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PDF Rule Book - Chaotic Trading Card Game

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Welcome to <strong>Chaotic</strong> ®<br />

Contents<br />

2) Contents Overview<br />

3) Secrets of the Lost City<br />

4) Apprentice <strong>Rule</strong>s<br />

12) Master <strong>Rule</strong>s<br />

20) Building Your Deck<br />

24) Glossary<br />

32) Online Experience<br />

34) Credits<br />

Secrets of the Lost City TM<br />

...on a cloudless and starry night the culmination of more than a year of<br />

preparation occurred, as the four high muges of Perim convened on the<br />

deck of Captain Arrthoa’s ship, the Ezoa, slowly sailing the moonlit surface<br />

of Lake Ken-I-Po.<br />

As Najarin, Enre-hep, Kopond, and Lore performed the hour-long mugical<br />

ritual, tones of an unworldly beauty rang out over the lake. Ultimately, a<br />

thundering rumble accompanied the ascension of a levitating island that<br />

erupted from the waters of the lake. Atop it perched a magnificent citadel,<br />

sporting four towers – each attuned to one of the elements of Perim. The<br />

high-muges had succeeded in raising the lost City of the Elements. They<br />

knew that the city held powerful secrets and treasures, possibly even the<br />

secret to the Cothica. But who would control this prize?<br />

About <strong>Chaotic</strong> ®<br />

Every <strong>Chaotic</strong> <strong>Card</strong> has a Code, and every Code is unique. Each Code<br />

represents an actual scan of a Creature, Location, Attack, Mugic or<br />

Battlegear at a precise moment in Perim. As things change in Perim, so do<br />

the Creatures, items and places. That’s why no two Codes are the same.<br />

The Codes give you power to do things with <strong>Chaotic</strong> <strong>Card</strong>s that you can’t do<br />

with any other trading cards. Upload your Codes to <strong>Chaotic</strong><strong>Game</strong>.com and<br />

you’ll enter a new dimension in gaming. Challenge and battle opponents.<br />

Trade virtual cards. Swap tips, tricks and techniques with fellow players.<br />

Store personal game history. Manage your deck. Watch yourself move up<br />

in the ranking system as you compete with players from around the world.<br />

It’s all possible. Right now. All you have to do is . . . Enter The Code.<br />

2 3


Apprentice <strong>Rule</strong>s<br />

Object of the game:<br />

The object of the game is to defeat all of your opponent’s Creatures.<br />

Setting up a game of <strong>Chaotic</strong><br />

1. Lay out your Playmat so that you can read the <strong>Chaotic</strong> logo.<br />

2. Look at the first three cards in your Preconstructed Deck. These are<br />

Creature <strong>Card</strong>s. Place them face up in the open spaces on your<br />

Playmat.<br />

3. The next 10 cards are Attack <strong>Card</strong>s. Shuffle these cards and place<br />

them face down in the space on your Playmat marked “Attack.”<br />

4. The next 5 cards are Location <strong>Card</strong>s. Shuffle these cards and place<br />

them face down in the space on your Playmat marked “Location.”<br />

5. Your opponent should set up their Deck in the same way, with the<br />

Playmats forming one diamond-shaped Battleboard.<br />

TIP: Do not worry about the other cards in the<br />

deck just yet! Battlegear and Mugic <strong>Card</strong>s are<br />

covered under the Master <strong>Rule</strong>s section.<br />

Location<br />

Deck<br />

Attack<br />

Deck<br />

<strong>Card</strong> Type<br />

Disciplines<br />

Mugic Ability<br />

Tribe Icon Name Rarity<br />

<strong>Card</strong> Ability <strong>Chaotic</strong> Code Energy<br />

Beginning the <strong>Game</strong><br />

Now that your Playmats are set up, you are almost ready to play your first<br />

game of <strong>Chaotic</strong>.<br />

1. Each player draws the top two cards from their Attack Deck into their<br />

hand.<br />

2. Randomly decide who will take the first turn by flipping a coin, rolling a<br />

die, or playing Rock-Paper-Scissors.<br />

3. In the game rules, the player who is taking a turn is called the Active<br />

Player.<br />

Once you have decided who will go first, you can begin the game.<br />

Elemental<br />

Attack Types<br />

4 5


Apprentice <strong>Rule</strong>s<br />

Playing the <strong>Game</strong><br />

Each turn is made up of three main steps: Location Step, Action Step and<br />

End-of-turn Step.<br />

.<br />

STEP 1:<br />

LOCATION STEP<br />

The first thing the Active Player does on their turn is reveal the top card of<br />

their Location Deck by turning it face up. This is called the Active Location,<br />

and is where the action will take place during this turn and determines<br />

which Creature will have Initiative in combat – we will get to that in a<br />

minute. Flipping up a new Active Location replaces the previous Active<br />

Location if there is one. The Location also has some other effects that are<br />

covered under the Master <strong>Rule</strong>s, and which aren’t used in the Apprentice<br />

version of <strong>Chaotic</strong>. When the other player becomes the Active Player, that<br />

player will reveal a new Active Location for their turn.<br />

Now that you have revealed the Location, it is time to get down to business!<br />

