Systems of Play / Game Design

WAR and CHAOS: Designing Two Games from Different Systems Philosophies

When I put WAR and CHAOS beside each other, I am looking at two different places to put the work of play.

WAR concentrates much of that work in the relationships among cards and automatic procedures.

CHAOS asks players to choose, respond, and reconsider what they are trying to accomplish.

Both designs need clear rules.

Both can produce uncertainty.

But they ask different questions of the designer.

Where should the next meaningful change come from?

Text-free sepia Renaissance notebook sketch of hands designing orderly historical cards and exchanging symbolic cards around a drafting notebook.

Start With the Engine

In WAR, players reveal cards. Values and printed effects determine the battle. The rules handle ties and move the collected cards into the appropriate piles.

The ordinary battle does not ask a player to choose the strongest card from a hand, bargain over the result, or decide which opponent to attack.

The design carries those relationships into play before the cards are revealed.

That gives me a particular responsibility: the automatic procedure needs to be understandable enough that people can follow what happened.

If an effect changes a result, its trigger must be clear.

If two effects interact, the sequence must be clear.

If a tie continues, the next step must be clear.

The anticipation comes partly from discovering what the engine will produce.

CHAOS puts more of the immediate decision into players' hands.

Its card candidate includes choosing another player, exchanging selected cards, changing the active condition, and responding through Interrupts.

The formal procedure still resolves those actions. But the state it resolves depends on decisions made at the table.

Give the Player an Actual Decision

A complicated effect is not necessarily a player choice.

WAR can have conditional effects while its resolution remains automatic. Understanding an effect helps a player carry out the procedure; it does not necessarily let them influence the result.

CHAOS offers a useful contrasting example in Special Delivery.

The player chooses another player and may give that person up to two selected cards from their own hand.

Now there are decisions to examine.

Who receives the cards?

Which cards leave the hand?

How many should be given?

Those questions gain meaning from the surrounding state. Giving someone cards might help them, burden them, or make a different objective easier to reach.

The rule creates the opportunity. The other cards and active conditions determine whether that opportunity is worth thinking about.

For playtesting, I would ask whether players can explain why they made the choice.

If the answer is always that it made no difference, the presence of a choice has not accomplished much.

Change What Counts as Progress

The CHAOS production candidate contains objectives that value very different hands.

Light Footprint requires exactly two cards.

Action Plan requires at least five Action cards.

Four Corners requires exactly four cards, each from a different category.

These are tests at an eligible victory checkpoint, not permission to declare victory whenever a hand happens to match.

Consider a player holding several Action cards.

With Action Plan active, retaining or acquiring Action cards can have an obvious purpose.

With Light Footprint active, reducing the hand may become more relevant.

The same card can therefore matter differently after the objective changes.

That is a design opportunity, but it also creates a risk.

If change happens so frequently that players cannot form a useful intention, the next objective may simply erase the value of their previous decisions.

The question for testing is whether people feel invited to adapt or unable to plan.

I cannot answer that by reading the condition cards alone.

Keep the Boundary Visible

The preceding Open and Closed Systems in Game Design establishes the boundary for this comparison: the formal game state and procedures are inside; the players and their social interaction are outside.

Under that model, WAR is comparatively closed in its ordinary resolution. Few ongoing player decisions or social judgments enter the battle calculation.

CHAOS admits consequential information through player selections and specified observations at the table.

Loud Forecast provides a concrete example. Its effect depends on whether another player communicated a comment about the card during its observation window. That observation determines whether the card causes a group draw and escalation or a group discard.

The rule turns communication outside the formal card state into an input that changes it.

That is different from an objective changing through an entirely internal procedure.

A changing game is not automatically an open game.

The exchange across the defined boundary is what matters to this analysis.

Social Inputs Create Editorial Work

Once a card refers to behavior at the table, its wording has to connect an ordinary human event to a precise game instruction.

Loud Forecast refers to a communicated comment about the card.

That requires players to identify a behavior, its subject, and its timing.

A designer has to ask whether the complete rules make those things sufficiently observable and whether disputes have a workable endpoint.

There is also a question about the kind of table the design invites.

Does the mechanism make people interested in each other's reactions?

Does it make them reluctant to communicate?

Can someone participate comfortably without having to perform a particular personality?

Those are possible effects to observe, not conclusions I can assume.

Social interaction can enrich a game. A rule that uses it still needs the same careful development as a rule that compares two numbers.

Different Engines Need Different Checks

For WAR, I would begin by examining the automatic relationships.

Can every battle be resolved consistently?

Do printed effects do what their wording says?

Does card circulation create excessive repetition or an unexpectedly long finish?

Do players understand why an outcome occurred?

For CHAOS, I would examine the decisions and transitions as well as the resolution.

Do people have meaningful alternatives?

Can they recognize the current objective?

Does an objective change alter their choices in an understandable way?

Do Interrupts and social observations allow play to continue without repeated uncertainty about procedure?

Both designs need duration and clarity checks. Both can produce unintended consequences.

The emphasis changes because each engine depends on different relationships.

Follow a Consequence Beyond One Card

Handquake illustrates why a card should be tested in context.

In the CHAOS candidate, players with at least five cards discard two selected cards. Players with fewer than five draw two. The instruction uses hand sizes at its start.

Read by itself, that can look like a straightforward adjustment between larger and smaller hands.

Put it beside different objectives and its meaning changes.

A draw can move someone toward an objective that rewards holding cards. A discard can move someone toward a smaller-hand objective. Either can disturb a carefully arranged category combination.

The consequence comes from the relationship among effect, hand, and objective.

That is why testing whether a card works is only the beginning.

I also need to know what happens when it works alongside the rest of the design.

Preserve the Reason Each Game Exists

It would be easy to make the two games resemble each other more closely.

Give WAR a selectable hand. Remove choices and social observations from CHAOS. Establish one permanent CHAOS objective.

Any of those might support a different game.

But each would change the design problem I am examining.

Adding a choice to WAR would require deciding what knowledge makes that choice meaningful and how it changes the existing effects.

Removing choices from CHAOS would require reconsidering where its variation and adaptation should come from.

The useful response to a design problem is not automatically to import a feature from the other game.

First ask what relationship needs to work better.

Then decide whether the proposed change supports the experience the game is trying to create.

Two Philosophies, One Discipline

WAR asks me to make an automatic engine worth following.

CHAOS asks me to make decisions worth reconsidering.

Those are design intentions. Their success must be evaluated through clear procedures, analysis, and playtesting.

Systems thinking gives me a shared discipline for that work.

Look at the whole arrangement.

Trace the relationships.

Find where information enters and where consequences return.

Watch for results that a single card does not reveal.

Then change the design because of what the evidence shows.

Two games can use the same familiar object—a deck of cards—and place the work of play in very different places.

Understanding that difference helps me decide what each game needs next.

Continue the Systems of Play series with Open and Closed Systems in Game Design.

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Todd Jerome Jenkins
Author | Creator | Systems Theorist

Todd Jerome Jenkins creates fantasy worlds, roleplaying games, fiction, and systems designed around exploration, choice, consequence, and emergent storytelling.