Chaos Cosmos

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Chaos Cosmos

Build your own solar system — Rule the chaos

A card game for 2–5 players · 20–60 minutes · ages 8+

Made for every friend of the cosmos

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Object of the game

Build your own solar system before chaos takes over.

Everyone builds their own solar system. At the start of the game you receive a Sun card: place it in front of you face up. You play planets to the right of your Sun, face up — so everyone can see what you have. The Sun is not one of the cards you collect; whether you have it or not does not affect victory. A Sun cannot be destroyed or taken from another player.

You win when all eight different planets are in place (Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus and Neptune), and you do not have the Glitch (see later) either in your hand or in your solar system.

A Plotuh (see later) may stand in as a joker for one missing planet — only one such card may be in play in your solar system at a time. Duplicates do not count toward the eight.

Setup

Setting the table

Deck size depends on the number of players. Exact counts are in the Deck composition section: assemble the deck accordingly, then shuffle thoroughly.

Each player receives a Sun and places it face up in front of them. Do NOT put any leftover Sun cards into the draw pile! Then each player draws five cards into their hand — only they may see these.

The remaining cards go face down in the middle of the table: this is the draw pile. Leave space beside it for the discard pile (which starts empty). Draw for a starting player — or let whoever last saw a clear, starry sky go first.

Turn structure

Always in this order

1. Draw. Draw two cards from the top of the draw pile. If your hand was completely empty at the start of your turn, first draw five cards, then immediately draw the mandatory two. If the draw pile runs out, shuffle the discard pile: that becomes the new draw pile.

2. Two different action categories. You may take two actions in a row, in any order, but they cannot be from the same category. You may pass at any time — any remaining actions are skipped. The categories:

If you acquire a planet first (Wormhole, Gravitational Pull, Plotuh swap), you may place it as your second action — but only if your first action was not placement. If you place a planet first, one acquired as the second action cannot be placed this turn.

3. Discard. You must always end your turn by discarding one card from your hand, face down onto the discard pile, so the other players cannot see what you discarded. At the end of your turn you may have at most seven cards in hand; discard any extras. The Glitch cannot be discarded on its own. It is the only card that can be discarded only together with the Black Hole! In that case the player discards 2 cards in one turn. If your hand is empty, the mandatory discard is skipped.

Planets and Plotuh

The eight celestial bodies and the joker

Sun Mercury Earth Saturn Plotuh

The planets you collect: Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, Neptune. Play them to the right of your Sun in any order. You may only play a type you are still missing. The Sun is not a collectible card, so whether you have it or not does not affect the outcome of the game.

Plotuh may take the place of any missing planet. When you play it, you must clearly name which planet it is substituting for — you cannot change this later while the card remains on the table. Each solar system may have only one Plotuh in play at a time.

If you have in hand the planet that Plotuh is currently substituting for, you may swap them on your turn: the real planet goes onto the table, and Plotuh returns to your hand. This swap counts as an action — you cannot swap again that turn, but you may still take your other, different action.

If an opponent’s Plotuh is substituting a planet that is in your hand, you may make the same swap as your action: you place that planet into their solar system in Plotuh’s place, and Plotuh goes to your hand. Placing that Plotuh is a separate action — if the swap was first, you may place it as the second.

Action cards

They do not go into your solar system

You do not place action cards next to your Sun. When you play one, put it in the middle of the table, beside the discard pile, face up so everyone can see it. After the effect resolves — at the end of your turn — the card goes face down on top of the discard pile.

The discard pile is always face down. There are three main groups: attack cards, defense cards, and the specials — Glitch, Black Hole and Wormhole.

Playing a Wormhole is a search action, distinct from an attack: if you use it, you may still take a different kind of action that turn — for example placing a planet, including the one you just found.

Attack

Four ways to disrupt your opponents

Gravitational Pull

Gravitational Pull: choose an opponent and a real planet in their solar system. That planet goes into your hand — you are not required to place it. Placing it is a separate action: if the Pull was first, you may place it as the second; if you already placed a planet this turn, only on your next turn. Plotuh cannot be stolen with Gravitational Pull, even if it is substituting a named planet. If they have no real planet to steal, you must choose another target, or the card goes to the discard pile with no effect.