<strong>Chaotic</strong> Code<br />

<strong>Card</strong> Type<br />

Initiative<br />

Location Icon Name<br />

Rarity<br />

<strong>Card</strong> Ability<br />

STEP 2:<br />

ACTION STEP: MOVEMENT & START COMBAT<br />

Movement<br />

1. You must move at least one Creature each turn.<br />

2. Each Creature may move one space per turn in any direction, unless<br />

stated otherwise on a card.<br />

3. You may not move a Creature into a space occupied by another Creature<br />

you control.<br />

4. If your Creature moves into a space occupied by an opponent’s Creature,<br />

you start combat.<br />

5. You may only start one combat per turn (the first turn of any game<br />

usually starts a combat since all the spaces on the Battleboard are<br />

occupied.)<br />

Available Moves<br />

Available moves that<br />

will start combat<br />

6 7


Apprentice <strong>Rule</strong>s<br />

ACTION STEP: INITIATIVE<br />

The first thing you do once combat begins is determine which Creature has<br />

Initiative. Look at the Initiative line on your Location.<br />

If the Initiative line indicates a Discipline, like Courage or Speed, the<br />

Creature with the highest value in that Discipline will have Initiative. The<br />

same goes for initiatives that count other traits, like the number of Mugic<br />

counters on Creatures. If the Initiative line indicates an Element or Tribe,<br />

and only one Creature has that Element or is of that Tribe, then that<br />

Creature wins Initiative. In any case where it is a tie, the Active Player’s<br />

Creature wins Initiative.<br />

Disciplines Elements Tribes<br />

ACTION STEP: STRIKING<br />

The Creature with Initiative attacks first. In <strong>Chaotic</strong>, playing an attack is<br />

called striking. Now that it is clear which Creature will strike first, it is time<br />

to play an attack.<br />

1. The player whose Creature is striking draws the top card from their<br />

Attack Deck. That player should now have three Attack <strong>Card</strong>s in hand.<br />

2. That player chooses one of the Attack <strong>Card</strong>s in hand and plays it.<br />

3. Calculate how much damage the Attack <strong>Card</strong> deals. (See page 10)<br />

4. Place the Attack <strong>Card</strong> into the attack discard pile.<br />

<strong>Card</strong> Type<br />

Base Damage<br />

<strong>Card</strong> Ability<br />

Build Points Name Rarity<br />

<strong>Chaotic</strong> Code<br />

Elemental<br />

Damage<br />

8 9


Apprentice <strong>Rule</strong>s<br />

Attack <strong>Card</strong> Damage:<br />

To figure out how much damage an Attack <strong>Card</strong> deals to the opponent’s<br />

Creature:<br />

1. First look at the Base Damage. All Creatures deal this damage.<br />

2. Next look at the Elemental Damage: Compare the Elemental symbols on<br />

the played Attack <strong>Card</strong> with the Elemental symbols on the Creature<br />

playing the Attack <strong>Card</strong>. For each matching symbol, deal the damage<br />

listed next to the symbol on the Attack <strong>Card</strong>.<br />

3. All damage dealt by an Attack <strong>Card</strong> is dealt at the same time.<br />

Whenever a Creature takes damage, subtract that much from its Current<br />

Energy. Use the Energy trackers on your Playmat to record how much<br />

Energy your Creature in combat has left.<br />

Some Attack <strong>Card</strong>s have other game effects. We will teach you how to use<br />

these effects in the Master <strong>Rule</strong>s.<br />

5+ 5+ 5 = 15<br />

FINISHING COMBAT:<br />

Now it is the other player’s chance to Strike. Follow the same steps (1-4)<br />

explained in “Action Step: Striking.” Both players alternate striking until one<br />

of the Creatures in combat is defeated. A Creature is defeated when it has<br />

taken damage equal to or greater than its Energy. When that happens, put<br />

the defeated Creature into its owner’s general discard pile. If the winning<br />

Creature was trying to move into an occupied space, it will take the place of<br />

the losing Creature. If the winning Creature successfully defended a space<br />

it already occupied, it stays in the space it started in. If at any point a player<br />

needs to draw an Attack <strong>Card</strong> and has none remaining in their Attack<br />

Deck, reshuffle that player’s attack discard pile. That becomes that player’s<br />

