Genre: board game
Number of players: three to four players
Objective: to achieve victory through various means

Chaos in the Old World is a new game developed by the innovative game designers at Fantasy Flight Games (FFG); this is a completely original game created by FFG, rather than a redesign of an older edition.  The game is set in the Old World, the fantastical world created and expanded upon by Games Workshop.  It is a rich, albeit grim, foreboding, and gothic setting where war is constant, humanity is scattered and divided, monstrous creatures and demons ravage the world and its people.

In the game, the players take on the roles of the four Chaos gods: Khorne, god of slaughter and war; Tzeetch, god of time and magic; Nurgle, god of pestilence and disease; and Slaanesh, god of dark pleasures and pain.  Unlike most games where there is a single way to win the game, Chaos in the Old World provides several ways to win: players who reaches a victory point threshold first wins, when the Ruination deck runs out the god with the most victory points wins, and through dial advancement; each god has their own best way of achieving victory.  Also, unlike most other board games, there is the possibility that all the players could lose!  The mechanics for victory and general game play are highly interconnected, with strategy and tactics constantly taking shape as the game goes on.

This game encourages players to develop strategies fitting not only their own style, but also that of the style of their chosen gods; for example, a player could choose to rampage and attack all the other players, but only Khorne will truly claim victory through this strategy; likewise, simply spreading your influence to dominate the juiciest provinces can earn you enough victory points to win, but Nurgle is the king of putting figures out on the board for cheap.  Like a miniature game, Chaos in the Old World teaches the players to adapt to changing circumstance. . . or else!  Lastly, this game demands that players remain aware of their opponents.  If one of the players is left alone, that player swiftly gain the advantage needed to win the game.  The corollary to this lesson is that one should not focus exclusively on any one player for too long; this will narrow your vision to the other players enough for them to achieve victory.

Next Week:  Poker/Texas Hold’em

P.S.  apparently, by “later in the day” I meant Thursday.  Sorry for the delay.