CHAOS

Game mechanics

This page describes how Chaos plays, worked out from the ZX Spectrum original's machine code. Chaos Online runs the original game routine by routine, so everything here applies to both. For how to play on this site, see How to play.

Numbers and dice:

The game and its turns

The board is 15 squares across and 10 down. Two to eight wizards play, each human or computer controlled. Computer wizards share one difficulty level, 1 to 8 (0-7 internally), chosen at the start. The wizards start on fixed squares that depend on how many are playing.

A game lasts 2 × wizards + 15 turns (19 turns for two wizards, 31 for eight). If more than one wizard is still alive at the end, the contest is drawn. It ends early, with a winner, as soon as only one wizard is left.

Each turn has these steps:

  1. Choosing spells. Each living human wizard picks one spell from their list, or none. For a creature spell they also say whether to cast it as an illusion. They can also look over the board and the spells' details.
  2. Casting. In seat order, every wizard casts the spell they chose (computer wizards choose theirs now).
  3. (The game checks whether only one wizard is left.)
  4. Spreading. Gooey Blobs and Magic Fire spread and die out; castles may vanish.
  5. Magic Wood. A wizard sheltering in a Magic Wood may be given a new spell.
  6. Movement. In seat order, each wizard moves and fights with their wizard and every piece they own. Pieces cast this turn can move too.
  7. (The game checks whether only one wizard is left again.)

Wizards

Starting statistics

Each wizard's statistics are rolled at the start. "Bonus" is the computer level (0-7) for computer wizards and 0 for humans; halves round down.

StatisticHumanComputer at level L
Combat1-51-5 + L/2
Ranged combat, rangenonenone
Defence1-51-5 + L/2
Movement11
Manoeuvre3-73-7 + L/4
Magic resistance6-86-8
Number of spells11-15 (+ Disbelieve)11-15 + L, at most 20 (+ Disbelieve)
Ability0-2 (0 most often)0-2, more often above 0

Ability

Ability is a wizard's skill at magic. It is a number from 0 to 2, fixed for the whole game; nothing in the game changes it. To see it, examine a wizard: the information screen shows "Ability" next to "Spells".

The ability is added to the base casting chance of every spell the wizard casts, before the cap of 100%. Each point is worth 10%. So:

Ability helps with every spell: creatures, Law and Chaos alike. The spell lists and spell information screens show the chance with the ability already included, so a wizard with ability sees higher chances than the table in The spells.

How it's rolled:

  1. A wizard gets a chance at ability if a roll is above 5 − bonus/2. For humans that is 4 in 10; at computer level 8 (bonus 7) it is 7 in 10.
  2. If they pass, the ability is a second roll divided by 4, rounded down:
    • 0 with 4 in 10;
    • 1 with 4 in 10;
    • 2 with 2 in 10.

Overall, a human wizard starts with ability 0 about 76% of the time, 1 about 16%, and 2 about 8%.

The spell list

Every wizard's first spell is Disbelieve, which is never used up. The rest are drawn at random from spell numbers 2-63. Magic Bolt, Lightning, Subversion and Raise Dead each have two numbers, so they turn up twice as often as other spells. Turmoil's two numbers are 64 and 65, so a wizard never starts with Turmoil: the only way to get it is as a gift from a Magic Wood. The same spell can be drawn more than once.

Every other spell is removed from the list once it is cast, whether it works or not, and even if the player then cancels its targeting.

Upgrades

Several spells improve the wizard who casts them, and change their sprite:

SpellEffect
Magic Knife+2 combat; the wizard can attack undead
Magic Sword+4 combat; the wizard can attack undead
Magic Shield+2 defence
Magic Armour+4 defence (replaces the shield's +2)
Magic BowRanged combat 3, range 6; the wizard can attack undead
Magic WingsThe wizard flies, up to 6 squares
Shadow Form+3 defence and moves 3 squares, until the wizard next attacks

A weapon's bonus also counts when the wizard shoots with a Magic Bow. Defence bonuses count against combat and against Magic Bolt and Lightning, but not against Vengeance, Decree, Dark Power or Justice, nor against fire or blobs.

A wizard has only one weapon slot: casting Magic Knife after Magic Sword swaps the sword for the knife. Shadow Form makes the wizard flicker (two of their four animation frames go blank). It ends the moment they attack.

Creatures and other pieces

The table below lists every creature. Chance is the spell's base casting chance; Align is its alignment (positive Law, negative Chaos); Value is how highly computer wizards rate the creature.

