The Tao of Gaming

Tuesday, October 13, 2009

Chaos in the Old World


Got to try this last night.

Short, ameritrashy, chaotic. Compelling? I'm not sure. I'd play it again though.

The best thing to be said about CitOW? It respects innovation, without slavishly following it. Chaos knows that the days when we'd set up an N-hour slugathon are gone (at least for us middle-aged folk), so it clocks in at two hours. They could be slightly brisker, but two hours works better than "Two, maybe six."

There are multiple ways to win and including an "Everyone losses" rule means that kingmaking situations can be avoided (... and yes, I shifted to "Everyone must lose" with 20 minutes to go).

Lots of decks of cards? Check.

Theme? Check check. Khorne (the blood god) slaughters, Nurgle (pestilence) destroys large crowds, Tzeentch (change/chaos) can rearrange the board, Slaneesh (hedonism) is a bit of an odd duck, actually. But enough theme to keep me happy.

Multiple ways to win? Check and mate. Of all the games that I'm reminded of, Liberte keeps coming back. You can win by VP, but you can forgo victory points and win by "dial advancement" and each god advances via a different mechanism. Two completely different ways to win, that intersect in odd ways.

Given four unique player positions, multiple victory conditions, an agricola style event deck that only sees 7 cards out of fifty or so each game, even if Chaos turns out to be mediocre, I'd easily get five plays out of it. And while I'm not sure I'd call it great, "Perfectly acceptable" seems fine.