Welcome to CHAOS;JAN.

This page will be dedicated to having the comprehensive rules of the new CHAOS;JAN until it is fully worked out. These rules will be dedicated to defining game mechanics, how each card type works, how to set up the game, et cetera. The goal of this page is not to show basic rules that are easy to learn, but rather to have rigid rules that, hopefully, reduces ambiguous situations where players are unsure about how to continue the game.

Each rule will have a number associated with it. It follows this syntax: section_number . subsection_number rule_letter (. sub-rule_number, etc)

Contents —

  1. Card Types
    1. Action
    2. Character
    3. Hyper
    4. Modifier
    5. Negate
    6. Stock
  2. Priority
1. Card Types —

Chaos;Jan has six different card types.
They are Action, Character, Hyper, Modifier, Negate, and Stock.
Each card type has specific timing rules for when they can be played.
A card's card type can be seen at the top of the top of the card.

1.1: Action Cards —
  • 1.1: Action cards are cards that cause a short-term effect and then is discarded. These cards can be played during any player's turn.
  • 1.1a: When an Action card is put into play, its effect occurs and then is discarded.
  • 1.1b: If an Action card is discarded or returned to a players hand from play before its effect occurs, its effect does not occur.
  • 1.1c: Action cards can only be played when a player has priority. See the priority rule for more. Note that a player does not need to be the active player to play an Action card.
  • 1.1d: After a player plays an Action card, they pass priority. This means that after a player plays an Action, another player may play a card before the first player can play another card.
  • 1.1e: Some Action cards allow them to be played as a part of declaring riichi. This is a special case where the player does not need priority to play it.
    • 1.1e.1: Playing an Action card this way creates a round of priority if the riichi is valid. Since the active player has played an Action card, they pass priority immediatly.
  • 1.1f: Some Action cards have restrictions that limit when a player can play that card.
1.2 Character Cards —
  • 1.2: Character cards are cards chosen by each player before the game begins that determines that player's color and Hyper effect (see rule 1.3).
  • 1.2a: Character cards are chosen before the first round.
  • 1.2b: Character cards have a color indicated at the top, under the name.
  • 1.2c: Character cards have a hyper effect. This is the effect that will occur when a player plays a Hyper card.
  • 1.2d: Non-Hyper, non-Negate cards have bonus effects underneath their normal effects. This is marked with a symbol of the corresponding color followed by a colon.
    • 1.2d.1: These symbols are 中, 發, and 白 for red, green, and white, respectively.
    • 1.2d.2: This symbol means "If your Character has the same color as this card, then also do: ..."
1.3 Hyper Cards —
  • 1.3: Hyper cards are cards that have a powerful effect based on a player's Character card.
  • 1.3a: The effect of a Hyper card is on the Character card of the player who played it.
  • 1.3b: Some Hyper effects are also Stock effects. These effects follow the rules of Stock cards. See rule 1.6.
  • 1.3c: Hyper cards can only be played when a player has priority, is the active player, and before that player draws a tile. See the priority rule.
  • 1.3d: Some Hyper effects allow the player to play that Hyper when they are not the active player.
    • 1.3d.1: If a Hyper effect allows the play to play it "at any time", that effect follows the rules of Action cards. See rule 1.1.
  • 1.3e: Hyper cards cannot be negated.
1.4 Modifier Cards —
  • 1.4: Modifier cards are cards that alter the rules of the hand for each player.
  • 1.4a: Modifier cards start in a separate deck called the "Modifier Deck".
  • 1.4b: Players do not play Modifiers
    • 1.4b.1: After a wind rotation or at the start of the game, a Modifier is drawn from the Modifier Deck and is put into play.
    • 1.4b.2: Modifiers cannot be negated by players.
  • 1.4c: A Modifier's effect lasts until it is replaced by another Modifier.
    • 1.4c.1: Only one Modifier can be in play at a time.
    • 1.4c.2: If a Modifier would be put into play, all Modifier cards in play are discarded, then that Modifier is put into play.
  • 1.4d: A Modifier's color bonus effect applies to each player whose Character matches that color.
  • 1.4e: If a Modifier's effect refers to "You", that effect applies to each player individually. Each player should treat that effect as though it were a Stock effect played by them.
1.5 Negate Cards —
  • 1.5: Negate cards are cards that can prevent a card's effect from occuring.
  • 1.5a: Negate cards use the sub-priority system.
    • 1.5a.1: A Negate can only be played when a player has sub-priority. See rule P.7.
    • 1.5a.2: After a player plays a Negate card, they pass sub-priority.
    • 1.5a.3: Negate cards can be played at the same time as another card.
  • 1.5b: Each Negate card has the effect: "Negate the last played card before its effect occurs."
  • 1.5c: To negate a card means to discard that card before any of its effect can occur.
  • 1.5d: A Negate can be played in response to another Negate. When this happens, apply the effects of the most recently played card first. For example, East plays an Action, South plays a Negate, then East plays a Negate. East's Negate will discard South's Negate before it can discard the Action, letting the Action's effect apply normally.
1.6 Stock Cards —
  • 1.6: Stock cards are cards that have a lasting effect.
  • 1.6a: Stock cards can only be played when a player has priority, is the active player, and before that player draws. See the priority rule.
  • 1.6b: While a Stock effect is active, that card that caused that effect remains in play for as long as the effect is active.
    • 1.6b.1: Once the effect is no longer active, the card that caused that effect is discarded.
  • 1.6c: Most Stock effects have an "active time" phrase on them. For example, "Until the end of this hand," and, "The next time you deal in," are both active time phrases.
    • 1.6c.1: Active time phrases dictate how long the Stock effect should remain active.
    • 1.6c.2: If a Stock effect does not have an active time phrase, it remains active until the effect is no longer applicable. For example, Futuresight's effect can only apply up until a certain tile is discarded or until two of a certain tile are revealed from a hand. Once either of these conditions are met, Futuresight is discarded.
P. Priority —
  • P.1: At the beginning of the active player's turn (before they draw) and after that player draws a tile, that player receives priority.
  • P.2: While a player has priority, they may choose to either play a card or pass priority.
  • P.3: Priority is passed in turn order. For example, if East is the active player, they will pass priority to South, who will pass to West, et cetera.
  • P.4: When priority is passed, any card played whose effects have not yet occured applies their effects.
  • P.5: Priority is passed until each player has received priority but no cards were played since the last time they've received priority.
  • P.6: Once priority passing has stopped, no one has priority, and the next step in the Mahjong game may happen.
  • P.7: For Negate cards, there is another round of priority before main priority is passed. This is called "sub-priority".
    • P.7a: Sub-priority works identically to main priority.
    • P.7b: When a player plays a card, that player receives sub-priority.
    • P.7c: Once sub-priority passing has stopped, no one has sub-priority, and main priority is passed.
    • P.7d: If main priority tries to get passed before the round of sub-priority finishes, it waits for the round of sub-priority to finish first.