Elevator Pitch

Sea of Chaos is a strategic card game that challenges players to survive a two-way journey across a treacherous sea. By combining resource management with randomized encounters, the game forces you to balance greed with survival. Every choice matters, from the direction you sail to how you spend your gold at the shopkeeper. Can you reach the island and return alive, or will the Sea of Chaos claim your ship?

How To Play

  1. Download PDF


  2. Print out the PDF


  3. Cut into a card shape


  1. Play!

Problem & Solution = Impact

Problem:

Many cards had simple, one-time effects that lacked depth. One card, "Leviathan," featured an instant "game over" mechanic. During playtesting, a player landed on this card during their very first turn. The unavoidable loss felt so unfair that they chose not to play again, which directly contradicted my core goal of creating a highly replayable experience.

Solution:

I rewrote the card effects to remove instant-loss mechanics and make the game feel more balanced. For example, I changed the Leviathan card so it no longer ends the game automatically. Now, players must win a dice-roll battle against the Leviathan to survive. This gives the player a chance to interact with the card and try to beat the odds instead of losing immediately to bad luck.

Before

After

Impact:

  • Achieved Replayability Goals: In follow-up tests, 10/12 of players said they wanted to play again even after losing because they felt they had a real chance to survive.

Problem & Solution = Impact

Problem:

Most players were ignoring the shopkeepers unless they were directly on their chosen path. There wasn't a strong reason for players to go out of their way to talk to them, which made the shopkeepers feel optional rather than essential. My goal was to redesign their role to make them a core part of the gameplay experience.

Solution:

I introduced a two-phase deck system to balance fun with tension. The first round is for earning money, and the second round is for spending it to survive. I integrated the shopkeeper into this loop by making them the primary way for players to heal. By placing them on the side paths, I gave players a strong reason to detour and explore instead of just going straight. This makes every movement feel more meaningful and exciting for the player.

Cards Layout Example

Impact:

  • Increased Strategic Exploration: 7/12 of playtesters chose side paths more often to visit shopkeepers instead of just moving in a straight line.

  • Boosted Character Value: 10/12 of playtesters identified the shopkeeper as the most important card to find during the survival phase.

Pictures