || ♥ Hearts ♥ ||
 * Mountain/Desert || ** Red ** || ♦ Diamonds ♦ ||

Deal out three cards to each player. ‘Ace’ (14) is high. ‘2’ is low. If you go under 3 cards and it isn’t your turn, you “//three-up”.// To //“three-up”// you take cards until you have 3 cards in your hand.
 * 1. ****__ Dealing. __**

For 1 minute, players place their tokens on the board. You may only place 1 of your tokens per space. Once placed you may not move a token unless it is on the same space as another player’s token. When time is up players may no longer move their tokens. All empty spaces vanish into – //“The Void”.// (Check rule #5)Spaces with more than 1 token are called “//Contested Spaces”//. //“Contested Spaces”// are resolved one at a time from east to west. All players involved in a //contested space// place a card face down. If any cards are tied the space vanishes into – //“The Void”//. The high trump card wins, but if there is no trump card, the highest card wins. All used cards are discarded. Remember to //“three-up”// after each resolution of a //contested space//.
 * 2. ****__ Chaos! __**
 * ** # of players ** || Up to 5 || 6 || 7 || 8 || 9 || 10 - 11 || 12 - 14 || 15 - 19 || 20+ ||
 * ** # of tokens ** || 13 || 11 || 10 || 8 || 7 || 6 || 5 || 4 || 3 ||

The youngest player turns over the top card of the deck. (S)he counts down clockwise from the player to the left. Whoever ends up with “1”, goes first but with a consequence. (S)he //MUST// pick 1 of their spaces of the top card’s suit to //“Void”//. If the first player has no spaces of the top card’s suit: (S)he //MAY void// any other player’s space of the top card’s suit. **a. Collect Cards** At the beginning of your turn //three-up// if necessary. After this you may NOT //three-up// until the end of your turn. Draw 1 card per city and 1 card per triad you own. A triad is 1 each of the three types of non-city spaces. You can attempt an attack on a given space once per turn. A failed attack is marked by a toppled token in the space. You //MAY// keep attacking until you run out of cards. There are two types of attacks, //Wrenching// and //Voiding.// This is taking an adjacent space from another player. <span style="font-family: 'Arial','sans-serif';">Put a token in the space you wish to wrench. Place a card from your hand facedown. This is called a //bluff// card The defender has 3 options. The //bluff// card is discarded facedown Resolve as a //contested space.// (See #2) <span style="font-family: 'Arial','sans-serif';">To void a space is to remove it from the board. Play 2 cards of the space’s trump suit face up. The space is automatically voided if the cards are consecutive or identical. If the cards are NOT consecutive or identical, the defender has 2 options. **1)** To //yield// without playing a card. <span style="font-family: 'Arial','sans-serif';">The space is voided. **<span style="font-family: 'Arial','sans-serif';">2) **<span style="font-family: 'Arial','sans-serif';">To play a //bluff// card face down. <span style="font-family: 'Arial','sans-serif';">The attacker has 2 options. i) To //withdraw// and save their cards. The //bluff// card is discarded facedown.  ii) To turn over the //bluff// card. -If the //bluff// card was a trump card that fit between the attacker’s cards the void is cancelled. -If not, the space is voided. (Check #5) -Either way all 3 cards are discarded.
 * 3. ****__ Who goes first? __**
 * 4. ****__ On your turn… __**
 * b. Attacking **
 * I. Wrenching **
 * 1) ** To //yield// without playing a card.
 * 2) ** To //defend// with a face up card.
 * 3) ** To //counter-void// (See #6)
 * II. Voiding **

If voiding results in the world splitting into more than 1 section, All sections are voided except the one with the most cities. If sections are tied in cities, whichever has more river basins stays. If the sections are still tied, check which has more water spaces. As a last resort check the mountain/desert spaces. If sections are completely tied they both are voided. This could result in no one winning the game. First void the tied sections, and then check the remaining section(s) *The Bering Strait touches the Rockies. *The Philippine Sea touches the North Pacific Ocean. *The Coral Sea touches the South Pacific Ocean.
 * 5. ****__ Splitting the World __**