CreatureCombatRangedRangeDefenceMoveManoeuvreMagic res.ChanceAlignValueNotes
King Cobra4--116190%+18
Dire Wolf3--237290%−111
Goblin2--414490%−17
Crocodile5--612280%09
Faun3--217880%−19
Lion6--448360%+115
Elf126215770%+214
Orc2--1144100%−16
Bear6--726260%+114
Gorilla6--514270%011
Ogre4--713670%−110
Hydra7--814650%−113
Giant Rat1--1382100%09
Giant9--726540%+116
Horse1--348190%+111Mount
Unicorn5--449760%+215Mount
Centaur124345570%+115Mount
Pegasus2--456760%+215Mount, flies
Gryphon3--555660%+116Mount, flies
Manticore313656840%−121Mount, flies
Bat1--159480%−115Flies
Green Dragon546834410%−125Flies, breathes fire
Red Dragon735934510%−225Flies, breathes fire
Golden Dragon954935510%+227Flies, breathes fire
Harpy4--258560%−117Flies
Eagle3--368270%+118Flies
Vampire6--846520%−219Undead, flies
Ghost1--329650%−113Undead, flies, see-through
Spectre4--216460%−19Undead
Wraith5--524550%−111Undead, see-through
Skeleton3--213470%−17Undead
Zombie1--112390%−14Undead

The other pieces:

PieceCombatDefenceMagic res.Notes
Gooey Blob000Spreads, engulfs creatures, kills wizards
Magic Fire000Spreads, burns creatures, kills wizards; cannot be attacked; see-through
Magic Wood059A wizard can shelter in it
Shadow Wood249Never moves, but attacks a neighbouring enemy
Magic Castle, Dark Citadel000Its owner can shelter in it; cannot be attacked
Wall000Blocks movement and sight; cannot be attacked

Groups the rules refer to:

Casting spells

Casting chance

A spell's chance is worked out when it is cast, from:

The spell works if a roll is at most the chance, that is with (chance + 1) in 10. Neutral spells never get a balance bonus, and a spell of the other alignment is not penalised.

The world balance

The balance starts at 0. Every spell that works adds its alignment to the balance:

The spell menu shows the balance as one symbol per 4 points: "LAW" with ↑s, or "CHAOS" with ∗s. In the spell lists, ↑ marks a lawful spell, ∗ a chaotic one and − a neutral one. The colour of each spell's name shows its current chance.

Illusions

A human can cast any creature as an illusion. An illusion always works, and moves and fights like the real thing. But:

A computer wizard casts a creature as an illusion 2 times in 10.

Range and line of sight

Spells that pick a target must be cast within the spell's range (see the distance measure at the top). Most also need line of sight. The game draws a straight line, pixel by pixel, from the centre of the caster's square to the centre of the target's. Sight is blocked if the line crosses a lit pixel of any other piece's sprite (its first animation frame).

So a thin creature blocks less than a bulky one, and a line can slip past a piece through gaps in its sprite. These pieces never block sight:

The spells

The table lists every spell. "Range" is in squares, as the game shows it. "Chance" is the base chance before the balance and ability. "Prio." is the priority that computer wizards use to choose spells (higher first).

SpellChanceRangeAlignPrio.Effect
Disbelieve100%any012-21Destroys an illusion
Creaturessee above1see above18Puts a creature on an adjacent square
Gooey Blob90%6−118Puts a blob on a square
Magic Fire80%6−118Puts a fire on a square
Magic Wood80%8+117Up to 8 trees, placed automatically
Shadow Wood40%8−118Up to 8 trees, placed by the caster
Magic Castle50%8+123One castle
Dark Citadel50%8−123One citadel
Wall80%6012Up to 4 wall squares
Magic Bolt100%6018Attacks one piece (strength 3)
Lightning100%4018Attacks one piece (strength 6)
Vengeance80%any−112Destroys one creature, or a wizard's creations
Decree80%any+112As Vengeance
Dark Power50%any−211As Vengeance, three times
Justice50%any+211As Vengeance, three times
Magic Shield70%self+123+2 defence
Magic Armour40%self+123+4 defence
Magic Sword40%self+116+4 combat, can hit undead
Magic Knife70%self+116+2 combat, can hit undead
Magic Bow50%self+117Ranged combat 3, range 6
Magic Wings50%self014Fly up to 6 squares
Shadow Form70%self018+3 defence, move 3, until the next attack
Law-180%self+25Shifts the balance to Law
Law-260%self+46Shifts the balance further to Law
Chaos-180%self−25Shifts the balance to Chaos
Chaos-260%self−46Shifts the balance further to Chaos
Subversion100%7018Takes over an enemy creature
Raise Dead50%4−118Brings a corpse back as your undead creature
Turmoil100%self−117Scatters every piece on the board

Creature spells

The creature appears on a square next to the caster (range 1, diagonals included). The square must be empty or hold a corpse, and must be in sight. A creature cast on a corpse stands on it; the corpse comes back into view if the creature later dies without leaving a corpse of its own.

