Chance: Card Game

A strategic party game. 2-12 players. 7 minutes to learn.

Our Mission:

ChanceGamer offers unique mechanics to bring sociability, cooperation, and lively interactions to games. Whether it be team building at the office, game night with the family, or a party with your friends, we offer a uniquely social experience for all situations. Some people are born strategists, others like role-playing, and some would like nothing better than to laugh with friends. ChanceGamer offers fun interactive gaming for everyone. “Chance Games are the most fun you can have with people of all ages and backgrounds.” Chance Games offers 4 distinct win strategies: Creation, Destruction, Helping, and Sabotaging (and any combination thereof). It is a true game of strategy, teamwork, and endless laughter.

  • The core rules are simple, so that anyone can learn it: there are no age or language barriers.
  • The art is minimal, so that room is left for your wide imagination: your mind is the creator.
  • The mechanics are social, so that the true pleasure of games can shine through: Chance is a game between People.

“Whether it’s team building at the office, weekends with the family, or a party with your pals, Chance games offers profound enjoyment for all parties involved.” The winning combination for Chance games are strategy, communication, and a good dose of good’ol lady-luck. Be careful, for the so called  ’communication’ may easily turn into heated arguments! The unexpected chance victories (or disasters!) will leave everyone gasping for breath(and more). “For more information, learn how to play.”


Core Rules

–Card types–


There are 5 types of cards, each giving you a Chance at succeeding at an action. The Win-card gives you the chance to win. Power cards, which come in the form of Creator, Destroyer, Helper, or Saboteur cards, give you Chance to perform a useful action.

Take a look!

-Power cards                                                             

Win Card-




–Let’s begin!–


The objective of the game is achieved by collecting Win-cards. Each card gives you 10% chance at winning, which is tested by rolling a d10 die. Keep collecting Win-cards. Once you figure your odds are good enough, you may test to win. If you fail, you must discard all your Win-cards. Each mini-game won gives you 10 points (which you may keep all to yourself, or share with a friend). Whoever reaches 30 points first wins the whole game.

To begin:

    1. Get your deck of Chance Cards (d10 included) (ready for pre-order)
    2. Each player begins by picking 3 Power-cards of their choosing (you may pick Win-cards 2 for 1)
    3. Shuffle and place the deck face down on the table
    4. First person who finishes picking gets first turn
    5. Take turns clockwise


Details on Testing

Tests are done by rolling a d10 (10 sided, 0-9) die. You must roll a number smaller than your odds to be successful. E.g. you have 8 Win-cards (80% chance to win), you must roll a 7 or below to win. If you roll an 8, or 9, then you fail. In this case you must discard all your Win-cards…




On your turn you may do 1 of the following:

  • Draw a card (you may sacrifice 2 Power-cards of any type for one extra draw )
  • Test for a Power
  • Or test for the Win

All of your cards are kept face-up in front of you so that everyone can see them.

At anytime during your turn you may trade cards and/or negotiate with other players.

 –(%) Chance–


Each Win-card is 10% chance to win, cumulative (up to a max of 90%). If your roll is successful, you win the game!

Each Power-card is 20% chance, cumulative (also up to a max of 90%). If your roll is successful, you exercise your Power (create/destroy/help/sabotage).

For example..

= 3*20% (power card)= 60% chance to Create





= 3*10% (win card) = 30% chance to win!


–Getting more cards–


Use your Power-cards to get more Win-cards, for the win!

The Square-card has the power of Creation. You may test to draw 2 cards instead of 1.

The Triangle-card has the power of Destruction. You may test to Destroy 2 cards from another player’s hand, or threaten with Destruction for their cards.

The Circle-card has the power of Help. You gain cards by helping others gain cards (negotiate, my friend). If you test successfully you may help a neighbor draw an extra card. You can also help a neighbor by testing to shield them against the Power of Destruction. However, in both cases, if your test fails you will lose a card.

The Crescent-card has the power of Sabotage, allowing you to boost the power of Destruction, while acquiring cards in the process. If a Destroyer needs your help, he may permit you to use Sabotage, where you test to Destroy another 2 cards, which will go directly into your hands. You also have the Power to Conserve, where you may test to profit from the loss of others (up to 2 cards) (e.g. losing all Win-cards after failed win attempt).