Attack Deck.<br />

ACTION STEP: ADDITIONAL MOVEMENT<br />

Once combat is finished, the Active Player can continue moving any Creatures<br />

they control that have not yet moved this turn. Creatures can only move into<br />

open spaces at this point because you may only start one combat per turn.<br />

On later turns, remember you can choose to move Creatures before or<br />

after combat.<br />

STEP 3:<br />

End-of-Turn Step:<br />

After you have moved at least one Creature, then you may end your turn.<br />

At this point all damage is removed from all Creatures. All effects that last<br />

until end of turn, or do not specify a duration, also end at this point. The<br />

other player then begins their turn starting with Step 1.<br />

Alternate taking turns and battling until one<br />

player has no Creatures remaining. When<br />

you have the only Creatures left, you win!<br />

10 11


12<br />

Master <strong>Rule</strong>s<br />

The Apprentice <strong>Rule</strong>s just<br />

of <strong>Chaotic</strong>.<br />

The Master <strong>Rule</strong>s explain how to play like an expert.<br />

A complete game of <strong>Chaotic</strong> plays just like the basic game with two new<br />

card types - Battlegear and Mugic - and a few additional rules:<br />

Battlegear:<br />

Battlegear Icon Name Rarity<br />

<strong>Card</strong> Type<br />

<strong>Card</strong> Ability<br />

<strong>Chaotic</strong> Code<br />

Battlegear are weapons, armor and gear that give Creatures extra powers,<br />

usually in combat. There are three Battlegear <strong>Card</strong>s in each Starter Deck.<br />

You may equip only one Battlegear <strong>Card</strong> to each of your Creatures.<br />

Battlegear is placed face down under the Creature at the start of the<br />

game. Battlegear that is turned face down is “turned off” and has no<br />

game effect until it is turned face up. Battlegear is turned face up when<br />

the Creature that the Battlegear is equipped to becomes Engaged (enters<br />

combat) or at the beginning of the game if the Battlegear <strong>Card</strong> has the<br />

“Reveal at Beginning of <strong>Game</strong>” ability. You may look at your own face down<br />

Battlegear at any time during the game, but not your opponent’s face down<br />

Battlegear.<br />

13


14<br />

Master <strong>Rule</strong>s<br />

Mugic Affiliation<br />

Mugic:<br />

<strong>Card</strong> Type<br />

Mugic Cost<br />

<strong>Card</strong> Ability<br />

Mugic Icon Name Rarity<br />

<strong>Chaotic</strong> Code<br />

The Creatures of Perim are able to cast Mugic spells by channeling the<br />

spirits of powerful and ancient Mugicians. This is represented by Mugic<br />

counters placed on Creature <strong>Card</strong>s at the start of the game. Each Creature<br />

receives a number of counters equal to their Mugic ability at the beginning<br />

of the game. They may use them to play Mugic <strong>Card</strong>s and to activate<br />

abilities. There are three Mugic <strong>Card</strong>s in each Starter Deck.<br />

Include one Mugic <strong>Card</strong> for each Creature in your army. All of your Mugic<br />

<strong>Card</strong>s start the game held in your hand. Mugic <strong>Card</strong>s are played by paying<br />

Mugic counters from Creatures you control. There are specific Mugic<br />

<strong>Card</strong>s for each Tribe, as well as “Generic Mugic” that can be used by any<br />

Tribe.<br />

To play a Mugic <strong>Card</strong>, first check to see if it has a tribal affiliation. If it<br />

does, then remove Mugic counters from a Creature you control of the<br />

corresponding Tribe equal to the number of Mugic symbols on the card.<br />

If the Mugic <strong>Card</strong> is Generic, you may remove the appropriate number of<br />

Mugic counters from a Creature of any Tribe.<br />

Master <strong>Rule</strong>s Additions:<br />

When you play <strong>Chaotic</strong> at the Master level, include these new rules:<br />

Setup:<br />

Set up a Master level game as follows:<br />

1. Place all Creature and Battlegear <strong>Card</strong>s face down.<br />

2. After both players have finished setting up, reveal all your Creature<br />

<strong>Card</strong>s and any Battlegear <strong>Card</strong>s which have the “Reveal at beginning of<br />

game” ability.<br />

3. Leave any other Battlegear <strong>Card</strong>s face down.<br />

4. Once all Creatures have been revealed, place<br />

Mugic counters on your Creatures equal to<br />

their Mugic Ability.<br />

5. Each player draws the top two cards from<br />

their Attack Deck into their hand.<br />

6. Decide who will take the first turn.<br />

Creature Abilities:<br />

Creature’s Mugic Ability<br />

Many Creatures have special abilities. These abilities come in three types:<br />

1. Innate: Innate Abilities are always on. You cannot choose whether or<br />

not to use them.<br />

15


16<br />

Master <strong>Rule</strong>s<br />

2. Activated: Activated Abilities are those which allow you to choose when<br />

to play them. These abilities usually have a cost to play the ability. This<br />

cost might be to remove one or more Mugic counters or to sacrifice a<br />

Creature by removing it from play. If you cannot pay the cost, you<br />

cannot use the ability.<br />

3. Triggered: Triggered Abilities tell you when they occur. There is a<br />

condition or trigger that causes them to happen - if the trigger occurs,<br />

the ability occurs.<br />

The Burst:<br />

The Burst allows both players to respond to abilities/effects in the game.<br />

1. A Burst begins when an ability/effect occurs in the game. This happens<br />

whenever a player plays an Attack <strong>Card</strong>, Mugic <strong>Card</strong> or uses a Creature<br />

or Battlegear ability. Innate Abilities do not start a Burst, but Triggered<br />