Gooey Blob and Magic Fire are cast the same way, but up to 6 squares away.

Disbelieve

Target any creature, anywhere: no range or sight needed. If it is an illusion, it explodes and the spell succeeds; if it is real, the spell fails. Either way the creature is marked as tested, so computer wizards won't try to disbelieve it again. Disbelieve is never used up.

Magic Wood, Shadow Wood, Magic Castle and Dark Citadel

Magic Wood places up to 8 trees automatically, on the free squares nearest the caster that are in range and in sight. Shadow Wood's 8 trees are placed by hand.

For both woods, a tree:

Magic Castle and Dark Citadel place one building on an empty square in range and in sight.

Wall

Up to 4 wall squares, each on an empty square in range and in sight. A wall cannot go next to the caster.

Magic Bolt and Lightning

Target any piece but the caster, in range and in sight. The hit kills if:

3 (Magic Bolt) or 6 (Lightning) + a roll ≥ the target's defence + a roll

A wizard's shield or armour counts towards their defence. These pieces are immune:

A wizard hit this way dies. A creature or tree hit this way vanishes, leaving no corpse. If a wizard was riding it or sheltering in it, that wizard is left standing on the square. Bolts work on undead as well.

Vengeance, Decree, Dark Power and Justice

These first need the casting roll. Then the caster picks a target (three targets for Dark Power and Justice): any creature or wizard on the board. No range or line of sight is needed, but objects can't be picked (blobs, fire, trees, castles, walls).

Each target resists if a roll is at most its magic resistance, that is with (magic resistance + 1) in 10. If it doesn't resist:

Upgrades: Shield, Armour, Sword, Knife, Bow, Wings, Shadow Form

These affect only the caster; see Upgrades. A computer wizard won't cast one they already have.

Law and Chaos

These spells do nothing but move the world balance when they work.

Subversion

Target an enemy creature in range and in sight, with no wizard riding it. The spell's own casting chance doesn't matter. The creature changes sides if a roll is at most its magic resistance, that is with (magic resistance + 1) in 10. So the more magic resistance a creature has, the easier it is to subvert (see Quirks). Illusions can never be subverted.

Raise Dead

Target a corpse in range and in sight. If the spell works, the creature comes back to life, owned by the caster, with its full statistics. It is now undead: only the undead and wizards with magic weapons can attack it, and it leaves no corpse when it dies.

Turmoil

If it works, every piece on the board moves to a random empty square: wizards, creatures, corpses, trees, castles, walls, blobs and fires alike. Each piece moves once. The random squares are only ever the 64 squares in every other column of rows 3-10.

In the original the spell often hangs the game, because its random numbers can only reach about a third of those squares; once they are all taken it searches forever. Chaos Online doesn't hang.

Movement

During their movement phase, a wizard selects their pieces one at a time. Each piece can move once a turn. A wizard can select:

Blobs, fire, Magic Wood, castles and walls never move.

Walking

A walking piece has movement × 2 points:

The piece keeps going while it has points left, and it may always take a step that costs more than it has left. So a piece with movement 1 takes one step in any direction. One with movement 3 can take 3 straight steps, 2 diagonal ones, or a mix.

Flying

A flyer, or a wizard with Magic Wings, instead picks any square within movement × 2 + 1 (13 for wings, which is 6 squares) and goes straight there, over anything in the way. Its move ends when it lands.

Engagement

When a piece is selected next to an enemy creature or wizard, it is engaged unless it passes a manoeuvre test. It breaks free if a roll + 2 is below its manoeuvre, that is with (manoeuvre − 2) in 10. A piece with manoeuvre 2 or less never breaks free.

What a piece can move into

DestinationResult
Empty square, or a corpseThe piece moves there
Enemy creature, wizard or Shadow WoodAttack
Enemy Gooey BlobAttack
Magic WoodA wizard on foot shelters in it if it is empty; otherwise attack
Your own mount, with no riderYour wizard climbs on
Your own Magic Castle or Dark CitadelYour wizard shelters in it
Anything elseThe move isn't allowed

"Anything else" includes:

Riding and sheltering

A mount carries its rider. The mount moves, with its own movement and flying, and the wizard goes with it.

When you select a mount your wizard is riding, the game asks "Dismount wizard?".

