


Before Age of Chaos, There Was 天下太平 (Tin Ha Tai Ping)
Growing up in Hong Kong, this was a game many of us played in school. All you needed was a piece of paper, a pencil, and a friend.
I loved the strategy, the tension, and the battles. But as I got older and moved elsewhere, I realised it has its own limitations. It was designed for only two players and was difficult to introduce to friends who didn't grow up with it.
That sparked an idea:
What if I could create a modern version but designed for groups of friends to play together?
That idea eventually became Age of Chaos.
The game has changed dramatically since those early sketches, but its roots can still be traced back to this simple piece of paper.
It's been a fascinating journey transforming a childhood playground game into a multiplayer card game that anyone can enjoy.
The First Prototype
Some sharpies. Some blank cards. 140 hand-drawn cards
I never planned to design a card game.
I simply wanted to play a childhood favourite with a group of friends.
The problem was, I had no idea where to start. No game design experience. No roadmap. Just an idea that wouldn't leave me alone.
So I picked up a pen, grabbed a stack of blank cards, and started drawing.
Before I knew it, I had created a hand-drawn prototype with over 140 cards. Many of those early ideas didn't survive the first few play tests, but they helped shape what Age of Chaos would eventually become.
This video captures those early experiments and the beginning of the journey.
TIMELINE
The idea begins

A simple question sparked everything:
"What were some of your favourite childhood games?"
As I tried to explain 天下太平 (Tin Ha Tai Ping), I realised I couldn't actually play it with the group sitting around me. That moment planted a seed. Later that evening, I picked up a pen and started sketching cards.
First Play Test
The first hand-drawn prototype hit the table. Some cards were fun. Many cards didn't survive those early tests. Friends helped test every idea, and slowly the game began to find its identity.
Refining the game

With printed cards in hand, testing expanded to more groups and more players.
Every session brought fresh feedback.
The rules became clearer, card effects were refined, and the battle system evolved through multiple iterations before finally settling the battles mode.
By the end of the month, Age of Chaos was beginning to feel like a real game rather than an experiment.
Kickstarter launch
The next chapter begins. The goal is to bring Age of Chaos from prototype to production with the support of the community.
Game Night
If all goes to plan, Age of Chaos will arrive on tables around the world, ready for new stories, rivalries, alliances, and glorious chaos.
Happy Players
"I usually don't play card games, but this hooked me right away. The rules are simple with lots of interaction, and plenty of opportunities to mess with your friends."
"It feels like the kind of game that creates memorable stories.
Every round felt different. I was already planning my next move before my turn came back."
"The alliances lasted about five minutes. Then everything fell apart in the best possible way.
A game that created some of the funniest moments of the nights."
Meet the Creator
Hi, I'm Hayden.
I'm not a professional game designer, just someone who loves creating things. Over the years, I've built mobile apps, digital products, and small games as hobbies. Creating has always been how I explore ideas and solve problems.
Age of Chaos started from a simple desire: to share a childhood game I loved with the friends around me. When I couldn't find a way to make that happen, I decided to create one myself.
My hope is that this game brings people together, sparks laughter, creates memorable moments, and helps friends make stories they'll talk about long after the game is over.
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