Abilities can start a Burst.<br />

2. After you start a Burst, your opponent may respond to the ability or<br />

effect which started the Burst with their own ability or effect.<br />

EXCEPTION: When you play an Attack <strong>Card</strong>, you are able to<br />

respond to your own Attack <strong>Card</strong> first.<br />

This is a diagram of a Burst.<br />

From bottom to top [and the order they<br />

were added to the Burst]<br />

A. Nauthilax plays Clean Slide attack<br />

B. Nauthilax’s Recklessness ability<br />

C. Donmar’s Healing ability<br />

D. Counterpoint of Chaos<br />

E. Anthem of Stone<br />

Both players decline to add anything new<br />

to the Burst. The effects then resolve<br />

in the opposite order that they were<br />

played, starting from E and ending on A.<br />

3. Both players then alternate adding effects and abilities to the Burst.<br />

However, a player may choose not to add additional abilities or effects<br />

to a Burst.<br />

4. Once both players consecutively choose not to add anything new to the<br />

Burst, then the Burst starts resolving one at a time in reverse order,<br />

with the last item added resolving first.<br />

5. Other effects may not be played while a Burst is resolving. The only<br />

exception to this is triggered effects created by something on the Burst,<br />

which are added to the Burst, which is then re-opened and proceeds<br />

from step 3 again.<br />

17


18<br />

Master <strong>Rule</strong>s<br />

Attack <strong>Card</strong>s:<br />

In addition to Base Damage and Elemental Damage, some Attack <strong>Card</strong>s<br />

have other effects. Some common effects on Attack <strong>Card</strong>s are Elemental<br />

Checks, Stat Checks, and Challenges.<br />

Elemental Checks look to see if the Creature playing the attack has a<br />

particular Element or combination of Elements.<br />

Elemental Check<br />

Stat Checks ask you to see if the Courage, Power, Wisdom or Speed on the<br />

Creature playing the Attack <strong>Card</strong> is at least a certain number.<br />

Stat Check<br />

Challenges ask you to compare the same stat on the two Creatures in<br />

combat and see if the stat on the Creature playing the Attack <strong>Card</strong> is<br />

greater than the opposing Creature’s stat by at least a certain amount.<br />

Challenge<br />

In all of these cases, there will be an effect listed after a colon.<br />

This effect happens if the Check or Challenge is met.<br />

Location Abilities:<br />

In addition to determining the Creature that will win Initiative, Locations<br />

have other abilities that affect the game. Be sure to read each Location<br />

<strong>Card</strong> when it becomes the active Location.<br />

The Showdown:<br />

At the end of a player’s Action Step, check to see if a Creature controlled<br />

by that player has done battle this turn, on his opponent’s last turn or on<br />

the player’s previous turn. If no Creature controlled by that player has been<br />

involved in combat during those three turns, then a Showdown occurs:<br />

1. The Active Player selects one Creature controlled by the Non-Active<br />

Player.<br />

2. The Non-Active Player selects one Creature controlled by the Active<br />

Player.<br />

3. The Active player’s Creature is relocated into the space of the Creature<br />

controlled by the Non-Active player, and the two Creatures become<br />

Engaged.<br />

19


20<br />

Building Your Deck<br />

3 vs. 3<br />

set up<br />

6 vs. 6<br />

set up<br />

First, choose the number of Creatures in your deck:<br />

1. You can play <strong>Chaotic</strong> with decks of different sizes: 3 and 6 Creature<br />

decks are the most common sizes.<br />

2. Both you and your opponent will play a deck with the same number of<br />

Creatures.<br />

3. The <strong>Chaotic</strong> Battleboard accomodates the size of the game.<br />

RULE OF TWO: You can only have up to two copies of any<br />

card in your deck, unless the card itself says otherwise.<br />

Once you have chosen the number of Creatures in your deck, the rest is<br />

easy!<br />

1. For each Creature <strong>Card</strong>, also select one Battlegear <strong>Card</strong> and one Mugic<br />

<strong>Card</strong>.<br />

2. Create a 5 card Location Deck (Use 10 Location <strong>Card</strong>s for a 6 Creature<br />

Army). You can use any 5 Location <strong>Card</strong>s you want as long as you stick<br />

