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The Rules to the Chaotic Trading Card Game aren't too complicated, once you get the hang of them.

It's All in the Cards[]

Each card is unique, and has a 12 digit code, for use on the website. The five types of card are:

Attack[]

These are your action or command cards. These are in your main play deck, where you can have 20 cards. When you've used them up, you can recycle your used cards. You always have 2 attack cards in hand, so you always have a chocie of what to play.

Creature[]

Your monster or character cards. These are the cards you play with, they each have different abilities. No-one of these are the same, as they all have different stats and a unique 12-digit code. The default amount is 3, but you can have 1, 6, 10, 15 or 21 in your Creature deck. You always have the same amount as your opponent, and always have an equal amount of Mugic.

The five Creature tribes are:

  • OverWorlders
  • UnderWorlders
  • Mipedians
  • Danians
  • M'arrillians

In the TV series, the various tribes of Creatures have had long-lasting rivalries with other tribes. Example:  OverWorlders and UnderWorlders. However, since the M'arrillians have appeared, the tribes are attempting to work together in order to stop them from ruling over Perim. Certain tribes have abilities exclusive to their tribe, such as the M'arrillian's mind manipulation and the Danian's hive ability. Also, each tribe has their own Mugic for the use of their tribe only to assist in their goals. Each of the first 4 tribes pursues the Cothica for various reasons, however what they will do when they have it has yet to be explained.

BattleGear[]

BattleGear are your weapons, vehicles and other special equipment. In the Chaotic TV series and the game there are many different types of BattleGear ranging from from gear and firearms to vehicles, armor, and other battle aids. As with Mugic, some BattleGear must have certain types of Creatures wield them or they will be useless or ineffective. Example: To use the liquilizer the Creature wielding the BattleGear must be able to use water attacks. Also, in the TV show, some BattleGear can change from their orginal size to better suit its wielder, while others must have certain sized Creatures in order to be wielded.

Mugic[]

These are like Magic spells. They are one-use cards that each have special effects. These often turn the tables of the game, so anything could happen. In the show,  Mugic is the magic of Chaotic. Each Mugic has a different video sequence, and plays seven notes--unique to that Mugic-- when cast. The plural is Mugix.  There are many Mugic in Chaotic and each have varying effects and uses. While there is Mugic that can be used by all Creatures, there are also tribe specific Mugic that can only be used by a Creature of that specfic tribe or that has the ability to use other tribal Mugics. In the TV series Mugics are created by Chaotic Creatures and have an array of uses on and off the battlefield. Some Mugics have instant effects, while others grant the Creatures temporary abilities like growing in size or gaining a new ability. While in the game Mugics end after the match or battle is over, in Perim some Mugics continue to last until it has completed its purpose or counteracted by another Mugic and/or other objects and abilities. They have been shown to have variety of effects, ranging from damaging a Creature and enhancing one's abilities, to physical modification and mind manipulation. The extent of what Mugics are capable of have yet to be touched upon and the creation of Mugic has yet to be talked about in depth.

Location[]

Special areas that also give characters abilities or handicaps. They can be reused. In the TV series, some Locations have unique properties that come from certain aspects of their creations or alterations. You always have 10 in your deck.

The Playmat[]

There is a special playmat for the game. It's divided into 3 areas:

Card Sites[]

These are where you place your cards at the start of the match. There are various areas for each of the different card types.

Fields of Play[]

This is where you place your Creatures and fight with them.

Charts[]

These are used to keep score of points and events.

Discard Pile[]

After a Mugic is used or when a Creature or Battlegear is destroyed or sacrificed, it is placed in the discard pile.

Some abilities and Mugic can return cards to play from the discard pile. Creatures returned to play will enter play with no Mugic counters, regardless of their Mugic ability, and Battlegear are always returned to play face-up.

How to Play[]

Deck-building and Setup[]

Decks consist of the following:

  • 1, 3, or 6 Creature cards (or potentially more)
  • One Battlegear card per Creature
  • One Mugic card per Creature
  • Exactly 20 Attack cards, whose total Build Cost does not exceed 20
  • Exactly 10 Location cards

Up to 2 cards with the same name may be included in a deck. Some cards have Version text listed beneath the card's name in smaller text to distinguish between different versions of the same card; two cards with the same name but different versions are still treated as having the same name. Additional deck-building restrictions include:

  • Unique: You may not have another card with the same name as a Unique card in your deck.
  • Loyal: You can only include Creatures of the same Tribe as a Loyal card in the same deck as that card.
  • Legendary: You may only have one Legendary card in your entire deck.

At the start of a game, place your Creatures in a triangular formation. Your opponent does the same with their Creatures, so that both armies meet to form a battle board in the shape of two triangles with their bases touching. Now, place one Battlegear card under each of your Creatures, face-down. If a Battlegear's text states that it begins the game face-up, or to reveal it at the start of the game, put it into play face-up instead. Then, both players shuffle their Location and Attack decks and place those decks in their respective areas, then both players draw 2 Attack cards. Finally, determine who goes first.

Gameplay[]

Each turn consists of three Steps.

  • Location Step: The player whose turn it is (the "Active Player") turns the top card of their Location deck face-up. This is the Active Location for the turn.
  • Action Step: The active player must move at least one Creature. Unless specified otherwise, a Creature may only move into an adjacent space that is either unoccupied or occupied by an enemy Creature. If the Creature moves into a space occupied by an enemy, those two Creatures will become Engaged, and a Combat will begin. A player may only start one Combat per turn, and must move a Creature if possible.
  • End-of-Turn Step: The Active Player ends their turn. All damage dealt to Creatures is healed, and their Disciplines return to their normal values. The Active Player places the Active Location at the bottom of their Location deck.

