The OriginalChaotic TCG

Chaotic: Now Or Never!

Chaotic: Now Or Never
 
Creature Cards
 
The Creature Cards are the backbone of the collectable card game.
Each Creature card represents one creature in the game universe. creature cards have different rarity, and they are all supplied with a unique code that enables the player to register them to the website.
the cards then become "virtual cards", and the players can then use them to play other chaotic players on the website.
the creature cards hold the statistics of the creature.
the statistics are the strengths and weakness of the creature in the 4 disciplines. these disciplines are
 = strength
 = Courage
 = Wisdom
 = Speed
the disciplines are assigned scores of 5 and up in intervals of 5.
in addition to the discipline values, the creature cards also provide information on the creature's clan.
 = Danian
 = Mipedians
 = OverWorld
 = UnderWorld
 
The Creature's weapon specialization, and the creature's spell use.
the creature card also displays the card number and rarity.
 

Location Cards
 
Befor a Match, each chaotic player builds a location deck that corresponds to the makeup of the creature cards in the army.
For Example:
If the army is made up of Overworlders, it is to the benefit of the player to use Overworld Locations in the Location Deck.
 
Location Cards Have values that affect the discipline used in a duel.
a location card can also affect the number of spells that the creature card can use.


Weapon
Weapon Cards come in four types:
 = Piercing
 = Smashing
 = Transport
 = Ranged
 
a givin creature specializes in one or more weapon types.
all weapons act as modifiers to the scores of the creature card.
a spicific weapon can be used by any creature who is a specialist in that weapon type.
the specializations of a specific creature and the effects of a givin weapon are stated on the cards.
the player can associate one weapon card with one creature card in his army.


 
Spell Cards And Info
 
The Spell cards that make up the player's spell deck are selected to match the creatures selected for the army.
spells are powerful cards that interact with the game when ever the player chooses to use them - they can alter other spells, alter discipline codes, alter creatures positions on the play mat, and alter the drawing of cards from the draw piles.
there are various types of spells: Attack spells, Healing spells, Defensive spells, and Meta spells.
in order for a creature to cast a spell while in players army, that creature must have spell=1 or greater. if there are no creatures able to cast spells in a players army, no spells can be cast for the duration of the battle.
 


Discipline Cards And Info
 
Before a battle, each chaotic player builds a discipline deck to use in the battle.
they are shuffled  and placed face down.
there are some limitations on the makeup of the deck, and there is  some strategy used to select the discipline cards for the deck.
when it is a players turn, the player turns over the top card in the discipline deck, and that is the discipline under which the duel takes place.


Power Cards And Info
 
The power cards are the simplest cards in the chaotic game. the power cards are counters that determine thr damage of a givin attack, and have values of 5, 10, 15, 20, 25, and 30.
again, a power deck is built by each player before a battle with some restrictions.
it is shuffled and placed face down.



Playing The Game.
 
A battle is a series of duels between creature cards. The players take turns in selecting which of their creature cards will duel with which of their opponent's creature cards.
After the dueling cards are selected, the attacking player will turn over the top location card in the location deck.
And the top discipline card in the discipline deck.
Both players add up the total points under that discipline on the creature and associated weapon cards, as well as the selected location card.
The players - attacking player fist - starts drawing from their power decks.
the value of the selected power card is subtracted from their source value To get a new source value. The players take turns until one player's source value has reached 0, indicating that this player has lost the duel.
of course either player can affect the duel by at any time by selecting an appropriate spell card.
The losing creature card is removed from the play area, and the player that won the duel can then move any of his cards.
Battle is over when a player has lost all of his cards.