to the rule of two and do not have multiple copies of Unique cards. Also,<br />

only one Legendary card may be included in the entire deck.<br />

3. Create a 10 card Attack Deck (Use<br />

20 Attack <strong>Card</strong>s not exceeding 20<br />

Build Points for a 6 Creature Army).<br />

The 10 Attack <strong>Card</strong>s you choose<br />

must not exceed a total of 10 Build<br />

Points.<br />

Build Points of an<br />

Attack <strong>Card</strong><br />

21


22<br />

Building Your Deck<br />

Deck Building Tips<br />

• To start out, try building decks using Creatures from the same Tribe.<br />

• Make sure your Creatures have enough Mugic counters to play the<br />

Mugic in your hand and to use any abilities they may have.<br />

• Creatures with high Energy are usually better in the front row, as are<br />

Creatures with special abilities that give them advantages in combat.<br />

• Creatures with low Energy and lots of Mugic Ability should usually be<br />

protected in your back rows.<br />

• You will need to play some Attacks with lower Build Points if<br />

you want to play high Build Point cards.<br />

• Try to play attacks with Element and Discipline<br />

Checks and Challenges that match the<br />

Elemental Types and high Disciplines of<br />

your high Energy creatures to take the<br />

most advantage of your Attack <strong>Card</strong>s.<br />

23


Glossary<br />

Activated Ability: Activated Abilities have a cost to activate such as the<br />

removal of a Mugic counter. Activated Abilities are written in the format<br />

Pay (cost): to do (effect). Unless an Activated Ability specifies otherwise,<br />

its effects end at the end of the turn during which the Activated Ability<br />

resolved.<br />

Active Player: The player whose turn it currently is.<br />

Attack Damage: The damage dealt as the result of the resolution of an<br />

Attack <strong>Card</strong>.<br />

Battleboard: An arrangement of game spaces composed of two opposing<br />

triangles joined at their bases upon which a game of <strong>Chaotic</strong> is played. At<br />

the beginning of the game, each space on the Battleboard will be occupied<br />

by a Creature. The spaces that your Creatures occupied at the start of the<br />

game are considered your “side” of the Battleboard. The spaces occupied<br />

by your opponent’s Creatures are considered the opponent’s side of the<br />

Battleboard.<br />

Burst: One or more unresolved Mugic or card abilities. A Burst is started<br />

each time a player plays Mugic, an activated ability or an Attack <strong>Card</strong>.<br />

Bursts may also begin from Triggered Abilities generating effects.<br />

Challenge (Characteristic) “X”: A comparison of the values of the indicated<br />

characteristics between two Creatures, typically in combat with each<br />

other. To win a Challenge, a Creature must have a value in the indicated<br />

characteristic that is greater than the characteristic of the opposing<br />

Creature by at least the amount “X.”<br />

Current Energy: The Energy value of a Creature minus the amount of<br />

damage on that Creature. When a Creature’s Current Energy is zero, that<br />

Creature is destroyed.<br />

Damage: Damage dealt by Attack <strong>Card</strong>s, Mugic or other abilities is<br />

combined to form the total damage on a Creature. Any damage value<br />

less than 0 is treated as 0. Damage remains on a Creature until the end<br />

of each turn, unless it is healed. At this time all surviving Creatures on<br />

the Battleboard have all damage removed. When the total damage on<br />

a Creature is equal to or greater than its Energy, then that Creature is<br />

defeated and placed in the general discard pile.<br />

Defender (Characteristic): Defender is an Innate Ability that allows a<br />

Creature to exchange places with an adjacent Creature that is attacked on<br />

the Battleboard. The Defender ability may have a characteristic associated<br />

with it, which restricts its use to a subset of Creatures that have that<br />

characteristic. For example, “Defender: Danian” means that the Creature<br />

may only use its Defender ability to take the place of a Danian Creature.<br />

If there is no stated condition the Creature may exchange places with any<br />

adjacent Creature. The process of using the Defender ability is referred to<br />

as “intercepting” an attack. Multiple copies of Defender on a Creature use<br />

the least restrictive condition and are otherwise redundant.<br />

Destroy: An effect that places a card directly into the appropriate discard<br />

pile. If a Creature is destroyed, then any attached Battlegear is also placed<br />

into the general discard pile.<br />

Disarm: A Triggered Ability. At the start of combat, Battlegear equipped to<br />

Creatures engaged with a Creature with Disarm lose all abilities.<br />

Discipline: One or more of a Creature’s non-Energy statistics. Courage,<br />

Power, Wisdom and Speed are a Creature’s Disciplines. When a card<br />

refers to “all Disciplines,” it is referring to Courage, Power, Wisdom and<br />

Speed together.<br />

Discipline Attack: An Attack <strong>Card</strong> which contains a Stat Check, Challenge<br />

or Stat Fail is considered a “Discipline Attack.” A Discipline Attack is<br />

successful if you won any Stat Check, Challenge or Stat Fail on that Attack<br />

<strong>Card</strong>.<br />

Element X: This Innate Ability indicates that the Creature deals an<br />

additional X damage when it deals attack damage of the indicated Elemental<br />

Type. Multiple instances of this ability on a card are cumulative.<br />

Elementproof X: A Triggered Ability. A Creature with this ability gains X<br />

Energy at the start of combat when engaged with a Creature that has the<br />

indicated Elemental Type.<br />

Elemental Attack: Any Attack <strong>Card</strong> with an Elemental Type is considered<br />

an Elemental Attack of the associated type (or types). See “Elemental Type”<br />

for more details.<br />

24 25


Glossary<br />

Elemental Damage: The Elemental damage dealt by an attack is based on<br />

the Elemental Type of an attack and the Elemental Types of the Creature.<br />

An attack is considered to do a particular damage type if both it and the<br />

Creature playing it have that Elemental Type.<br />

Elemental Type: Fire, Air, Earth and Water. Elemental Type on a Creature<br />

<strong>Card</strong> allow that Creature to do bonus damage or other effects with Attack<br />