A wizard in a wood or castle leaves by being selected, and moves out one square.

While riding or sheltering, the wizard is hidden. Attacks hit the mount, tree or castle. If that is destroyed, the wizard is left standing on the square, unhurt.

Combat

Close combat

A piece attacks by moving into an enemy. The attack kills if:

attacker's combat + weapon bonus + a roll > defender's defence + armour bonus + a roll

The "bonus" terms apply only to wizards:

The defender never strikes back.

Chance to kill, by attack minus defence:

Attack − defence−6−5−4−3−2−10+1+2+3+4+5+6
Chance6%10%15%21%28%36%45%55%64%72%79%85%90%

Either way, a piece with a ranged attack may then shoot.

Undead: a piece that isn't undead can't attack an undead piece ("Undead - cannot be attacked"), unless it is a wizard with a Magic Knife, Sword or Bow. Undead can attack anything.

Ranged combat

After a piece with a ranged attack finishes moving (or chooses not to move), it may shoot once.

The target must be within range × 2 (the distance measure) and in line of sight. The shot uses the same formula as close combat, with ranged combat in place of combat. The shooter never moves into the square.

How each shooter's shot looks:

Only these pieces can be harmed by a shot:

Shooting at a corpse, Magic Fire, a castle or a wall does nothing. The undead rule above applies to shots too.

Death, corpses and the undead

Corpses

When a creature is killed in combat, it leaves a corpse on its square, which blocks nothing. These creatures leave no corpse:

A creature killed by a spell or by fire leaves no corpse either.

A corpse can be:

A wizard's death

A wizard dies when:

When a wizard dies, everything they own vanishes:

Corpses stay. Wizards riding or sheltering in a vanished piece are revealed. Creatures trapped in the dead wizard's blobs go free. Their own creatures trapped in other wizards' blobs vanish.

The same disappearance happens when Vengeance, Decree, Dark Power or Justice gets through to a wizard, but that wizard lives on.

Fire, blobs, woods and castles

Spreading

Each turn, before the movement phase, every Gooey Blob and Magic Fire square that wasn't created by spreading this turn gets a turn.

1. It tries to spread. A fire tries 9 times in 10. A blob tries 72 times in 100: 9 in 10, and then 8 in 10. It picks one of the 8 neighbouring squares at random. What happens depends on what is there:

NeighbourResult
Empty square or corpseSpreads onto it (a corpse there is lost)
An enemy wizard, on foot or ridingThe wizard dies; it spreads onto the square
The owner's own wizard, or one of the owner's piecesNothing, and step 2 is skipped
Magic Wood, castle, citadel, wall, fireNo spread
An enemy creature, for fireThe creature burns if 5 + a roll < its defence + a roll; then it spreads
An enemy creature, for a blobThe blob engulfs it; it spreads
The edge of the boardNothing, and step 2 is skipped

An engulfed creature isn't killed. It waits under the blob, out of play, and comes back, still owned by its owner, when:

2. It may die out.

Whatever was under it (an engulfed creature) is left behind.

Magic Wood gifts

Each turn, every wizard sheltering in a Magic Wood has a 4 in 10 chance of a new random spell, which can be Turmoil. When it happens, that tree disappears and the wizard is left standing on its square.

Castles and citadels

Each turn every Magic Castle and Dark Citadel has a 2 in 10 chance of vanishing, leaving any wizard in it on the square. A wizard in a castle can't be attacked or hit by any spell.

Woods

Magic Wood has defence 5. It can be attacked, and a Magic Bolt or Lightning can destroy it. While a tree shelters a wizard, enemies attack the tree.

Shadow Wood has combat 2 and defence 4. It never moves, but each turn its owner can make each tree attack a neighbouring enemy. Neither kind of tree can be targeted by Vengeance, Decree, Dark Power or Justice.

Computer wizards

Computer wizards play by these rules.

Choosing a spell. At the start of each casting phase, Disbelieve gets a fresh random priority (12-21). The spell list is sorted by priority, and the computer tries each spell in turn, casting the first one it can find a use for:

Woods and walls are placed on the squares nearest the wizard, or nearest the target.

Choosing targets. The computer scores enemy pieces by their value (the table above), with nearer pieces scoring higher. It scores enemy wizards by the total value of their armies.

Moving. The computer moves its wizard first, then every piece it owns, in board order (left to right, top to bottom).

The computer level only affects the wizards' starting statistics and number of spells (see Wizards). It doesn't change how they think.

Quirks of the original

These are part of how Chaos plays, and Chaos Online keeps them (apart from the Turmoil hang):