Magnetic Storm

Magnetic Storm: when you play it, choose one: A) choose an opponent; they shuffle the cards in their hand, and you blindly draw one card from them at random into your own hand (this can be blocked); or B) take the top card of the discard pile into your hand (cannot be blocked; cannot be played if the discard pile is empty); or C) draw one extra card from the draw pile into your hand (cannot be blocked). If the draw pile is empty, the discard pile is shuffled back in, as with a normal draw. In modes B and C the Storm goes onto the discard pile after you take / draw the card.

Supernova

Supernova: choose a planet from any player's solar system — it is destroyed and immediately goes to the discard pile.

Meteor Shower

Meteor Shower: name a planet type. Everyone — including you — who has that planet in their system on the table discards it.

Defense

Shield, mirror and breakthrough

If you are attacked, you may play a defense card from your hand in response.

Atmosphere

Atmosphere: the attack fizzles with no effect — both cards go onto the discard pile.

Cosmic Mirror

Cosmic Mirror: it does not merely block; it reverses the effect: the original attack takes effect against the attacker.

⚡

Breakthrough: if the attacker has another attack card of the same name as the one they just played, they may play it immediately to override the defender's block. The defender may respond again with any card suitable for defense, and the chain continues until one side runs out of the appropriate card. The last card played decides the outcome. Importantly, the attacker cannot counter-attack with a Cosmic Mirror! (See the “Special cases” chapter.)

Glitch

A flaw in reality — while you have it, you cannot win

Glitch Black Hole

While the Glitch is in your hand or in your solar system, you cannot win — even if you already have all eight planets.

In hand: the Glitch cannot be discarded on its own. The only exception: if you also have the Black Hole in hand, you may discard both cards at once. There is always only one Black Hole in the deck.

In your solar system: on your turn (this uses one of your two actions) you may destroy one of your own planets and move the Glitch into another player's solar system. This relocation cannot be defended against. The Glitch's first placement, however, can be blocked — when it first enters someone's solar system from a player's hand.

Wormhole

Searching the depths of the draw pile

Wormhole

Playing a Wormhole counts as an action. Name a planet type you are still missing. Then, from the top of the draw pile, turn cards face up one by one, openly in front of everyone, until you find the planet you are looking for, or until the draw pile is empty.

If you find it, take it into your hand. The search itself does not place it into your solar system — placing it is a separate action. If the Wormhole was your first action, you may place the planet as the second; if you already placed a planet this turn, only on your next turn. Then shuffle the revealed cards (except the planet you found), the remainder of the draw pile and the entire discard pile: that becomes the new draw pile.

Glitch, Black Hole and Plotuh can never be searched for with a Wormhole. A Wormhole can search only for a planet. If the search fails, you do not receive a planet, but the piles must still be shuffled together to form a new draw pile.

Special cases

Where the edges of the rules meet

In a response chain the target decides first, then the attacker — no other player may intervene. On a Meteor Shower, affected players discard clockwise, starting with the player after the one who played the card.

If a Supernova or Meteor Shower destroys the slot occupied by Plotuh, Plotuh goes to the discard pile. Plotuh cannot be stolen with Gravitational Pull — even if the named planet matches.

If a player plays an attack card and the defender blocks it by playing Cosmic Mirror, the attacker may only play an attack card of the same name as the one they previously played. Cosmic Mirror blocks the attacker's attack and reverses its effect onto the attacker. However, to stop this, the attacker may NOT play a Cosmic Mirror so that the reversed attack would bounce back onto the defender again!

You check for victory at the end of your own turn. If an attack has no valid target, the card must be discarded with no effect.

Example game

A typical round with two players

Anna has six planets; she is missing Mars and Neptune. She draws two cards, including a Neptune. As her first action she plays Neptune, as her second she plays an action card, then she ends her turn by discarding one card. She keeps Mars in her hand — she may place only one planet per turn, because two identical actions are not allowed.

