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Chom Isis Guide
This brief guide will introduce you to the concepts of Chom Isis 3. I recommend that you read through the Introduction and the Getting Started Tutorial.

Experienced players beware! Chom Isis 3 is very different from Chom Isis 2 (or 1). I'd recommend reading this tutorial at least. Do not employ a blasse attitude by logging in clicking about at random. You will profane profusely before experiencing a crushing cardiac arrest, followed swiftly by all your Pawns dying and a final, bewildering defeat.


Welcome to Chom Isis, the game where you protect your own Pawns while trying to kill other people's. A selection of people in the general public are selected by Chom Isis to become Pawns. These Pawns are living their lives without any idea that they are Chom Isis Pawns. As a Player, you will spend resources to keep your Pawns happy while making Pawns protected by other players miserable. The happier your Pawns are, the more resources you get to use in Chom Isis. Happiness is shown with a coloured box, white is very happy, green is happy, yellow is satisfied, orange is unhappy and dark red is suicidal.

Pawns are the playing pieces in the game. Each Pawn has a Deviant, which is a description of the main points of their personality. Example Deviants are Technophile (a gadget obsessed person) and Home Lover (who loves nights in with a cup of cocoa). A Pawn's Deviant can't be changed any more than a leopard can change his spots. Each Deviant has a strength associated with it, white is a Deviant which is important to the Pawn and red is less important (with gradients inbetween). If a Pawn does not have a particular Deviant then that subject is not important to them. A Pawn with two green Deviants is a generally very happy Pawn and is easy to please. A Pawn with two red Deviants is very difficult to please.

The Pawn's happiness is based on their Deviants and Life Inputs. A Life Input is a facet of the Pawn's life. For example, having a job is a Life Input. Having a spouse is another. To be happy, a Pawn must have Life Inputs that correspond with one of their Deviants. Therefore, a spouse Life Input corresponds to a Romantic Deviant but not a Technophile Deviant. Why would a technophile want a spouse? Some Life Inputs are important to more than one Deviant. For example, a holiday home would excite both the Home Lover and a Materialist Deviants. Life Inputs can be unique, in that a Pawn can only have one of that type, such as a spouse. Unlike Deviants, Life Inputs can be upgraded by clicking on the name (see the jobs section). A description of all the Deviants and Life Inputs can be found in the reference section.

It is very difficult to win Chom Isis on your own. Chom Isis provides an Alliances to help join forces. Alliances have their own pot of cash which members can request to help pay for jobs. Alliances also allow members to propose jobs against Pawns anonymously, allowing you to not give away which Pawns are yours.

Getting Started

Game Phases

Chom Isis is a game that runs through a series of phases. The first phase is Registration. Go to the homepage and click register on the envelope. Fill in the form and click Register and an email will be sent to your account. Go to your email and click the link included. This will activate your account. You can't log in at this point.
  • Pregame. Once registered, you have to wait for the game to start. You'll be notified by email when the game is scheduled to start. You are allowed, of course, to start scheming outside of the system.
  • Start. The game begins, you can start doing things in the game.
  • Endgame. No new Pawns are added to the game, any player without Pawns loses their resources and the winner is the last player still with Pawns.

Your homepage

Use your username and password to log into the game, the screen you'll see is your homepage. It will look something like below. The player screen
  1. Title card. click this to return to your home page.
  2. Resources are the currency you have to use in game. In the bottom right is the number of resources you received in the last update.
  3. Menu. These buttons navigate around Chom Isis. Top row L-R: Home, Jobs, Auction, Alliances, Mail. Bottom row L-R: Intelligence, Message board, Help and Log out. Hold the mouse over each item to see what it is.
  4. Pawn card. Your Pawns are displayed in a list. More on this below.
For the message board and the personal message screen, new messages are displayed with a little box with the number of new messages. When you visit the screen, the box resets.


Pawns give you resources nd as such, they are the most important part of Chom Isis. Without Pawns, you will have to resort to using cunning, tactics and alliances. A Pawn is represented using a card:
A Pawn card
  1. Photo. A simple way of recognising your Pawn.
  2. Name.
  3. Happiness (see below).
  4. Deviants. A Deviant represents part of the Pawn's personality. Each Deviant has an image and a rating in gold spots underneath it.
  5. Location. Hover over to see where the Pawn lives, click to see a larger map.
  6. Life Inputs. These are parts of the Pawn's life that are important to it.
  7. Latest diary entry. As you see things happen to the Pawn, diary entries get created.