<strong>Card</strong>s that share an Elemental Type. The Elemental Type(s) of an Attack<br />

<strong>Card</strong> defines bonus damage and other effects that occur when the attack<br />

is used by a Creature with the indicated Elemental Type. In addition, cards<br />

may be affected by game abilities based on their Elemental Type (for<br />

example see “Element X”). When a card refers to “All Elemental Types” it is<br />

referring to Fire, Air, Earth and Water.<br />

Energy: Amount of damage that Creature can take before it is destroyed.<br />

The Energy of a Creature is given by its Scanned Energy value modified by<br />

any Battlegear, Location effects, Mugic and card abilities that state they<br />

alter a Creature’s Energy.<br />

Engaged: A Creature currently involved in a combat is considered engaged.<br />

Exhaust (Discipline) X: A Triggered Ability. When an engaged Creature with<br />

Exhaust plays an Attack <strong>Card</strong>, Exhaust reduces the indicated Discipline of<br />

the Creature by X when it resolves. Multiple instances of this ability on a<br />

card are cumulative.<br />

Expend (Elemental Type): Expend (Elemental Type) indicates an Activated<br />

Ability with a cost of losing the indicated Elemental Type. A Creature without<br />

the indicated Elemental Type cannot play an Expend ability.<br />

Generic Mugic: Mugic <strong>Card</strong>s without an affiliation (usually tribe) are known<br />

as “Generic” Mugic and may be played by Creatures of any Tribe.<br />

Heal X: Removes X damage from a Creature.<br />

Hive: During a game Hive will either be “On” or “Off”. If Hive is “On,” then<br />

all abilities of the form Hive (effect) are active (see next page). Unless<br />

otherwise indicated, Hive turns “Off” at the end of any turn. Hive begins the<br />

game with the “Off” status.<br />

Hive (effect): A keyword conditional Innate Ability. It grants the indicated<br />

effect to a Creature if Hive has been activated. The effect remains until the<br />

Hive ability ends. Multiple copies of a Hive ability are cumulative.<br />

Infect: Any ability which places a Parasite onto a Creature. A Creature that<br />

has a Parasite is referred to as “Infected.”<br />

Innate Ability: Abilities that do not have an associated cost to perform.<br />

These abilities are always in effect. Element X, Swift X, and Range are<br />

examples of Innate Abilities.<br />

Intimidate (statistic) X: A Triggered Ability that means “At the beginning of<br />

combat, Creatures engaged with this lose X to the indicated statistic.”<br />

Invisibility (effect): An Innate Ability that means the Creature has the<br />

indicated ability against Creatures without Invisibility.<br />

Legendary: A deckbuilding restriction. A player may include no more than<br />

one card with the Legendary keyword in a deck.<br />

Loyal: A deckbuilding restriction. All Creatures in an army with a Creature<br />

with Loyal must share the same tribe as that Creature or have the<br />

specified characteristics. For example, Erak’tabb is Loyal – M’arrillians or<br />

Minions, and may only be played with Creatures that are either M’arrillians<br />

or Minions.<br />

Mirage: This ability is only found on Location <strong>Card</strong>s with the Mirage<br />

subtype. When a Mirage Location is the Active location its Mirage ability is<br />

not active. When a Mirage Location would normally be put on the bottom<br />

of the Location Deck it is instead put into a space on the Battleboard.<br />

While the Location is on the Battleboard only its Mirage ability is used (its<br />

normal ability has no effect). This Mirage ability only applies to the space<br />

the Mirage Location is in. Only one Location with Mirage can be on the<br />

Battleboard at a time. When another Location with Mirage is placed on the<br />

Battleboard, any other Mirage Location on the Battleboard is returned to<br />

the bottom of its owner’s Location Deck.<br />

Mugic Counter: Mugic counters are counters used to pay costs for Mugic<br />

and abilities. Creatures begin the game with a number of Mugic counters<br />

equal to their Mugic ability (found in the lower left of the Creature <strong>Card</strong>).<br />

26 27


Glossary<br />

Negate: An attack, Mugic or ability that is negated has no effect and is<br />

removed from the Burst.<br />

Opposing Creature: A Creature that is controlled by your opponent. Note<br />

that this term applies to all Creatures controlled by your opponent, including<br />

the one currently involved in Combat.<br />

Outperform (Discipline) X: An Innate Ability. Creatures with this ability deal<br />

an additional X damage with successful Discipline Attacks of the indicated<br />

Discipline. Winning multiple Challenges, Stat Checks or Stat Fails on the<br />

same Attack <strong>Card</strong> does not increase the additional damage. Multiple<br />