Béla launches a Supernova against Anna's Neptune. Anna, however, responds with Cosmic Mirror. Béla has no second Supernova for a Breakthrough and cannot play Cosmic Mirror in this case, so the effect turns on him: he loses his Jupiter. Anna's system remains intact.

On Anna's next turn she plays Mars. She does not have the Glitch, and she has all eight planets — she wins the game.

Deck composition

Counts by number of players

The game is designed for 2–5 players.

Card2345
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Strategy tips

For beginners and veterans

If you already have six or seven planets, you are the biggest target — keep at least one Atmosphere or Cosmic Mirror. Your system is openly visible, but your hand is secret: you can bluff with that too.

Don't rush Plotuh if you have a chance to draw a real planet soon — but if time is short, a Plotuh is better than an empty slot. Remember: only one can be in play at a time, swapping it is also an action, and it cannot be stolen with Gravity. If you have in hand the planet an opponent’s Plotuh is substituting, you can take the joker from them.

Wormhole is most worth it when you are missing only one or two planets. On Meteor Shower, name a type you yourself are missing. And sometimes passing is the strongest move.

You are not required to play your planets in the familiar order to the right of your Sun. They can be in complete disarray. The greater the chaos, the harder it is for your opponents to see which planet you are still missing.

Quick reference

Condensed onto one page

Turn structure — 1. Draw 2 cards (after an empty hand: 5+2). 2. Two different action categories in any order (or pass): placement / theft-draw / attack-destruction. 3. Discard 1 card. Hand limit: 7. If you acquire a planet first, you may place it as the second action; if you place first, an acquired planet cannot be placed this turn.

Victory — 8 different planets (one Plotuh may substitute for one), and no Glitch in hand or in play.

Defense — Atmosphere blocks · Mirror reverses · a second attack of the same name can Breakthrough.

Glitch — While you have it, you cannot win. Relocation: sacrifice one of your planets — cannot be defended.

Wormhole — Action (search). The planet found goes to your hand; placing it is a separate action.

FAQ

Frequently asked questions

Two Plotuhs — can I play both?
No. Only one can be in play at a time; the other stays in your hand.

Can I discard the Glitch?
Only together with a Black Hole, at the same time.

Can I defend against relocating the Glitch?
No. You can, however, defend against its first placement.

Wormhole: do I play the planet immediately?
The search puts it in your hand. If that was your first action, you may place it as the second. If you already placed a planet, only on your next turn.

Gravitational Pull: can I place the stolen planet immediately?
The steal puts it in your hand. If the Pull was first, you may place it as the second. If you already placed a planet, only on your next turn.

Is swapping Plotuh an action?
Yes, it uses one of your two actions — whether you swap your own or claim an opponent’s. You cannot swap again in the same turn.

Can Plotuh be stolen with Gravitational Pull?
No. Plotuh in a solar system cannot be stolen with Gravity, even if it is substituting a named planet.

I've run out of all my cards?
At the start of your next turn you draw 5+2 cards.

Galactic trivia

Real trivia from the Solar System

Mercury: one of its days is about 59 Earth days, but one of its years is only 88 — so a year is shorter than two of its days.

Venus: it rotates in the opposite direction to Earth. A Venus day is longer than a Venus year.

Earth: the only known planet with liquid water on the surface — and so far the only one where we have found life.

Mars: home to the Solar System's largest known volcano, Olympus Mons — about 22 kilometres high.

A little more lore

Giants, rings and Plotuh

Jupiter: its Great Red Spot is a storm that has raged for centuries, larger than Earth. It has more than 90 known moons.

Saturn: its average density is less than that of water — if you had a large enough “bathtub”, it would theoretically float.

Uranus: its axis is tilted nearly 98 degrees; it almost “rolls” on its side. At its poles, day or night can last for decades.

Neptune: the Solar System's fastest winds have been measured here — up to 2000 km/h. One of its years is about 165 Earth years.

Plotuh: in memory of Pluto — in the game, the joker for the “missing slot”.