Jul 14, 2025

Let's Play Chaos in the Old World

Back before the pandemic, when I was looking for board games for our little group to try, I kept coming across the out-of-print Chaos in the Old World, and finally, I cracked and bought a second-hand copy.

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Chaos in the Old World is a four-player game where each player controls a Chaos God and tries to corrupt and destroy the Old World.


The board and components are excellent, but I do have one complaint: the miniatures. I like the design, but it's the War of the Ring problem again: they're made of soft plastic, so quite a few of them are bent out of shape, and some of the cultist models have lost their Chaos icons entirely.


Everyone gets three kinds of models: cultists, daemons and a single greater daemon. Cultists generate corruption tokens, and daemons can fight peasants and each other. Each turn, each player gets a set of power points they can use to summon models onto the board and play chaos cards.

There are three ways to win the game, and one way to lose it. First, each chaos god has a threat dial. If they do certain thematically appropriate things, they get to advance the dial; for example, if Khorne kills other gods' models, they get a dial token. If a player manages to advance their dial all the way, they win.

You can also gather victory points by dominating areas, that is, having enough models in them to exceed their conquest value. If a player gathers 50 victory points and no-one's maxed out their dial, they win.

You also get victory points from ruining areas. If an area has twelve corruption tokens on it, it becomes ruined, and everyone who chipped in corruption tokens gets victory points. If five areas get ruined, the game ends and the player with the most victory points wins.

Finally, there's a deck of Old World cards that represent random events in the world; when the deck runs out, the game ends, and if no-one has achieved any of the victory conditions, everyone loses! I like it.

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We decided the only thing to do was to try playing! We divided up the Chaos gods, and I shamelessly picked my personal favorite, Slaanesh.


At the beginning of the game, the map gets randomized a bit with various tokens scattered in the different areas. As Slaanesh, I was particularly interested in the Noble and Hero tokens, as I get to move my dial if I can place corruption tokens in areas with them. Luckily, one of the early Old World cards had a hero arise in the Troll Country.


I staked out a presence in Norsca to corrupt their nobility, and Tzeentch homed in on the warpstone in Kislev, where we had the first, inconclusive, battle of the game.


Over the first turn, we all homed in on where we thought our strengths would be. I started corrupting the north, and Tzeentch infiltrated Kislev and the Empire. Nurgle favors populous areas and focused on Bretonnia, while the Khorne player mistakenly thought he'd get to advance his dial by killing peasant tokens and carved a bloody swathe through the south.


I realized I was slightly hemmed in in the north, and made a play for Tilea in the south. Nurgle wanted it as well, and we got into a fairly epic fight, with both sides summoning their greater daemons.


Unfortunately for me, Nurgle was victorious, but some of my cultists survived to land a corruption token with the Tilean nobility.


Nurgle switched their attention to Estalia, Tzeentch invaded Norsca, and Khorne started making inroads into the Empire. Nurgle also continued to pile up corruption tokens in Bretonnia at an impressive pace.


Soon enough, we were ready for total destruction. The mechanics for ruination are interesting: everyone who's placed corruption tokens in the ruined area that turn gets victory points, and then the players with the most and second-most tokens in the area get a bigger points haul. It leads to some good scrambles as everyone tries to get in on the action. Nurgle's efforts bore fruit in Bretonnia, and Tzeentch led the way in blowing up Kislev.


The game was now definitely nearing its end. We only had one turn left, and it looked like a pretty foregone conclusion that I would be able to advance my dial to win. Meanwhile, several players were closing in on the 50-VP win condition, but if we somehow failed all of these, we'd actually all lose! So we decided to work together to blow up as much of the Old World as possible.


In the end, we ruined not only Bretonnia and Kislev, but also Norsca, Estalia and the Empire. I maxed out my dial and took the overall win, but all of the other players also exceeded 50 victory points, and we ruined five regions, which means that we fulfilled all of the victory conditions on the last turn of the game. So I feel like in that sense, we all won.


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I decided I'd do the same with Chaos in the Old World as I have with some other games, and paint the winning models. It took me such ages to finish writing this post that I painted all the Slaanesh models before it was done.


Since they are board game pieces, I wanted to make it very obvious which Chaos god they belong to, so pink and purple were the order of the day.

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We had a great time playing Chaos in the Old World. The mechanics are surprisingly smooth, and I really enjoyed the theme and the gameplay. Your choice of Chaos god does constrain your options somewhat, so I don't know, maybe this'll get repetitive after some point. I'd love to get the Horned Rat expansion, but it's only available second-hand for absolutely outrageous prices. But the base game itself is just an excellent time, and I highly recommend trying it.

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