Happiness - Keeping your Pawns alive

To keep your Pawns alive, the best thing you can do is keep them happy. You do that by assigning them Life Inputs and then improving those Life Inputs. Happiness is rating using one of the smiley faces below:
The further to the right away from suicidal your Pawn is, the less likely it is to die.

Pawn Deviants

Deviants represent the makeup of a Pawn's personality. Having a Deviant in a particular area says that the Pawn is interesting in that thing. Every Pawn has two or three Deviants. A Pawn with more Deviants suggests that the Pawn is interested in more things.
Workaholic A high value of this means that the pawn is very career minded and thinks their job is important
Romantic For this pawn, having any kind of romantic engagement is the key
Home Lover Having somewhere nice to live is very important
Technophile Technology and gadgets are of the upmost importance.
Materialist Possessing things of value are most important to this person
Socialite People, friends, going out on the town and society is important.

Pawn Life Inputs

Life Inputs are the things that yor Pawns own that make them happy. A Life Input is associated with at least one Deviant. For example, in Ed Fowkes Pawn example above, Ed has the Socialite Deviant (the two Martini glasses) and a Hobby Life Input (the train). Unlike Deviants, Life Inputs can be improved. To Quote for a job that improves a life input, click on it. Here's a list of the Life Inputs and how they match up with Deviants. A Unique Life Input is one where a pawn can only have one of. For example, a Pawn can only have one spouse Life Input. All those that are not unique, a Pawn can have as many as they like.
ImageNameDescriptionIs it unique?Associated Deviants
SpouseA partner to spend their days withYes
JobWorking for a local companyYes
AffairThe pawn has another love affairNo
Professional QualificationAnyone obsessed with career likes a good qualification. Some expire some do not.No
GadgetA technical gizmo, doohicky or thingy. From music players through to Gaia positioning.No
TransportationEveryone likes to get about and this is perfect for matieral peopleNo
Living QuartersA low end apartment object. Cheap but with an lower limit.Yes
HobbyFor the more social pawns, this is an extracurricular activityNo
Social CircleGoing out with friends requires a social circle.No
Secret AdmirerThe pawn has someone who has a crush on them.No
Holiday HomeA place in the country to escape to when the rat race gets too much.No
Here is a list of the Deviants with the relevant Life Inputs. It is the same as the list above, just ordered by Deviant.

How a Pawn's Happiness is calculated

Understanding how Life Inputs and Deviants are used to calculate happiness is very important. Deviants and Life Inputs each have a strength measured in yellow dots. For each Life Input, the dots are multiplied by the dots on each Deviant it applies to. Each Life Input / Deviant sum is summed to make the happiness. This is best described with an example.

Happiness Calculation Example:
We'll use Ed Fowkes above as an example. In this example, we will give numbers to the spots to make it easier. We will begin with a hobby Life Input with nearly 5 spots, we'll call that 9 and a socialite life input with also nearly 5 spots.
Ed is also a technophile, which is the other Deviant that excites the hobby life input. The technophile Deviant is only two spots, which we'll say is 4.
So, the happiness so far is:
81 + 36 = 117
Ed also has a gadget with two spots (we'll call 4), which also excites the technophile Deviant.
We add this onto the other two calculations:
81 + 36 + 16 = 133
There are some secret factors involved in this calculation but roughly speaking:
2 Life Inputs with 3 dots associated with Deviants with 3 dots = Content

Pawns Dying

Pawns can die in one of two ways, by Murder or suicide. If a Pawn is Murdered, they will no longer appear on your home screen. You will no longer receive resources for that Pawn. Suicide happens when the Pawn gets dreadfully unhappy. This happens when the Life Inputs become very low powered and the Pawn is not getting much out of life. You will be warned that a Pawn is close to suicide by the black suicide face. When you see this, each update will mean that they are close to suicide.

Pawn's Location

Every Pawn has somewhere to live in the Reading metropolitan area. Click on the name of location to see where this Pawn is located. The location of the Pawn can be used for intelligence gathering (see later). This is all the location does right now.

Pawn Diary

When jobs are done on the Pawn, entries will be put into the diary. Diary entries are put in for most jobs performed on the Pawn, whether they pass or fail. All except murder, obviously. This lets you know what has been happening to the Pawn. To see all the diary entries, click on the link provided.