**for details look at their respective profile pages! (on the left-menu)




As you will discover, in Chance (card game) it is difficult to win on your own. But, with the help of a few friends, perhaps even trading with your enemies, victory is within reach!

Players may only openly trade with the active player (whose turn it is), unless the person you are trading with is sitting next to you. You should not trade or negotiate with any player out of turn, unless they are your neighbor. Cards acquired through trading should be kept sideways, and must sit through one full round to become active.

For details on each Power-card and their respective Powers, go on to their individual profile pages (on the side-menu).

Clarification of 'neighbor'

To be clear, your direct-neighbor is anyone who is sitting immediately beside you. However, the term ‘neighbor’ can be expanded when the players sitting between you and the subject unanimously allow you to interact with the subject!

Introducing: Power-cards



The Square has the power of Creation. He is the builder, the innovator, the entrepreneur. His soul is in birthing order from chaos, building something from nothing. The Square is positive and self-improving, and is capable of acting independently.

While the Square has the power of self-improvement, he is unable to effectively help others — nor is he capable of defending against the Power of Destruction, or avoiding the nastiness of the Saboteur.

If you want to win, find supporters who value your creative Power.


More Info

Power to Create: test to draw 2 cards instead of 1.




Triangle is the Destroyer.

Triangle wears black for negative, negative on you.

Triangle is solid Yang. Triangle acts first,

to keep You in “Your-Place”.


Triangle Destroy.

Triangle win? Triangle must make friends.

Be Triangle’s friend, or be destroyed!


More Info

Powers to Destroy: test to destroy 2 cards from targets hand. You may sacrifice your own cards to gain rights on what cards are destroyed from the target’s hand (1 for 1). Otherwise the target chooses what to lose (discarded into the Discard-pile)




No matter who you are, Square, Triangle, Crescent, Circle can help. Circle is your friend, and also a leader among men. For he who who is the benefactor, is also the master, may also be king.

In life, Circles are masters, leaders (especially of the spiritual kind), and incredible soul mates!




More Info

Power to Help:

Target must be *neighbor. Before target ends turn, you may test to give them one extra card draw. Failure costs you 1 card.

Power to Protect

Target must be *neighbor. When a target is becomes a subject of Destruction, you may test to  to protect 2 cards from harm. Test failure costs you 1 card.

*neighbor: players sitting directly to your left or right. With permission of neighbors, those further away as well




The Crescent does not create, nor does it destroy. The Crescent profits… whether it is from the failures of others, or wars fought between rivals, the crescent always profits.

In life, Crescents gain by Sabotage. They are planners, profiteers, and masterminds. The act of arms-dealing — the act of profiting from war — is characteristically Crescent. While the Crescent is negative and reactive, she happens to also have the power to conserve. Without the power of the Crescent many great things would have been long lost.



More Info

Power to Sabotage:

Allows you to boost the power of Destruction, while acquiring cards in the process. If a Destroyer needs your help, he/she may permit you to test to Sabotage 2 cards, which whill transfer from the targets hand directly into yours. Target chooses which cards they will lose. A failed test costs 1 card.

Power to Conserve:

You may test to  profit from the loss of a neighbor. When a neighbor loses cards, not from Destruction, but from a failed test, you may test to gain possession over up to 2 of them. A failed test costs 1 card.

*neighbor: players sitting directly to your left or right. With permission of neighbors, those further away as well

Introducing: Characters


Character-cards specify what starting cards the player begins with, and special mechanics or abilities worth noting.

Only boss characters come attached with a profile picture. Bosses are usually extremely power from the very start, and often have incredibly powerful abilities. It takes more than one player to beat a boss!

ChanceGamer plans on creating character-sets from many origins, ranging from Star Wars to WWII, to celebrities, to animals, etc… The goal is to have everybody have a chance to play their favorite characters.


– Coming soon: video explaining character cards –

Alternative plays


Putting on a timer ~15 minutes. If noone wins at the end, everyone is punished!


  • Easy: slap on the wrist
  • Medium: 5-15 pushups/crunches
  • Hard: A dance or song.
  • Hardcore: 2 double shots


You may keep your cards under cover, even when you test. However, if someone says ‘show me’, you must show. If you were caught cheating, you lose the number of cards you claim on having

–More coming soon–


* Email for ordering information.

* Kickstarter will begin 8/9/2012

* See you at GenCon 8/15/2012