Star Wars Roleplay: Chaos

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Galactic Illusionary Gaming

Company page to contain assets and such for Age of Chaos, a galactic card game that takes inspiration from the people and events of the galaxy.

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Age of Chaos Ruleset and How to Get Started

Getting Started - An Introduction to Age of Chaos
  • What You Need to Play -
    • Age of Chaos requires, in our standard format, each player to construct a deck of at least 60 cards. However, there is no upper limit to deck size so player may have decks as large as they like.
  • Start of a Game -
    • To begin a game, each player shuffles their deck to ensure the order of cards is random, with players then allowed to cut of shuffle their opponent's deck before starting.
    • Once the decks are shuffled, the players determine how they wish to determine turn order among themselves. This can be done through verbal agreement, flip of a coin, roll of a die, etc.
    • Once turn order is determined, players draw hands of seven cards. Players, if they dislike their hands, are allowed to mulligan and reshuffle their hand back into the deck and redraw, however for each time they do this, they place a card from their hand on the bottom of their deck. The player who was determined to go first does not draw on their first turn.
    • Players begin a game with 20 Vitality, however some variant games might have a different starting Vitality total.
  • Phases of a Game -
    • Draw Phase - The very beginning of a player's turn is their draw phase. During this phase, any tapped cards they control untap unless stipulated by an ability or card from the previous turn. The player then draws a card from the top of their deck.
    • Main Phase - The main phase where players can play their cards by tapping the Biome cards they currently control. The turn player can play any of their cards as long as they have the Biomes necessary to generate the needed supply costs for each card they want to play. The opposing player can use activated abilities of untapped cards, cards with certain keyword abilities, and Action cards to respond to the turn player's cards or activated abilities.
    • Combat Phase - The phase where the active player can determine which cards they are attacking with. Cards that attack tap upon doing so, unless otherwise stated by an ability or card. Either player can use activated abilities. cards with certain keyword abilities, or Action cards during this phase, and the opposing player can determine which cards they want to defend attacks with.
    • Main Phase 2 - The main phase that takes place after combat. The turn player can use this phase to play cards they decided not to play during their main phase.
    • End Phase - The end of the current player's turn. As with the other phases, the opposing player can use activated abilities, cards with certain keyword abilities, and Action cards during their phase before their turn starts.
  • End of a Game -
    • The standard ways to win a game are to either reduce your opponent's Vitality total to 0 or reduce your opponent's deck to 0 cards so when they draw on their next turn they do not have a card to draw.
    • Other means of winning a game can and will be included in different formats or from different card effects in the future, in which case they will be listed here.
 
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How to Read a Card - A Walkthrough of an Age of Chaos Card

Beings, Creatures, Droids, and Vehicles
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Planeswalker
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Planets
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Card Types - Detailing the Types of Cards that can be Played -

