Chaos Cards
Land on a chaos field to draw one of these game-changers


Reverse
All enemies move backwards on their next turn
Tip: Most devastating when enemies have tokens deep in the finish lane approach — they'll be pushed further from home. Save it for when an opponent is one or two rolls from winning.

Blockade
Place an obstacle on any track position for 2 rounds
Tip: Place ahead of enemy clusters, not behind them. Lasts 5 player turns. A token hitting it is sent home (not a capture) and the blockade is destroyed. Cannot be placed on safe spaces.

Double Down
Next roll is DOUBLED! But roll a 1 and skip your turn.
Tip: High risk, high reward — next roll is doubled. Roll a 1 and you skip your turn entirely. Avoid using it near the finish lane (overshooting is fatal unless you're Air). Cannot deploy tokens from home.

Swap
Swap positions with any enemy token on the track, or skip
Tip: Only works on the main track — not in the finish lane. You can decline if no good target exists. Best used to yank a nearly-finished enemy token back to mid-track, not just to leapfrog forward.
💾 Saving Cards
- ›Cards you don't play immediately are saved in your hand — up to 5 cards.
- ›Play a saved card before rolling on any future turn — only 1 saved card per turn.
- ›Timing is everything: Reverse used when an opponent is one step from winning is far more powerful than playing it immediately.
- ›Combo idea: Reverse + Blockade in the same region forces enemies to reverse into your obstacle.