Tabletop Game / Chaotic

Chaotic is a Trading Card Game that was made along with the show 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, if somewhat difficult since he's a very inviting target for damaging Mugic and abilities and isn't the beefiest of creatures.
    • 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. There is a Location that lets Calling of Aa'une be cast for free, but being a Location, there's no guarantee of it actually coming up, but even then, there's always the chance of the opponent simply dispelling Calling of Aa'une and completely screwing you over.
    • Glacier Plains, M'arillian Heat Cannon is the only card in the game with an Instant-Win Condition; the problem is that the condition is ulcer-inducing to actually pull off. To win the game with its effect, you have to have a whopping 50 Mugic counters on your field. You read that correctly: 50. You basically need to keep an entire army of fluidmorphers alive for at least two or three turns without playing Mugic or abilities at the very least to even get that many. And to top it off, the Heat Cannon is a Unique Location, meaning that there's only a 1 in 10 chance on any one of your turns that it'll come up, and if it shows up before you have enough counters, you can kiss your instant win goodbye.
  • Balance, Power, Skill, Gimmick: For the original four tribes: Overworlders are Balance, with the most variety in creatures and no glaring weaknesses; Underworlders are Power, built for trading blows with the opponent; Mipedians are Skill, as they're focused on quickly gaining an advantage with Invisibility; Danians are Gimmick, based around manipulation of the unique mechanics Hive and Infect along with their discard pile. M'arillians also fall under Gimmick, as they have the unique Brainwashed and Fluidmorph mechanics and have a large focus on Discipline manipulation.
  • Blessed with Suck: The Mipedian Warbeasts, while whey have massive energy pools and disciplines, all but two of the Warbeasts also have massive Recklessness values, causing them to take large amounts of damage whenever they attack. Additionally, of the ones that don't have Recklessness, one reduces the energy of all other creatures you control, and the other forces you to sacrifice another creature after winning combat, or it gets destroyed.
    • This can be averted with the exception of The Warbeasts that lack Recklessness with use of Conjurers, most of which reduce Recklessness damage to Warbeasts, if not negating the damage entirely.
    • This can also be partially averted with use of the Stone Mail Battlegear, which negates all effects on a creature, however this has its own drawbacks in that it prevents movement and increases all damage dealt to the creature by 5.
  • Brainwashed and Crazy: The M'arillians have this as a game mechanic. They were introduced alongside Minion creatures from the other tribes that use a "Brainwashed" ability instead of their usual ability if they're played alongside a M'arillian Chieftain.
  • 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.
  • There Can Be Only One: The Unique and Legendary labels. If a card is Unique, you can't use another card of the same name in your deck, and you can only have a maximum of one Legendary card in your entire deck.