Job Screen

The job screen allows you to set jobs that affect the lives of the Pawns. You can quote for and create new jobs, see the status of waiting, in progress and completed jobs.

To set a new job, select the red tab and select the type of job you want to perform and the Pawn on which you want to perform the job on. Your Pawns may not appear in the list. The options are:
  • Cost: If you know how many resources you want to spend, then add it in here. Chom Isis will calculated the probability of success for this value. By default, it assumes that money is no object and that you want a probability of 99%. The smallest amount you can assign to a job is 30 resources.
  • Probability: Is the probability of success of the job between 25% and 99%. Leaving it blank assumes you want 99% probability.
  • Time: This is when the job will actually run. There are only a limited number of Operatives to do the jobs, so you may have to wait for a spare space. Leaving it blank will find the first available slot.
  • Operative: Is the Operative that will do the job for you. You may select a single operative or leave as 'Any' to receive quotes from all of the Operatives.
  • Pawn and Other inputs: At the bottom of the list will be any job specific inputs. For the example above, there is only the Pawn you want to Spy on, other jobs may have more.
To get a quote, hit Quote. You can quote as many times as you like, fine tuning the details each time. Every Quote has a cost and a probability of success. These are shown in large on the right hand side. You can set a job but clicking on the set job button on the operative. After getting the preliminary quote, you may wish to add any intelligence to the job. Intelligence (covered later) modifies the final percentage probability of the job completing.

Waiting jobs are those that the operatives have not started yet. In progress jobs are ones that are currently being performed by the operatives. Completed jobs are those jobs that have finished. The success or failure of the jobs is shown on the right. Set jobs cannot be cancelled. Upon setting the job, Chom Isis will subtract cost from your resources.

Job Types

The jobs available are:
  • Improve Life Input. The number of spots on a Life input can be increased. This job is not available through the drop down list - to Quote for this job click on the life input you want to improve.
  • Murder. Kills a Pawn outright. The player owner of the Pawn loses a Pawn. The more powerful job in the game.
  • Spy. This creates a nugget of Intelligence information about the Pawn that you can then use to reduce the cost of other jobs on this Pawn. See intelligence below.
  • Destroy Life Input. This job allows you to reduce the number of spots on a life input of another Pawn.
  • Move Pawn. You can change where the Pawn lives. Doing so will temporarily reduce the happiness of the Pawn but will make any intelligence on the location of that Pawn useless.

When a job completes

When jobs are complete, you will see a message from the Operative stating whether the job passed or failed. The Pawn's diary will also be updated with any positive or ill affects. If the Pawn does not belong to you, you will not see the diary entry but you will get an operative message.


In the Auction you can buy new Pawns or Life Inputs for them. In the Auction, you bid for items hoping to win them. Each item in the auction has an end time, whoever has the highest bid at this time will get the item.
It is important to buy new Pawns and Life Inputs when you can


You can bid on as many different items as you like. When you bid, you pay for the resources. When someone out bids you, you get those resources back. Setting your bid is maximum you will pay for the item but the amount you pay will be a proportion more than the second highest bid. For example, if you bid 400 for a Pawn and the next highest bid is 200, then you will only pay 240 (assuming 20% is the next bid minimum) when the auction for that item completes. You might pay anything up to 400, depending on other bidders. When you are winning a bid, a rosette will be placed by the item. You cannot remove a bid once set, you must wait until the auction item finishes.

Auction end

When an auction item reaches its time limit, it is given to the highest bidder. If that bidder does not have the cash then the auction is extended. If the winner does not have the money to win the auction item, they lose any resources they have and all bids set.

Having purchased a Pawn or Life Input

Once you've bought a Pawn or Life Input, they will appear on your main screen. New Life Inputs are held in a box at the bottom of your main screen, ready for you to assign to a Pawn. Once a Life Input is assigned to a Pawn, it can only be improved or destroyed. You can't move the life input to another Pawn. You can keep a stash as Life Inputs not attached to a Pawn cannot be ruined by jobs.


Alliances allow you to form groups within the game, which get their own pool of resources to spend. The more people in the alliance, the more resources you get. You can get access to this pool by suggesting a Proposition. A Proposition is an action that you want to do, such as Murdering a specific Pawn. Propositions are offered anonymously and are listed newest-first just underneath the pad at the top. When a proposition is confirmed, the creator of the Proposition gets resources from the Alliance pool that they asked for to do the job. Once the job has been performed, the creator completes the proposition.

