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Cracked LCD 12.6: Chaos in the Old World Review
Do we have a boardgame of the year? Oh, yes we do.
Date: Thursday, November 19, 2009
Author: Michael Barnes

Because of the processional quality- something I usually criticize at length- it’s easy to misunderstand the game because it isn’t just an out-and-out slaughter fest like some would expect. It’s a lot smarter and more tightly controlled than some would prefer, but don’t worry, there’s still TONS of carnage and very direct player interference, interaction, and competition. There is also resource management as players have to budget power points to summon units and spells to the board and there is a strong processional element that has a definite sense of pre-action plotting. The area control mechanics might seem dry and calculatory to some, but they still hang together thematically. It’s also worth noting that this is definitely one of those games that needs to played multiple times before its layers of depth can be truly explored and exploited. Knowing the cards, effects, and differences between the gods turns a fascinating design into an amazing game.

Yet for all of its rigidity in terms of structure and the need for experience to really maximize its potential, CHAOS IN THE OLD WORLD never writes the players out of the game like so many Eurogames have made the mistake of doing over the past several years. Table talk is likely to be savage, hilarious, and savagely hilarious as the creepily erotic Slaanesh cards are announced or the Khorne player inevitably utters the slogan “blood for the blood god” over and over again. It is also a game where alliances of convenience are commonplace and in fact necessary to rein in winning players. In particular, I’ve seen Nurgle become almost unstoppable if players don’t at least agree to contain the infection, so to speak. It’s also significant that players are directly involved in significant action almost every phase of the game and the tight geography ensures plenty of friction and conflict.

I am also consistently impressed at the sheer amount of gameplay and depth that the game offers given that it is- no exaggeration- over in about two hours, tops. It’s so tightly wound, so intensely focused, that it is able to pack in its timeframe a game that may not be as vast as a TWILIGHT IMPERIUM, but for its duration it is about as rich as a game can get. The first time we played it, I was stunned at how satisfying and complete it felt. The pacing is absolutely spot on, as are the strategic and narrative trajectories.

I cannot stress it enough—CHAOS IN THE OLD WORLD is a great, great game and out of every game I have reviewed here at Gameshark.com this year, this is the one you should buy. Even if you’ve never bought a board game before and are up to a little challenge in learning something new, the sheer awesomeness of the theme and concept will keep you and your friends coming back for more. You’ll come for the exciting, bloody combat, but you’ll stay to try each of the gods and the multiple strategies that each presents in battling the others. I believe that even for seasoned gamers there is plenty of replay value between the four distinct gods, variable events, volatile combinations of card play and on-board situations, and emergent gameplay that fosters narrative and intense player interaction. There are so many of the elements of what makes board games great on display here and as a top example of our hobby and how awesome it can be.

Questions or comments for Michael? Send them along to wabner@gameshark.com .

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