When //defending// against a //wrenching// you may //counter void//. To do this play 2 trump cards face up and flip the //bluff// card. If the //bluff// card is a trump card that fits between the counter voiding cards, it is called a //poach//, which means: -The space is NOT voided. -The attacker claims the space. -The attacker captures the failed void cards. -The //bluff// card is discarded face up. If the //bluff// card does NOT //poach// the //counter void//, -The space is voided. -All 3 cards are discarded.
 * 6. ****__ Counter Voiding __**

If wrenching, voiding, or counter voiding takes the last space of a player from the world, they are eliminated and the player whose turn it is wins their cards, which will always be at least 3.
 * 7. ****__ Eliminating Another Player __**

On your turn, you may void your own space with any 2 trump cards. If you eliminate yourself by this method or by counter voiding, your cards go face down into the discard.
 * 8. ****__ Self Voiding __**

The 4 mountains are red spaces with the raised diamond symbol. They are the Rockies, Andes, Urals, and Himalayas. If a player attacks your mountain, draw a bonus card from the deck.
 * 9. ****__ Mountain Defense __**

This is a form of attack like wrenching that involves dice instead of cards. Your income can be taken in dice instead of cards or any combination of dice and cards that adds up to your total income.If your income is less than three, you can always get charity income in dice only. Refer to this chart:
 * 10. ****__ Rolling __**


 * INCOME || What you can get ||
 * 0 || 3 dice ||
 * 1 || 2 dice & 1 card**OR**3 dice ||
 * 2 || 1 die & 2 cards**OR**2 dice and 1 card**OR**3 dice ||

To use your dice, realize that each die can only be used once, but you can use any number of dice in a single rolling attack.So a person with 3 dice could do three single die attacks or one 3 dice attack or a two dice attack and a one die attack. The attacker must decide how many dice will be used before the attack and then rolls them.They may not roll more dice to strengthen the attack after the first batch is rolled.If any of the attacker’s dice match, the space is voided.Then the defender has three options:

1.To //yield// without rolling a die.There is no risk of voiding.

2.To //defend// by rolling a die.If any of the attacking die match thedefending die, the space is voided.If this is not the case, the high roll gets the space.

3.To //counter-void.//This counter void cannot be poached.

QUESTIONS

Contact Fred Lange at the following email:

<span style="font-family: 'Arial','sans-serif';">flange@usmk12.org

<span style="font-family: 'Arial','sans-serif';">Optional Rules: <span style="font-family: 'Arial','sans-serif';">Decide on which of these you will use BEFORE you start game play.You can also write an optional rule at the start of the game, check it with the game master or another player, and then have it go into effect on your first turn.This is where I got the following ideas.

<span style="font-family: 'Arial','sans-serif';">1.The New Zealand tower is connected to all the green spaces with monuments in them. <span style="font-family: 'Arial','sans-serif';">2.Sympathy Card:Whenever a space of yours is voided, you get a card.This only counts for spaces initially voided, not the spaces that are cut off by splitting the world. <span style="font-family: 'Arial','sans-serif';">3.If you have an even number of green spaces (not zero), receive a bonus of 2 to your income. <span style="font-family: 'Arial','sans-serif';">4.The pyramid of Giza in Cairo gives an extra income in addition to the city. <span style="font-family: 'Arial','sans-serif';">5.If you own Los Angeles, you 4-up instead of 3-up. <span style="font-family: 'Arial','sans-serif';">6.If you void with identical cards, you can void an additional space next to the voided space.The additional space does not have to be the same kind of region.If you are playing with 3 decks, you can play 3 identical cards to blow up a total of 4 regions.Don’t forget to give out sympathy cards for each space voided in these multiple voidings. <span style="font-family: 'Arial','sans-serif';">7.Cities cannot be wrenched until you have voided a non-city space on that turn. <span style="font-family: 'Arial','sans-serif';">8.Receive a continental bonus of 2 cards if you own what is left of the following continents: North America, South America, Africa, Europe, Asia, Australia. <span style="font-family: 'Arial','sans-serif';">9.Receive a bonus of 2 cards is you own all that is left of any one kind of territory. <span style="font-family: 'Arial','sans-serif';">10.The Owners of New York City and Moscow get a D8 to use in rolling, one for each of these capitols of the cold war.These are added to your income, and like normal dice, can only be used once in the turn.As long as the spaces are owned at the start of your turn, you may collect the D8’s as income and use them even if the capitols get voided in the course of your turn. <span style="font-family: 'Arial','sans-serif';">11.