Below is an example of a Proposition that you would have set. It is to Spy on Ed Fowkes for 300 resources. A small note 'I want to see more' gives a hint.
Everyone else gets to vote or veto the proposition by clicking on the up or down thumbs. Once you have voted one way for a proposition, you can't take it back.
Propositions are confirmed by voting on them. The number of votes required to pass a proposition is relative to the number of people in the alliance. The more people in the alliance, the more votes needed. Vote for a proposition by clicking on the 'thumbs up'. If you do not like the proposition (because it is against one of your Pawns), vote thumbs down and the proposition will be removed (or Vetoed).

Propositions are displayed in three colours. Yellow are other people's propositions. Blue are your propositions and Red are propositions that apply to one of your Pawns. You will probably want to Veto the red ones by voting thumbs down. Propositions have a status. Awaiting confirmation is displayed when you are waiting for others to vote on your proposition. Awaiting confirmation is displayed when there are enough votes and the owner is performing the job proposed. When you have completed the job you said you would propose, click the tick to complete the job. A message will be written to the Alliance message board and the proposition will disappear from the list.

You can create your own Alliance for 50 resources. You will only start receiving resources into the alliance with 2 or more players.

At the bottom of the Alliance screen is the Alliance messageboard. These messages only get sent to those people in the alliance, not anyone else.


The system has three messaging systems. Personal messages are sent between players. The messageboard is seen by all players and the Alliance messageboard is seen only by an Alliance. As the name might suggest, anonymous messages are printed without your name. You can add emphasis to your messages using BBCODE. An example of tags that you can use is given at the end of the message entry box. This rest of this section deals with personal messaging as it is the most complex of the three.

Replying to anonymous messages

If someone has sent you an anonymous message then you can reply to that anonymous person but you will not find out who they are. Click on the red 'reply' text on the bottom of the message to be taken to the anonymous reply envelope.

Sending resources with a message

You can add resources to a message as a form of payment. Resources can only be sent in a personal message to another player.


Intelligence is a screen that allows you to collect information on Pawns that you can then use to improve the probability of a job succeeding. Each piece of knowledge about the Pawn is called a Nugget. Intelligence nuggets can be created by you (by clicking on the + sign on the Pawn) or by Chom Isis when you have a Spy job complete succesfully.

  1. Each of these rows is a nugget. The type of nugget is shown by a picture. More on this below.
  2. Set a spy job for this pawn. Sends you straight through to the Job screen with a spy job set.
  3. Add a new nugget manually.
  4. Every manually created nugget can have some player text as a reminder to the source of the nugget or any information that might be useful in the future.
  5. A nugget can either be created manually by a Player or created by Chom Isis via a spy job.
  6. Delete the nugget.
  7. Below the selected nugget is a list of pawns, in order of happiness.
  8. Intelligence can be set for any pawn that is not yours. The three icons are (L-R) number of nuggets on this pawn, set a spy job, add a nugget manually. To see the nuggets for the pawn, click on his face.

Nugget types

Intelligence nuggets come in four types. A note is the simplest of nuggets, it's free flowing information about the Pawn. You can't use notes to improve job probability of success. An Owner Nugget relates to the person you think owns the Pawn. The Location Nugget relates to where you think the Pawn lives. Deviant Nuggets denote the personality of the pawn.

Using Nuggets in a Job

Nuggets are used to boost the probability of a job succeeding. In this manner, you can reduce the cost of the job by using Nuggets instead of resources to reach the magic 99% probability of success.
Each correct nugget of information add 5%, each incorrect reduces 5%.
When you quote for a job, an area at the bottom of the quote screen will list any nuggets you have for the Pawn you have selected. To make use of the nugget, select it and hit Quote again. The nugget will then be included in the quote.

Restrictions on using Nuggets

  • Nuggets may not be used for Spy jobs.
  • Intelligence may not be used for your own pawns.

Nuggets from a Spy Job

A Spy job will provide you with Player, Deviant or Location nuggets. The type is decided randomly. If you get player type, then Chom Isis will provide you with three nuggets, of which one will be the correct nugget. If you get a Location type, Chom Isis will provide you with two nuggets. Deviant types will give you one nugget, which will be correct. After successive spy jobs, you will end up with lots of similar nuggets, which will help you narrow down the right information.