Independent publisher Venger’s Decks has officially launched the physical edition of The Chaos Card Deck TTRPG, a pocket-sized, standalone system designed for zero-prep tabletop adventuring. Driven by lead designer Scott Docherty, the Glasgow-based studio is expanding its repertoire of supplementary tools into a complete, rules-light experience available for £15. The retail release follows a period of digital playtesting, which Geek Native covered earlier this year.

The core appeal of The Chaos lies in its extreme portability and accessibility. Built for both solo and group play, the system eschews sprawling manuals in favour of a single, tarot-sized deck. It provides mechanics for character creation, session generation, and on-the-fly monster encounters. Players begin in The Keep, venture into The Realm, and return if they survive; a structural loop that deliberately accommodates fluctuating player counts and impromptu gathering.
While the digital rules remain free online, the physical release is pitched as a tangible, tactile upgrade for the table that circumvents the need for screen time.
Speaking exclusively to Geek Native regarding the decision to pivot from a digital playtest to a physical deck, Scott Docherty, lead designer at Venger’s Decks, told us,
In short, because there’s nothing like holding the deck in your hands and unleashing chaos at your table! I use my card decks for most of my game sessions. Encounters, critical hit flavour and mechanics, dungeon geomorphs, NPCs, and so on, and an entire ttrpg in card deck form is just a natural extension of that. I’ve always loved the idea of drawing a card from a deck and creating something magical. Plus, there’s the bonus of how portable it is. It can be run as a solo game, so you can take it wherever you like, pull it from your bag or pocket, and kick off a session with zero prep. All the rules and tables are right there in the deck.”
The deck integrates natively with existing Venger’s Decks products, such as The Crit or The Snap, allowing tabletop groups to stack encounter mechanics without requiring a laptop or internet connection. To bridge the gap for hybrid groups, every physical purchase also includes digital assets, such as high-definition classic battle maps, printable character sheets, and virtual tabletop-friendly fillable forms.
Early reception highlights the unpredictable narrative generation driven by the deck’s spark tables. When asked about his favourite story from early sessions, Scott Docherty shared an account from an early playtester of the game:
Told my group we were trying something new. Twenty minutes in, our rascal had accidentally started a cult. He’d rolled badly on a traits check and basically a bunch of randoms in town clocked him as some sort of radical revolutionary. The empath in the group decided the best response was to burn down the tavern and blame it on the rascal and ruin his rep. By the end of the session, the cult was still going, the tavern was ash, and the party’s now this feared crime family in town. We’d been going for two hours. I had nothing prepared. Genuinely don’t know how it ended up like that, but it was so much fun!! We’re playing again next Saturday, so who knows what will happen!”
With shipping calculated at checkout, the physical deck aims to reach a global audience of players fatigued by heavy sourcebooks and extensive session prep. Scott will be at Tabletop Scotland 2026, and the convention, now one of the largest in the UK, is a good chance to see the game.