The first installment, A Game of Chance, featured twelve people from various backgrounds who woke up together on a train. With no memories, they took their monikers from various objects that they found themselves holding and were forced into a deadly game- find this person and the one hunting you, and kill them. To aid them, they were given major arcana cards that granted them powers, a credit card, and a cellphone. This round introduced the basic concept that would be applied to future rounds.
The second installment, A Game Of Truths, drew off of last season's concept to make things trickier. Instead of players simply having to kill a target and a hunter, targets will be reassigned as they are taken out so that players are never 'safe', so to speak. This round also introduces the concept of teams and factions. Characters will now have to survive against a backdrop of lies, intrigue, shady motivations, and beings with powers beyond any mere human. It was unfortunately cut short due to extreme player inactivity.
The third installment, A Game Of Lies, was launched with Crystal Glacia and Motree serving as GMs following Infinite Paragon's resignation as GM. It takes place during Prohibition with a new Orchestrator and no continuity with previous installments.
The A Game of Chance series provides examples of:
- Brought Down to Normal: It was established that the players' explosive collars are what keep their memories and any strange powers beyond human ability suppressed. The only exception would presumably be, for instance, powers required for day-to-day living by way of the Anthropic Principle, but one would assume that players have the sense to remove said powers before submitting their character.
- Explosive Leash: All contestants have explosive collars around their necks that will detonate if they go outside the boundaries of the Game or break rules such as the "No Guns" rule.
- One Steve Limit: Averted.
- Both Prosecution and Gear share the same given name: Alex. To get around this, characters simply either call them by their codenames (Broadsword and Clockwork) or by their surnames (Mandal and Wright). In narrative, they are still often referred to as Prosecution/Prossy or Gear, though with the latter that name is only really used when that personality is currently dominant.
- In terms of nicknames, Redd in Truth and Red in Lies.
- Pyrrhic Victory: The very premise seems out to invoke this intentionally. Say if, under normal circumstances, you win the Game. At the cost of the lives of the other contestants that you may or may not have had a relationship with and the fact that you have to live with that knowledge for the rest of your life.
- Serial Escalation: How much sooner can a fight break out? In Chances, it took a while. In Truth, only Day Three. Lies? One scene after the beginning.
- Demon seems to get abused due to how easily he gets flustered, he's a goth, that he takes himself too seriously sometimes (especially in the beginning; "THE Demon"?) and the fact that he's a Large Ham. Oh, and his fear of girl stuff.
- Gear seems to get this treatment simply because he's a manipulative little shit that's just plain fun to mess with. To quote his creator, "Gear's just the kind of manipulative that makes the universe want to dogpile him."
- Dysfunction Junction: As of now, majority of the characters have some sort of screwed up past or are somehow involved in something weird outside of the Game. To name them all off... Keynote , Tykenote , Wolfnote , Ticknote , Colt/Crossnote , Phantomnote , and Gearnote .
- Rule 63: All of the male and female characters have non-canon genderbends, except for Prosecution, whose genderbend is actually his sister as of now.
- Chase Scene: On Day One, with Maus being the cause of it.
- Continuity Reboot: Will be free of all connection to previous rounds and events.
- Not What It Looks Like: On Day One, Maus got blood on himself from his trinket, a dead mouse, and got four contestants chasing him down a street. He kept trying to explain to them that it wasn't person blood, that it was mouse blood, that his trinket was a mouse, but nobody listened to him.
- Police are Useless: It was established that police will only care about alcohol-related crimes, not, you know, killing games.