instances of this ability on a card are cumulative.<br />

Range: An Innate Ability that allows the Creature to move through occupied<br />

Battleboard spaces during its move. Multiple copies of Range on a Creature<br />

are redundant.<br />

Recklessness X: A Triggered Ability that triggers when an engaged<br />

Creature with Recklessness plays an Attack <strong>Card</strong>. This ability does X<br />

damage to the Creature with Recklessness when it resolves.<br />

Relocate: Changing the Battleboard space a Creature occupies. Relocate<br />

is not a move action, and the Relocation of a Creature is not modified by<br />

abilities which affect move actions during the Action Phase.<br />

Removed from <strong>Game</strong>: A card is set aside and can no longer affect or be<br />

affected by the current <strong>Chaotic</strong> game. At the conclusion of the game the<br />

card is returned to the player’s deck.<br />

Replacement Ability: Causes a given action to happen “instead” of another<br />

game event. Replacement abilities always use the word “instead” in their<br />

text.<br />

Sacrifice: A cost or an effect which results in the loss of a card you<br />

control. That card is immediately placed into the appropriate discard pile.<br />

If the sacrificed card was a Creature, then any equipped Battlegear is also<br />

discarded. A sacrifice may not be prevented by other game effects. You<br />

may not sacrifice a card you do not control.<br />

Scanned (statistic): The value as it appears on the Creature <strong>Card</strong>. The<br />

Scanned value of a statistic is not modified by Battlegear or other game<br />

effects.<br />

Stat Check (Discipline) “X”: A comparison between “X” and the current<br />

value of the indicated Discipline of the Creature which controlled the ability<br />

generating the Check (typically an Attack <strong>Card</strong> controlled by your engaged<br />

Creature). To win the Check, this value must be equal to or greater than<br />

the indicated value “X”. If you win the Check, then the effect indicated in the<br />

ability occurs.<br />

Stat Fail (Discipline) “X”: A comparison between “X” and the current value<br />

of the indicated Discipline of the Opposing engaged Creature. To win the<br />

Stat Fail, this value must be less than the indicated value “X.” If you win the<br />

Stat Fail, then the effect indicated in the ability occurs.<br />

Strike X: A Creature with this ability deals +X damage during its first attack<br />

in any given battle. Strike is an Innate Ability and multiple copies of strike<br />

are cumulative.<br />

Support (statistic) X: An Innate Ability. The value of the indicated statistic<br />

is increased by X for every Creature controlled by the same player that<br />

has the same tribal designation and is adjacent to that Creature on the<br />

Battleboard.<br />

Surprise: An Innate Ability. The Creature wins Initiative in combat.<br />

Swift X: An Innate Ability. If a move action is selected for a Creature with<br />

Swift then that Creature may be moved an additional X spaces on the<br />

Battleboard. For example, a Creature with “Swift 1” may move a total of 2<br />

spaces on the Battleboard. A Creature with Swift is still restricted to only<br />

moving through unoccupied spaces.<br />

Target: Whenever a Mugic or ability says “target [something],” where<br />

[something] is a word or phrase that indicates a card type, effect or player,<br />

the controller of the card chooses something that matches the indicated<br />

word or phrase. The choice of Mugic or ability’s targets is made when it<br />

is played. A targeted Mugic or ability cannot be played if there is no legal<br />

target to select. An activated or Triggered Ability is targeted if it uses the<br />

phrase “target [something].”<br />

28 29


Glossary<br />

Tribe: Most Creatures in the game have an associated tribal designation.<br />

Currently, there are five different Tribes in the game of <strong>Chaotic</strong>. These are<br />

OverWorld, UnderWorld, Danian, Mipedian, and M’arrillian. In<br />

addition, other cards in the game, such as Mugic, may also have a tribal<br />

designation. Creatures without a listed tribe designation are considered<br />

“Tribeless.” They do not belong to any tribe nor play tribal Mugic.<br />

Triggered Abilities: A Triggered Ability is one that gives a specific time<br />

or event which causes the ability to occur, using the words “when” or<br />

“whenever.” When the indicated time or event occurs, these abilities are<br />

placed on the Burst. If more than one ability is triggered by the same<br />

game event, then the Active Player adds his or her abilities to the<br />

Burst first in any order. Then, the Non-Active Player adds Triggered<br />

Abilities in a similar manner.<br />

Unique: A deckbuilding restriction. No more than one copy of<br />

a card with this name may be included in a player’s deck. Two<br />

Creatures with the same name<br />

but different versions counts as<br />

the same card for purposes of<br />

Uniqueness.<br />

Untargetable: An Innate Ability. This card cannot be chosen as the target<br />

of Mugic or abilities that require a target. If a Mugic or ability requires a<br />

selection but does not use the word target, then an Untargetable card can<br />

be chosen for that selection.<br />

Version: The version of a card is found immediately underneath the name.<br />

Creatures with the same name but different version are considered the<br />

same card for purposes of the <strong>Rule</strong> of Two and Uniqueness.<br />

30 31


32<br />

Online Experience<br />

The <strong>Chaotic</strong>® Online Experience is a massive online community of registered<br />