  • Being - Cards that detail sentient Beings, both human and alien, within the galaxy.
    • Forceful Being - Cards that detail sentient Beings that are Force Sensitive. They are still treated as Being cards by the abilities and effects of other cards.
  • Creature - Cards that detail non-sentient or semi-sentient creatures found within the galaxy.
    • Legendary Creature - Cards that detail non-sentient or semi-sentient creatures of great renown within the galaxy such as the greater krayt dragon or the zillo beast.
  • Droid - Cards that detail the various droids and artificial creations of the galaxy.
  • Tech - Cards that detail various technologies developed by the galaxy's denizens, corporations, and governments.
  • Artifacts - Cards that detail various artifacts and legendary equipment created by the denizens of the galaxy.
  • Vehicles - Cards that detail various vehicles developed by the denizens of the galaxy, corporations, and governments. Vehicles are split between Ground Vehicles and Starship Vehicles.
  • Planets - Cards that detail various planets of the galaxy that have beneficial effects for the player that controls them.
  • Biomes - Cards that detail various landscapes and areas of the galaxy's worlds. These are used to create the supply a player needs to play other cards.
  • Actions - Cards that can be played on either turn that have various effects that can help or hinder players.
  • Sorcery - Cards that can be played only on the turn player's turn. Currently only used to denote Sith sorcery and various spells.
  • Enchantments - Cards that can be played only on the turn player's turn that denote various beneficial or detrimental effects depending on which player or card they target.
  • Superweapons - Cards that detail some of the superweapons developed during this modern age of the galaxy.
  • Sagas - Cards that detail a series of key events that have occurred within the galaxy.
  • Megacorporations - Cards that detail the various megacorporations that exist within the galaxy.
  • Debates - Cards that, when played, require both players to roll a number of D20 dice determined by the abilities of cards they control. The winner of the Debate gets a benefit while the loser suffers a detriment. Debates are sent to the Netherworld after their completion like Actions and Sorcery cards.
  • Laws - Cards that, when played, require both players to roll a number of D20 dice determined by the abilities of cards they control. The effect of the Law card can affect both players or just one player, whether it be from winning the Law or suffering the penalty of the Law failing. Laws remain on the field after they are played.
  • Legacy Cards - Cards that are stamped with a watermark that are either additional cards that can be found in a set or detail a Being of significance from the past.
  • Tokens - Cards that detail summonable cards created from another card's ability or effect.
  • Planeswalkers - Cards that detail various significant Beings in the modern age of the galaxy that have various powerful abilities and use Loyalty counters. Planeswalkers do not count as Being cards and can be targeted for attacks like players by the cards of an opponent.
Archetypes - Detailing what Archetypes Exist Among Cards that can be Played
  • Being
    • Civilian
    • Trooper
      • Elite Trooper
      • Rescue Trooper
    • Officer
      • Elite Officer
    • Commando
      • Elite Commando
    • Agent
      • Elite Agent
    • Mandalorian
    • Jedi
      • Jedi Youngling
      • Jedi Padawan
      • Jedi Knight
      • Jedi Master
    • Sith
      • Sith Youngling
      • Sith Acolyte
      • Sith Knight
      • Sith Lord
    • Errant
    • Imperial Knight
    • Squire
    • Witch
      • Witch Apprentice
      • Witch Knight
      • Witch Elder
    • Obsidian
    • Dark Jedi Knight
    • Initiate
    • Dark Warden
    • Warden Lord
    • Healer
    • Sithspawn
      • Sithspawn Mutant
      • Uplifted Sithspawn Mutant
      • Evolved Sithspawn Mutant
      • Sithspawn Knight
    • Mutant
    • Bioengineered
    • Elemental
    • Raider
    • Elite Raider
    • Dark Cultist
      • Dark Cultist Apprentice
      • Dark Cultist Knight
      • Dark Cultist Master
    • Wayfinder
    • Corporate Executive
    • Lobbyist
    • Politician
    • Smuggler
    • Mercenary
    • Slicer
    • Dealer
    • Bounty Hunter
    • Crime Lord
    • Assassin
    • Law Enforcement
    • Rogue Knight
    • Dark Side Force Entity
    • Netherworld Puppet
    • Infiltrator
  • Creature
    • Reptavian
    • Bat
    • Canine
    • Sithspawn
    • Griffin
    • Insect
    • Reptomammal
    • Rhino
    • Primate
    • Worm
    • Rodent
    • Reptile
    • Sporeborn
    • Lizard
    • Avian
    • Equine
    • Eel
    • Crustacean Fish
    • Shark
    • Squid
    • Space Whale
    • Space Manta
    • Sea Mammal
    • Arachnid
    • Bovine
    • Feline
    • Octopus
    • Parasite
    • Cephalopod
    • Annelid
    • Monster Reptile
    • Monster Reptoinsect
    • Monster Sea Mammal
    • Monster Space Squid
    • Sithspawn Mutant
    • Conjured Entity
    • Conjured Undead
  • Droid
    • Trooper
      • Elite Trooper
    • Commando
      • Elite Commando
    • Officer
      • Elite Officer
    • Assassin
    • Infiltrator
  • Tech
    • Armor
    • Blaster
    • Slugthrower
    • Equipment
    • Cybernetics
    • Explosive
    • Mutagen
    • Turret
    • Ion
    • Heavy Weapon
    • Melee Weapon
    • Repair
    • Enhancement
    • Protective Gear
    • Medical
    • Disruptor
    • Component
    • Ammunition
    • Defensive Weapon
    • Imprisonment
    • Shield
  • Artifacts
    • Lightsaber
    • Holocron
    • Force Imbued
    • Focus
    • Protective
    • Sithspawn Parasite
    • Force Talisman
    • Lightsaber Component
    • Imprisonment
    • Alchemized Armor
    • Alchemized Enhancement
    • Spellbook
  • Ground Vehicles
    • Hovertank
    • Walker
    • Turbo Tank
    • Artillery
    • Battle Tank
    • Swoop Bike
    • Personnel Carrier
  • Starship Vehicles
    • Starfighter
    • Light Capital Ship
    • Capital Ship
    • Gunship
    • Picket
    • Super Star Destroyer
    • Freighter
  • Planets
    • Core World
    • Sith Space
    • Outer Rim
    • Wild Space
    • Mid Rim
    • Unknown Regions
    • Tingel Arm
    • Core World Moon
  • Biomes
    • Iconic Location
  • Actions
    • Force Power
  • Sorcery
    • Sith Spell
  • Enchantments
    • Sith Curse
    • Sith Offering
    • Holocron
    • Sith Artifact
  • Superweapons
    • Planet Destroyer
  • Sagas
    • First Event
    • Second Event
    • Third Event
    • Fourth Event
    • Jedi Code
  • Megacorporations
    • Military Industry
    • PMC
    • Component Producer
    • Weapon
    • Shipwright
    • Artifice
    • Cybernetics
    • R&D Production
    • Trade Company
    • Resource
  • Debates
  • Laws
  • Legacy Cards
  • Tokens
  • Planeswalkers
    • Jedi Master
    • Sith Master
    • Elite Officer
    • Obsidian Lord
    • Obsidian Witch
    • Dark Jedi Master
    • Healer
    • Politician
    • Smuggler
    • Crime Lord
    • Corp Executive
 
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Card Zones - Where do I put my Cards?
  • Deck Zone - This is where a player places their deck.
  • Netherworld - The zone where destroyed cards or cards that have been played and do not remain on the field go. Cards that are milled from a deck also go into this zone.
  • The Field - This where cards a player controls go, and it is split into two areas. A player can have an unlimited number of cards on their field in the upper area. The bottom of the field is also where a player places their Biome cards when they player them.
  • Exiled Cards - Cards that have been technically removed from play that do not go into the Netherworld. Only certain abilities and effects can allow a player to play a card from exile.
 
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Keywords and Abilities - What can my Cards do?
  • Keywords
    • These abilities are a passive ability that the card has at all times when they are on the field.
    • Keyword Abilities can be found on this section of our Holonet page.
  • Enter the Field Abilities
    • These abilities trigger whenever the card or another designated card enters the field under your control, unless otherwise stated.
  • Triggered Abilities
    • These abilities trigger whenever a certain condition, outlined on the card, is met by either the player or the opponent.
  • Activated Abilities
    • These abilities require a player to use supply or another stated cost to activate and use.
    • Certain Activated Abilities can be found on this section of our Holonet page.
 
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