Introduction
Chak is a card strategy game quite common in the Dominion and played in both organised gaming venues and informally.
A standard Chak deck consists of 64 cards divided into eight types, which are unevenly distributed in their number. Each player plays with their own deck.
The game has two or more players, theoretically an unlimited number, but the more players that join the more unwieldy the game; six is a big game, more than eight is very uncommon.
Game mechanics are a rock-paper-scissors type, with all cards having strengths and weaknesses.
To play Chak, a player must know the structure of the phases and the seven basic rules that define how to construct card combinations from the basic card types and determine which combinations beat which other combinations.
Those who play Chak for money will also need to understand the betting rules.
Chak In Dominion Culture
The game has infused popular culture, for example:
- a ‘No-Chak Bet’ is to attempt something extremely difficult or skilled
- a ‘No-Chak Victory’ is to win only because your opponent was even more clueless or unskilled than you are (cf ‘pulling a Bradbury‘)
- a ‘Chak Setup’ is an unknown situation where the outcome is likely to depend on whether things go well or poorly early on – sometimes used in place of the 7 P’s.
- to ‘play one’s Pocket Card’ is to pull a surprise maneuver or trick
- ‘Rare as a Wooden Cow’ is an item that does not exist, as this combination of Rank and Suit does not occur in a Standard Chak Deck
- ‘Dragons and Dogs know better’ equivalent to the idea that ‘a little knowledge is a dangerous thing and you should listen to experts’ – see Card Precedence for an explanation
Chak gaming and gambling is regulated by the Cultural Bureau and Chak as an organised activity is overseen by the Chak Championship Board within the same Bureau. The Championship Board runs the Dominion Chak Championship every kiloCycle and maintains the Chak Ranking Database of Registered Players.
The Chak Deck
As noted above, a standard Chak Deck comprises 64 cards of eight types or Ranks. The cards are split into three suits.
Suits
The three Suits are Metal, Wood and Rock, which are stronger and weaker than each other as per the following mnemonic:
- Metal cuts Wood
- Wood splits Rock
- Rock blunts Metal
In play, card combinations will be assigned a Suit based on the cards that comprise them, and in comparison to another card combination will be considered ‘Strong’ (eg Metal vs Wood), ‘Weak’ (eg Wood vs Metal) or ‘Same’ (eg Metal vs Metal)
Ranks
The eight card Ranks are named after mythical beasts,and each is assigned a point value.
The Ranks are Distributed across the Suits as per the following table.
Chak Standard Deck Card Distributions by Rank and Suit
Rank | Point Value | Number in Deck | Point Value in Deck | ||||||
Wood | Metal | Rock | Total | Wood | Metal | Rock | Total | ||
Horned-horse | 1 | 1 | 1 | 1 | 3 | 1 | 1 | 1 | 3 |
Swan | 1 | 2 | 2 | 2 | 6 | 2 | 2 | 2 | 6 |
Horse | 2 | 3 | 4 | 6 | 13 | 6 | 8 | 12 | 26 |
Predator Bird | 3 | 3 | 4 | 6 | 13 | 9 | 12 | 18 | 39 |
Dog | 5 | 6 | 4 | 3 | 13 | 30 | 20 | 15 | 65 |
Elephant | 8 | 4 | 2 | 3 | 9 | 32 | 16 | 24 | 72 |
Dragon | 13 | 2 | 2 | 1 | 5 | 26 | 26 | 13 | 65 |
Cow | 21 | 0 | 1 | 1 | 2 | 0 | 21 | 21 | 42 |
Total | na | 21 | 20 | 23 | 64 | 106 | 106 | 106 | 318 |
Points
In play, a card combination wins or loses against another as follows:
- A Strong Combination can defeat a Weak Combination up to double its value in Points
- A Weak Combination can defeat a Strong Combination of half its value in Points or fewer
- A Same Combination can defeat a Same Combination of less than its value in points
Card Precedence
The cards in a Chak Deck are also considered to have an order of precedence that can be used, for example, to randomly select an order (eg Draw a card each, lowest card has to tell the Chief Engineer that your maintenance squad accidentally vented the new load of liquid oxygen to space.) When used in this way, cards have precedence in their point values from highest to lowest, and within ranks suits have precedence as based first on rarity within the rank and then rarity of suit. For example:- A Wood Predator Bird is higher than Rock Predator Bird because there are only three Wood Predator Birds but Six Rock Predator Birds
- A Metal Swan is higher than a Rock Swan because there are equal numbers of those cards but fewer Metal than Rock cards in the deck
- The Highest card in the deck is the Metal Cow and the lowest the Rock Horned-horse.
It has been said that the most common argument in the Dominion is between people who think that Metal always beats Rock and those that know that doesn’t apply to Dragons and Dogs.
Simulation In Role Play
For authentic Dominion flavour, simulate this in role play by rolling 2d8 in the same way you would roll d100, and consult the following table.Chak Random Card Draw Table (2d8 as d64)
2nd Roll: | 1st Roll: | |||||||
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |
1 | Rock Horned Horse | Metal Swan | Metal Horse | Rock Predator Bird | Wood Predator Bird | Wood Dog | Wood Elephant | Metal Elephant |
2 | Wood Horned Horse | Rock Horse | Metal Horse | Rock Predator Bird | Wood Predator Bird | Metal Dog | Wood Elephant | Wood Dragon |
3 | Metal Horned Horse | Rock Horse | Metal Horse | Rock Predator Bird | Wood Predator Bird | Metal Dog | Wood Elephant | Wood Dragon |
4 | Rock Swan | Rock Horse | Wood Horse | Rock Predator Bird | Wood Dog | Metal Dog | Wood Elephant | Metal Dragon |
5 | Rock Swan | Rock Horse | Wood Horse | Metal Predator Bird | Wood Dog | Metal Dog | Rock Elephant | Metal Dragon |
6 | Wood Swan | Rock Horse | Wood Horse | Metal Predator Bird | Wood Dog | Rock Dog | Rock Elephant | Rock Dragon |
7 | Wood Swan | Rock Horse | Rock Predator Bird | Metal Predator Bird | Wood Dog | Rock Dog | Rock Elephant | Rock Cow |
8 | Metal Swan | Metal Horse | Rock Predator Bird | Metal Predator Bird | Wood Dog | Rock Dog | Metal Elephant | Metal Cow |
Chak Minigame
The phase rules are detailed below, characters can easily learn the seven basic card-building rules, although mastering them will take some effort.
The object of the game is to win the End-game Phase by applying the seven rules of combination construction within the phase rules. The rules below detail a small mini-game that can be played within the world, relating GURPS rules to the Card game. Alternately a single quick contest of skill can resolve a whole game or match, with a greater margin of success or failure indicating increased winnings or losses.
Game Part | At the Card Table | Betting | GURPS Mechanics |
General |
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1. Setup |
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2. Opening |
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3. Mid-game |
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4. End-game |
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Match Play |
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Casino rules |
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