AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Chaos in the Old World is an asymmetric area-control strategy game set in the Warhammer Fantasy universe. Each player takes the role of one of four Ruinous Powers (Chaos Gods): Khorne (blood and battle), Nurgle (plague and disease), Tzeentch (magic and manipulation), or Slaanesh (pleasure and temptation). Players summon followers, play Chaos cards, and corrupt regions of the Old World to earn victory points or advance their unique Threat dial to win. If no player wins before the Old World deck runs out, all players lose.
Each game round has 6 phases:
Draw a new Old World card and place it face-up on the Old World track. Apply effects of expiring cards. Populate regions with tokens as indicated.
Each player draws 2 Chaos cards (hand limit: 7).
Players take turns (Khorne > Nurgle > Tzeentch > Slaanesh) spending power points to summon followers and play Chaos cards in regions. Each follower and card has a power point cost. Continue until all players pass.
Resolve battles in each region (in numbered order) where opposing followers coexist. Each player rolls dice equal to their total battle value in that region. Hits scored on 4+ (5+ for some); assign hits to enemy figures. Removed figures return to owners. Khorne excels here.
In each region (numbered order):
Check for Threat dial advancement conditions unique to each power. Advance dials accordingly. Check victory conditions. Start player rotates.
Spend power points to place figures on the board or play Chaos cards from hand.
| Follower Type | Typical Cost | Role |
|---|---|---|
| Cultist | 1 PP | Places corruption; cheap |
| Warrior | 2-3 PP | Strong in battle |
| Greater Daemon | 4-5 PP | Very powerful; unique abilities |
Each power has unique cards that manipulate battles, corruption, movement, and more. Cards are played during the Summoning phase and may have instant or persistent effects.
Each power has 5 Upgrade cards revealed through dial advancement. These provide permanent bonuses.
Two paths to victory:
Victory Points: If any player reaches 50 VP at the end of a round, the player with the most VP wins (tiebreaker: most dial advancements, then most corruption on the board).
Threat Dial: Each power has a unique advancement condition. When a power’s dial reaches the final position, that player wins immediately (takes priority over VP victory).
Threat Dial Advancement Conditions: | Power | Advances When… | |——-|—————–| | Khorne | Kills enemy figures in battle | | Nurgle | Has cultists in 2+ regions with at least 1 Peasant token | | Tzeentch | Has cultists in 2+ regions with at least 1 Warpstone token | | Slaanesh | Has cultists in 2+ regions with at least 1 Noble or Hero token |
Loss condition: If the Old World deck is exhausted and no player has won, all players lose.
Round phases: Old World > Draw > Summoning > Battle > Corruption > End
Victory: 50 VP at end of round OR complete Threat dial advancement
Battle: Roll dice per battle value; hits on 4+ (5+ for some); assign to enemies
Corruption/Domination:
Power costs: Cultist ~1PP, Warrior ~2-3PP, Greater Daemon ~4-5PP, Chaos Cards ~1-3PP