Chaos


[05/2021-08/2021]

Game Designer

2D Artist


Introduction


CHAOS is a strategy card game. Players will play as a person with a mental health condition or a Ghost.

Then they have to escape from a mental hospital with their teammates together.



Type of player

Four people are divided into two teams, and each team contains two identities: Mental patients and

ghosts.



Victory Conditions

Any player in the team passes through the DOOR.

Opening condition of the DOOR

Any player can open the door by staying on the map marked with "key". After opening the door, patient

players will pass through the door, but ghost players cannot pass through the door.


Sequence of action

Two teams of four players roll dice in turn. Players in the team with larger sieve points first. Then

act in the order of "Team A Human - Team A Ghost-Team B Ghost-Team B Human".


Move

Mental patients and ghosts have a basic action point of one square per turn, which can only move

horizontally/vertically, not obliquely. Patients can't cross obstacles, but Ghosts do. Players cannot

move obliquely.


Playing rules

Move first and then show a card. Only the "Physical ExaminationDetection" card can be delivered before

moving. If the card showed has a bonus to the move, continue to move after showing. Players

need to show all the cards they want to show in their turn after the basic move, and they can't continue

to show cards after the card bonus move. When the turn is over, the player draws a card from his

identity card pile; If the number of cards in hand is less than 3 at this time, you need to draw 3

cards. If the function cards are drawn before the end of the game, rewash the waste cards and

continue to draw cards.


Identity transformation

When patients and ghosts from different teams meet (as long as they meet in the same grid as human

players at a particular moment), the human-ghost conversion occurs. New ghost players need to roll the

dice to decide their position, again decide the number of rows in turn 1 and determine the number of

columns in turn 2).




Card type

Identity cards

Blue card| Patient Identity Card

-They are not aggressive

-They will be attacked by bombs

-They can pass through the DOOR when it is open.


Red cards | ghost identity card

-They are aggressive (against opposing teams)

-Their attacks that are not subject to accidental injuries;

-They can't go straight through the open DOOR.


Function cards

There are four colours of function cards: Heart, Square, Eye and Spades. Hands with different colours

have different matching effects in cooperation effects.


Mental patient function card


























Schizophrenia| reversal

Change the order of

action.


























Physical Examination |

Detection


Whether there are bombs in

any three grids.



























Amnesia | Shuffle

Randomly draw one card

from the other patient's

cards.



























Mania | sprint

After moving, another grid

can be appended to move.



































Protection | hurt

reduction


No damage for the next

turn.

Ghost Function Cards













Possession | Force Move

(Range)


Force enemy patient

players to move two

squares between ghosts and

human players within a 3x3

range.












Spoiler| Change terrain

Change the location of the

bomb in the map until the

end of the game without

changing the location of

the map by four players,

or change any two map

cards except for the birth

point into "bomb cards"

for one turn. Players in

the same team can know

each other's position.

When changing the terrain,

the map on which the

player stands cannot be

change













Brainwash| Destroy the

enemy team's card


Mix the cards of two enemy

players into their

respective characters'

cards and draw them again.











Prank| recycle card

Draw a card from the hand

of any enemy player.

























Cloaking | Hidden moving

path


In the next two rounds,

the chess pieces will be

removed from the map and

the player will record the

movement process himself.

The function card is

still valid in the blank

state. At the end of the

cloaking state, the path

record should be exposed.




The cooperative effect of the two cards

Rules

The cooperation effect means that two players in the same team show one card each to obtain new

functions or cover the whole team with the function of one card. Two cards can not be shown by the same

player at the same time. When players in the same team need to show cards together, their behaviours of

them form a round. The players who play cards first in this team initiate the cooperation effect.


Collocation effect

Cloaking (ghost) + mania (human)

When two players in the same team are within the range of 3x3, the patient can teleport to the ghost (in

the same grate as the ghost) in this round; the patient will follow the ghost and move without being

affected by obstacles in the next round.

Brainwashing (ghost) + amnesia (human)

exchange enemy players' identities and cards.

Possession (Ghost) + Protection (human)

Repulses two enemy players from their current position by three grates (the direction is specified by

the playing team). Repel to the map boundary at most.


Prank (ghost) + schizophrenia (human)

Reverses the cooperation effect of the enemy team so that its impact reacts to the enemy.


Spoiler (Ghost) + Human (Physical Examination)

Provide a visual field for your "human" players to see all bomb cards on the map, including new bomb

cards put by enemy players later.


Suit

The effect of cooperation cards can be fully exerted when showing the same colour as cooperation cards.

If the suits are different, the trigger effect will be different.




Map card


















Normal Map Card

Players can move around

the normal map at will.





















Bomb

Four bombs in each round

are randomly distributed

on the map, except for

four birth points.



















Key & Exit

The key and exit are fixed at the boundary of the

map.


Time Card

Time cards are divided into "midnight" and "dawn". There are three cards with the same suit (not limited

to the type of functional cards). Show three cards of the same suit to get a chance to choose the time,

moreover, three cards will be collected into the folding heap. When the time card is triggered, the

restrictions on ghosts and mental patients are different at different times. Each time card lasts two

rounds.















"Midnight"

The patient is restricted from moving freely at midnight, and the

moving direction is determined by the rotating compass at each

movement and only one card can be shown in each round to draw cards

normally.




















“Dawn”

Ghosts are restricted from moving freely at dawn and can only move on

the same row or column at their current position. Only one card can

be shown in each round and can be drawn normally.






Game Props


Game Map



           * Front map                  * Negative bomb markings

 

Front map

Green is the birth position of Team 1 and yellow is the birth

position of Team 2. The triangle is the patients` birth position, and the square is the ghosts` birth

position. The red circle is the key, the red cross is the door, and the black is the obstacle. The green

range is the position where the player throws the dice. The direction of the range is fixed by the

coordinate axis.

Reverse map

The red cross is the bomb location.



Game Flow





Character Design





Back of the Cards