<strong>Chaotic</strong> players, collectors, storytellers, strategists, adventurers, explorers<br />

and other fans. It lets you play the <strong>Chaotic</strong> <strong>Trading</strong> <strong>Card</strong> <strong>Game</strong>, trade<br />

cards, maintain your collection and make friends with other <strong>Chaotic</strong><br />

enthusiasts. The <strong>Chaotic</strong> Online Experience has been translated in multiple<br />

languages to provide better accessibility for users around the world.<br />

All you need to do to become part of the <strong>Chaotic</strong> Online Experience is to<br />

register at <strong>Chaotic</strong><strong>Game</strong>.com and upload your cards. Every month, new<br />

league seasons start in the <strong>Chaotic</strong> Battledromes. The Battledromes are<br />

designed to allow you to play against other players at your own level, no<br />

matter if you are a beginner or expert player. Please make sure you visit<br />

<strong>Chaotic</strong><strong>Game</strong>.com to register, upload and protect your <strong>Chaotic</strong> <strong>Card</strong> codes.<br />

33 33


Credits<br />

Credits & Production Notes<br />

<strong>Game</strong> Design and Development:<br />

Martin “MRN” Rauff<br />

Lead <strong>Game</strong> Design: David Baumgartner<br />

Lead Development: Brian Kibler<br />

Design and Development: Adam Wessels, Jason Kennedy,<br />

Anders Rauff-Nielsen and Steven Terry.<br />

Art Design and Development:<br />

4Kids Entertainment, Inc.<br />

<strong>Card</strong> Art Director: Jason Narváez<br />

Graphic Designers: Jennifer Obrotka and Kana Hashimoto<br />

TC Digital <strong>Game</strong>s, LLC<br />

Graphic Designers: Azita Aparicio and Robert Barber<br />

TC Digital <strong>Game</strong>s LLC:<br />

CEO and President: Bryan C. Gannon<br />

Executive Vice President: John T. Milito<br />

Vice President of Development and Creative Director: Rob Robbers<br />

Vice President of Product Marketing: Robert C. Gamboa<br />

Organized Play Manager: Brian Fahmie<br />

Sales and Special Projects: Drew Nipper and Mike Gardner<br />

Senior Systems Administrator: Hung Tran<br />

Senior Project Manager (Production): Jennifer Auble<br />

Senior Project Manager (Web): Jennifer Schmaltz<br />

© 2009 4Kids Entertainment, Inc. and <strong>Chaotic</strong> USA Entertainment Group, Inc. <strong>Chaotic</strong> is a trademark of Home Focus Development<br />

Limited. All other <strong>Chaotic</strong> related trademarks, logos, names, characters and designs are the trademarks and property of 4Kids, <strong>Chaotic</strong><br />

USA and/or TC Digital <strong>Game</strong>s LLC. U.S. Pat 5810666 and 5954332 and other pending patent applications. All Rights Reserved.<br />

Set content subject to change. Stated odds reflect an average of the entire production run; no ratio is guaranteed to exist within an<br />

individual box or case. Manufactured by TC Digital <strong>Game</strong>s LLC. Printed in the USA. 4Kids is a registered U.S. trademark and © of<br />

4Kids Entertainment, Inc. All Rights Reserved<br />

Original <strong>Game</strong> Engine Design:<br />

Martin “MRN” Rauff, Arthur “Sam” Murakami, TBC LLC, Jason Kennedy<br />

and Joseph Cho.<br />

<strong>Chaotic</strong><strong>Game</strong>.com:<br />

TC Websites, LCC and TC Digital <strong>Game</strong>s, LLC.<br />

<strong>Chaotic</strong> Website and Video <strong>Game</strong>:<br />

Lead Client Engineer (<strong>Game</strong>): Ian Natzmer<br />

Lead Server Engineer (Software): Martin Linenweber<br />

Lead Software Engineer (Web): Tim Alvis<br />

Quality Assurance Manager: Brian Dumlao<br />

Creative Designer (UI): Josh Marlar<br />

Database Architect: Aaron Gravos<br />

Cummunity Manager/Customer Service Manager: Chris Evans<br />

The Customer Service Team<br />

<strong>Chaotic</strong> Animated Series:<br />

Norman Grossfeld, Michael Haigney, Arthur “Sam” Murakami, John Touhey<br />

and Carole Weitzman.<br />

Special thanks to:<br />

Alfred R. Kahn, Samuel R. Newborn, Bruce Foster, Carlin West, Kristen<br />

Gray, Lauren Johnson, Marisa Arvonio, Tina Burke and<br />

Sarah Dupont of 4Kids Entertainment, Inc.


Cover art: <strong>Chaotic</strong> Location card<br />

En t E r t h E Co d E<br />

Up l o a d y o U r C o d E s a s s o o n a s y o U C a n .<br />

th i s w a y y o U r C a r d C o d E s a r E r E g i s tE r E d<br />

t o y o U r p r o f i lE a n d y o U r digital C a r d s a r E<br />

a v a i l a b lE i m mE d i a tE l y .

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