Welcome to Part 2 of my 8(?) part strategy series of one of my favorite games, Chaos in the Old World. In the first part, we talked about the perks and foibles of Khorne, everyone’s favorite mass-murdering psychopath. In this installment, we’ll talk about Khorne’s Chaos deck, Upgrades, and a few more pointers on how to make a delicious martini from the tears of your enemies. On with the show!
The first card that needs to be discussed is Battle Cry, your single best card. You’ve got 4 of these and you can not afford to waste them. The good news is if you’re playing well, you should see all 4 of them in a game. At a cost of one power, it prevents any corruption tokens from being placed in the region that turn, which can be crucial to delaying a ruination (while also denying Dial Advancement Counters as a happy side effect). That delayed ruination can (and will) be the difference between you having enough time to beat the world’s face into submission and allowing one of those other non-violent sissies to have their way. This card requires some finesse to play and is key to a winning Khorne strategy. As much as Tzeentch pisses you off (the slippery little bastard that he is), you’re better off not going after his areas of interest with this card unless one slot is already taken and he’s got a lot of guys there. Unfortunately, a savvy Tzeentch player will also know this and be equally careful about playing his Change of Ways; and he’s got waaaay more stall than you do. Poor Nurgle and Slaanesh though, it’s their fate to stay in specific places, and have nothing like Change of Ways to stymie your cruelty. Delay corruption to your heart’s content. This card is one of the perks to going first every round. Don’t waste this incredible power specifically to deny someone Dial Advancement Counters, though on occasion you may find yourself with the need to do so in order to secure a double click. Battle Cry is the lynchpin to winning with Khorne. Well, that and murdering people.
Following very closely on the tail of Battle Cry is Blood Frenzy. It’s hard to name Battle Cry as the best card when this card exists, but the simple truth is, when played well, this card can still whiff, and Battle Cry when played well can turn games. Blood Frenzy is definitely a more Khorne feeling card though. 0 Power spent (the only 0 cost Khorne card) gives you 2 Battle dice with a first strike ability in the region played. While this makes it an extremely flexible card, it’s best application is extending your reach to areas you can’t currently make it to in the effort to kill more figures in different regions. In a way, it’s a poor man’s Teleport. As with Battle Cry, don’t think you’re going to sneak this one easily past Tzeentch, but when you do, man is this rewarding to smash his smarmy blue face in with. Even though it has a 0 Power cost, sadly, Blood Frenzy makes a pretty terrible stall card. Once Nurgle and Slaanesh have set up camp, feel free to plop this down to hand out some beatings there while you advance your menacing agenda elsewhere with your figures.
Field of Carnage is another strong Khorne card, and again, one that takes careful play to maximize effectiveness. A lot of people think that playing Khorne takes no real skill and they couldn’t be more wrong. Seeing as every game will turn into a 3-on-1, it takes a LOT of skill to come out on top. When Khorne dominates, it may feel like he was handed an easy win, but let me tell you as someone who has played Khorne poorly and has seen Khorne played poorly, this is not the case. But I digress, Field of Carnage. For 1 Power, it prevents other figures from being summoned away this turn. This is great for a number of reasons. And by number, I mean two. Remember what I said about everyone having pressing business elsewhere when a Bloodletter shows up? Not anymore. Once someone has played a figure, put this down and provided you can get an attacking figure into the same region unmolested, your odds of scoring a Dial Advancement Counter are drastically improved. This can be especially strong in the first turn before the other players have really established themselves and can force them to adjust their plans. But really, that (and murder) are the essence of Khorne. Secondly, this card can be used to prevent the exodus of figures from a doomed region, which can potentially set another player back a turn. When they’ve got 4 Cultists on a region with 10 Corruption Tokens on it, they don’t want to leave the Cultists there and this leaves them no choice. Potential when the area is contested by two powers is greatly magnified.
After the bitter tequila shot that is Reborn in Blood, we have the refreshing lime wedge of Ritual Slaying. I’m not going to make the argument that this is a GREAT card. It needs a lot of support, good timing and luck but if the stars align, this card can be a game changer. It allows you to draw a Chaos card each time you kill a figure in this region. Which is a pretty huge coup as it increases your odds of drawing into the oh-so crucial Battle Cry. The problem is that once the card is down, your intent is super clear. It may be worth it to combine with a Field of Carnage if you get lucky. In order to really make the card work you need to have a lot of dice to roll, which makes you think you might want to combo with Blood Frenzy. On top of that, you need a lot of targets if you want to draw a lot of cards. And as with all of Khorne’s wacky schemes, the whole house of cards can be brought down with bad rolls. Despite that there are numerous blocks to this card’s effectiveness, don’t count it as bad. Count it as difficult. If it nets you the game winning card at a crucial time, you will sing its praises.
And to follow the awesomeness of The Blood God’s Call we close with the stinker that is The Skull Throne. The name says it all. It talks about a goddamn chair. Maybe a cool chair made of skulls, but a chair none the less. How the hell are you going to be out there murdering people when you’re sitting on your ass? Officially, the cards adds the sum of your Attack values for the region rather than your number of figures. Which, if you haven’t noticed, does not involve the spilling of any entrails, crushing of any skulls, or freeing your fellow countrymen from the burden of breathing. If it were free, you could at least argue that it’s a stall card, but nope, while it costs only 1 Power, if you can’t find a better use for the power to spend, you’re beyond my help. The only possible kinda use I can see for it is if you have a strong presence in a high value region and you can deny domination points for another player…but the Dial wins before VP, so this is largely a moot point.
Bloodsworn: Number 1 priority. Makes your Cultists pull out tiny knives to join the fun. Even at a single point of Attack, you’re increasing your odds of spinning your Threat Dial with a waterwheel of blood. Also, it’s easy for other players to forget that your Cultists actually can cause problems now, and when they take actions to neutralize those threats, those are less options available to them to deal with other problems you create.