Tabletop Game / Chaotic

http://static.tvtropes.org/pmwiki/pub/images/chaotic_logo.jpg

Chaotic is a Trading Card Game that was made along with the of the same name. Originally based on a Danish game called "Gnolls and Gorks", Chaotic eventually evolved into the card game we know today and was officially released in 2006, alongside a (Now Defunct) website which allowed people to play the game online.

Basic gameplay is done on 2 boards, each with 10 creature spaces arranged in a triangular pattern, although all 10 were almost never used at the same time, typically only triangles of 6 or 3 spaces on each side were used. The goal is to simply defeat all of your opponents creatures. Creatures had 5 stats, 4 potential elements, various abilities, and up to 3 starting Mugic counters, which were used to cast Mugic, powerful spells that could rellibly change the flow of the game. In additon creatures could be equipped with battlegear to boost their strength even more. You could only have as much mugic and battlegear as you do creatures (For example in a 6v6 game, you start with 6 battlegear and 6 mugic). Battles are initiated when one creature moves into an enemy creature's space, and they consisted of flipping a location card for additional effects and to figure out who went first.

It was notable for being one of the first card games to use codes in order for players to transfer their collections online, and also for every creature's stats differing between cards, meaning that one card could have 50 courage while a different copy of said card having 40 courage. This ended up making every card unique on some level.


Provides examples of:

  • Awesome, but Impractical: Aa'une The Oligarch, dear god, Aa'une the Oligarch. He starts out in his Projection form, which is a basic M'arrillian Chieftain who's only effect is that it's the side that starts the game face-up, similar to Magic's transform cards. In order to transform him into his incredibly powerful Avatar form, which has 200 in every stat, 100 energy, 20 extra damage with every stat attack, and the ability to basically destroy every creature on your opponent's board if you haven't used any mugic, you must:
    • Have Aa'une win combat. Doable.
    • Have Aa'une be equiped with Baton of Aa'une. Very easily gotten rid of by certain mugic, attacks, or creatures, but a good battlegear to have on him.
    • Play the attack Rage of Aa'une. Again, good to have in your deck if you'r playing Aa'une, but even with the max 2 copies its entirely possible you won't have it on hand when Aa'une fights.
    • Then, if all of the former conditions are met on the same turn, you have to cast Calling of Aa'une to flip him over and play the Oligarch. The issue here is that Aa'une himself has no mugic counters and Calling is a M'arrillian mugic, meaning you have to have a fluidmorpher to cast it, as there's almost no way Aa'une himself could ever gain that many mugic counters on his own. This means if Aa'une is your only creature left, you can't transform him.
  • Difficult, but Awesome: Danians are probably the of most difficult of the original 4 tribes to play due to their plethora of different mechanics. Their main mechanic, Hive, requires a little bit of micromanagement to make sure that its active when you need it. Compost, which uses various Danians in the creature discard who buff the ones still alive, makes it so you need to gauge whether a creature is more valuable alive then it is in the ground. Finally Infect needs to be properly spread throughout both armies. However, master them and you'll find that Danians are capable of growing to insane stat totals as the game goes on.
  • Discard and Draw: Quite a variety of attacks and some mugic discard or shuffle attack cards to draw new ones, such as Malevolent Blast and Melodic Might.
  • Elemental Powers: Creatures can have Fire, Water, Earth, and Air elements to allow them to do extra damage with attacks using those elements.
  • Magikarp Power: Stelgar both subverts and plays this trope straight. Normal Stelgar has a good 65 on all stats and the typical underworld elements, fire and air, and it gains more in every stat except energy every time it does attack damage. However, grow its power stat too much, and Stelgar destroys itself. On the other hand, play Stelgar in a minion deck and it changes to gaining mugic counters every time it wins a battle, which, unlike the power stat, can be used up in a productive way, so it becomes a viable muge. In Stelgar's second card, Stelgar, Vicious Mutation it plays this trope extremely straight. It starts with the water element, which is unusual for Underworlders, and 20 in every stat. However it gains 10 in everything at the end of each turn. Protect Stelgar long enough and it will grow into a massive creature with over 100 in every stat. Then equip some element gaining battlegear on to it. Now you've got a complete monster.
  • Simple, yet Awesome: Overworlders and Underworlders don't have many tribe defining abilitites like the M'arrillians, Danians, or Mipedians do, but have the largest pools of creatures in the game, and are rather effective anyways. Underworlders in particular just focus on large damage, but it doesn't stop them from being probably the most popular tribe in the game.
    • In terms of attacks, we have Primal Smash, which has no effects, but is a 20 damage card with 1 build cost, allowing it to be safely splashed into just about any deck.
http://tvtropes.org/pmwiki/pmwiki.php/TabletopGame/Chaotic