Combat[]

When a Creature moves into a space occupied by an enemy Creature, they become Engaged and a combat starts between those Creatures. At the start of combat, both Engaged Creatures turn their Battlegear face up, and any abilities on those Battlegear are now applied to their holders. Next, use the Active Location's Initiative label to determine which Creature attacks first:

  • If the Initiative states a Discipline, the Creature with the higher value in that Discipline goes first. This also applies to other numerical values, like Energy or number of Mugic counters.
  • If the Initiative states a non-numerical trait like Element or Tribe, whichever Creature has the stated trait goes first.
  • If the Initiative is a tie, the Active Player's Creature goes first.

When it is time for a Creature to attack, that Creature's player draws a card from their Attack deck. Then, that player plays an Attack card and calculates damage:

  • The left-most value on the Attack card indicates base damage. All Creatures deal that amount of damage when playing that attack.
  • The four values with Element icons indicate Elemental damage. The attacking Creature deals the associated amount of damage if they have the appropriate Elemental type(s).
  • Look at any abilities the Attack has, and apply any appropriate effects and damage if the conditions are met.

After damage is calculated, the damage from that Attack is dealt to the opposing Creature. That Creature loses Energy equal to the damage dealt. Then, the other player gets to attack. Alternate between attacks until one Engaged Creature's Energy is reduced to 0, at which point that Creature is destroyed and combat ends.

Showdown[]

At the end of a turn, if no combats have been started on that turn or the two turns before it, a special combat known as a Showdown occurs. Each player chooses a Creature controlled by their opponent. Move the Active Player's Creature into the space occupied by the non-Active player's Creature, then begin combat between those Creatures.

Abilities[]

Most Creatures and all Battlegear have abilities that affect the flow of the game, from empowering your Creatures to damaging opponents to destroying Battlegear. Abilities come in several categories:

  • Innate abilities are always active. These abilities do not list any requirement. (Examples: Heptadd, Dractyl)
  • Triggered abilities activate in response to a game event. These abilities are usually denoted by the word "When" or "Whenever". Special triggered abilities include Recklessness and Exhaust, which activate in response to the creature playing an attack, and Intimidate and Elementproof, which activate in response to the start of a combat.
  • Activated abilities can be activated at any time you wish, usually for a cost. Maxxor and Chaor, for instance, have activated abilities that cost Mugic counters to use, and Mugician's Lyre has an activated ability that is used by sacrificing the Lyre.

Abilities can also be granted to Creatures by Mugic or Battlegear. Note that any effects on a creature added by a Triggered ability, Activated ability, or Mugic will only last until the end of the turn unless denoted otherwise. However, changes in actual game state (such as Infection and Battlegear switches by Armament Adagio) are permanent.

Bursts[]

When an Activated ability, Triggered ability, Mugic, or Attack card is played, it opens a Burst. Bursts allow both players to respond to the event. After a Burst is started, the opponent will have an opportunity to respond with an ability or Mugic of their own (unless the Burst is opened by an Attack, in which case the attacker may respond first). If the opponent chooses not to respond, you may respond to your own effect, or vice versa. Once both players have consecutively chosen not to respond, the abilities on the Burst will begin to resolve in reverse order of play: the last ability added to the Burst will resolve first, then the second last, all the way down to the first effect played.

Once a Burst has begun resolving, players may not respond to any events on the Burst until all effects in the Burst have resolved. The exception is if something on the Burst creates a Triggered ability, which will re-open the Burst and allow players to respond.

If multiple Triggered abilities activate at the same time, they will form a Burst. The turn player chooses the order in which to add their Triggered abilities to the Burst, then the opponent does the same.

Online Play[]

All of the cards come with one other special feature. According to Gannon, each and every card comes with an INDIVIDUAL computer code; that is, your Maxxor card will have its very own individual code while your friend’s Maxxor will have a DIFFERENT CODE. There’s a very good reason for it. More on that in a minute. What’s important for the moment is when you get your cards, you can then go on to Chaotic’s official website and register all your cards (www.chaoticgame.com). From there you can also play the very same game online with anyone you care to. “We’re already working on the tournament schedule and game play program right now,” says Gannon. “They will be for both comic and game retailers as well as for online. Like the TV show, you can play the game with people from anywhere online. We’ve experimented with it at New York City’s Neutral Ground, where we tried a tournament with about 20 different computers. What was amazing is that we did it all without any paperwork. When all is said and done, we’ll have a lot of other stores set up the same way. I’d love to see it get to the point where we have store-based tournament teams.”

(The website is currently closed, though for how long is unknown).

Security[]

There’s another interesting thing about the individual codes. A special security program has been set up so that only one person can claim the card online. So anyone who tries to cheat by claiming they have a card you already registered can’t do it. This is VERY important because the Characters come with one additional twist. There are different versions of the same character card. By this we mean that there’s a version of Maxxor that has his Courage rating at 100, while another might list it at 90. That 10-point difference could be the difference between whether your Maxxor survives a battle or not, and obviously, the higher the score, the better. As one can imagine, the more powerful the monster, the rarer it is. "If I have two loves in my life, it’s for technology and trading cards," says Gannon. "As for the first, I used my knowledge of technology to make this game. What I’m really pleased about is that I’ve also been a collector since I was a little kid. You can’t imagine how good it feels to be able to put these two together and do Chaotic, and I think we’ve really taken trading cards to the next level."

Trivia[]

Notes and References[]

See Also[]

External Links[]

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