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MASTER THE CHAOS.
The complete published rulebook, organized for your next battle.
Welcome to Conjure The Chaos!
For centuries the world of Crystalax was a place of perfect harmony and balance between the natural world and the arcane. Within its realm, the four different lands - Shadowlands, the Volcano plain, Arcane Island, and Wildlands. They housed several tribes including the Vampires, Dwarves, Mystics and Shaman and there was peace. No one tribe dominated over the other. This is because each Tribe protected one of the 4 crystals of power - Fire, Shadow, Nature, and Arcane. By doing so, it maintained order and kept the others in check.
Then, for some unknown reason, the crystals fractured. The now warped arcane energies caused magic to act unpredictably and random portals from unknown worlds began to open. This forced the tribes to consider war inevitable.
Now, you are the Chieftain of one of the tribes of Crystalax. Will you defend your tribe and destroy your opponent or fall to the invaders of the realm and let it fall further into chaos?
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HERE'S WHAT IN THE BOX
Two starter decks with 25 cards in each, one Chaos deck of 30 cards, two quick reference cards and the official QR code card to this rule book.
RULE BOOK
1. OBJECTIVE
2. COMPONENTS (CORE SET)
3. GAME SETUP
4. TURN STRUCTURE
5. Turn Vs round
6. CHAOS CARDS
7. CHAOS DRAW LIMIT
8. TRIBE CHAOS TRIGGERS
9. SIMULTANEOUS CHAOS TRIGGERS
10. CHAOS INTERRUPTION RULE
11. DAMAGE TYPES: PREVENT & REFLECT
12. MONSTER CARDS
13. TARGETING RULES
14. Tribal Totem
15. DECKBUILDING RULES
16. PLAYER ELIMINATION
17. LAST PLAYER STANDING
18. DECKBUILDING RULES
MULTIPLAYER RULES (3–4 PLAYERS)
Card Corrections With New Wording in the Upcoming Expansions

BATTLEFIELD DIAGRAM

1. OBJECTIVE
You win the game by achieving either of the following:
• Reduce all opponents to 0 Life Points, or
• Be the first player to defeat two Monsters in a 2-player game
• or defeat three monsters with 3 to 4 player games
2. COMPONENTS (CORE SET)
Each core set game box contains:
• Two 25-card Tribe Deck (one per player)
• One Universal 30-card Chaos Deck (including Monster cards)
• Two Quick Reference Cards
• Card with a QR code to scan for this Rulebook
• The first print has one of two special collectible cards
• they can be swapped for another card in your deck
3. GAME SETUP
1. Each player chooses a Tribe Deck and shuffles it.
2. Each player starts at 20 Life Points.
3. Shuffle the Chaos Deck and place it face down in the center.
4. Each player draws 5 cards from their Tribe Deck.
5. Roll the dice to start the game. Winner can choose to play the first card or go second and draw a card. (player who goes first does not draw on turn 1)
4. TURN STRUCTURE
Players take turns clockwise.
START OF TURN
• Draw 1 card from your Tribe Deck.
• If you have 7 or less life points at the start of your turn, you go CHAOTIC! That means you also draw a chaos card at the beginning of each turn as long as you are at 7 or less life.That is in addition to drawing a chaos card from your tribal chaos trigger or other spell effects.
MAIN PHASE
• You may play up to one Attack card and up to one Utility card during your turn, in any order.
• Any Player may play any number of Reaction cards whenever their conditions are met. This must be in response to a card that was just played or a chaos effect
• Resolve effects immediately and fully. Refresh
• Once per turn, before the end of your turn,
You May Discard 1 Card (not mandatory) and if you do, you may draw a card. Once you refresh you can only play reaction cards or trigger chaos until your next turn. END OF TURN
• If you have more than 7 cards in hand, discard down to 7. • Check for player elimination.
• The next player begins their turn.
5. Turn Vs round
• A "turn" refers to a player's immediate turn. A "round" means until your next turn.
6. CHAOS CARDS
• Chaos cards are not drawn automatically.
• Chaos cards are drawn only when a card or tribe trigger ability instructs you to draw one.
• Chaos cards resolve immediately when drawn.
7. CHAOS DRAW LIMIT
Each player may draw at most one Chaos card between the end of their last turn and the start of their next turn from a tribe trigger, unless a card explicitly allows an additional Chaos draw. This limit applies regardless of whose turn it is.
8. TRIBE CHAOS TRIGGERS
9. SIMULTANEOUS CHAOS TRIGGERS
If multiple players would draw Chaos at the same time:
1. The active player draws and resolves their Chaos card first.
2. Then resolve Chaos draws clockwise to the left of the active player.
3. Each Chaos card fully resolves before the next Chaos card is drawn.
10. CHAOS INTERRUPTION RULE
When a Chaos card resolves:
• It immediately interrupts the current turn.
• The effect that caused the Chaos draw finishes resolving first.
• The Chaos card then resolves in full.
• After the Chaos card resolves, players may play valid Reaction cards.
• The interrupted turn then continues normally. If a Chaos card causes another Chaos trigger, resolve the Chaos card first, then resolve new Chaos draws following Section 8.
11. DAMAGE TYPES: PREVENT & REFLECT
PREVENT
• Prevented damage is reduced or negated.
• The target takes less or no damage.
REFLECT
• Reflected damage is not taken by the original target.
• The player who played the reflect effect chooses a legal target for the reflected damage.
• Reflecting damage counts as prevention for Chaos triggers.
12. MONSTER CARDS
WHEN A MONSTER IS DRAWN
• The Monster enters play immediately.
• It remains in play until defeated by reducing their life points to zero.
MONSTER DAMAGE
• At the start of each player’s turn, after a player draws a card and after a Chaos card is drawn from being CHAOTIC, that player takes damage equal to the Monster’s listed damage.
ATTACKING MONSTERS
• Monsters can be damaged by Attack cards.
• Damage may be reflected to Monsters.
• Monsters cannot be healed. • Monsters cannot be protected by prevent effects.
DEFEATING MONSTERS
• The player who deals the final damage to its life points defeats the Monster.
• That player gains the Monster’s Treasure effect.
• If You kill a monster, place the monster in front of you on the board to represent the treasure until the game ends or the treasure is destroyed.
MONSTER WIN CONDITION
If a player defeats two Monsters in a 2-player game or three monsters in a 3-4 player game, they immediately win the game.
13. TARGETING RULES
If a card says “target a player”, it may instead target a Monster, unless the card explicitly states otherwise.
14. Tribal Totem
15. DECKBUILDING RULES
16. PLAYER ELIMINATION
When a player reaches 0 Life Points:
• They are eliminated immediately.
• All cards they control are removed from the game.
• Any Monsters they damaged remain in play.
• Any Monsters in front of them are also removed from the game.
17. LAST PLAYER STANDING
If only one player remains, that player wins immediately unless another player has already achieved the three-Monster victory condition.
18. DECKBUILDING RULES
MULTIPLAYER RULES (3–4 PLAYERS)
Card Corrections With New Wording in the Upcoming Expansions
1. Chaos Paralysis - will be changed to Choose a player. That player cannot play reaction cards until the end of their next turn. Choose a Player. That Player Cannot Play Reaction Cards Until The End Of Their Next Turn.
