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    HORRIBLE HORDESWritten by Lloyd Krasner

    INTRODUCTION

    Fantasy Board game for 1-6 Players.

    GAME END

    The game ends after 20 Rounds.

    VICTORY

    At the end of the game, the player with the most Units

    (Settlements, Armies, and Castles) plus Victory Tokens wins.

    Players share a common set of Victory Tokens.

    COOPERATIVE PLAY

    You cannot attack your opponents units.

    TURNS & ROUNDS

    A round is complete when each player has had 1 turn.

    THE BOARDThe Board is a 10 x 10 Grid of squares (also called Spaces).

    TERRAIN TILES

    There are 50 Terrain Tiles. There are 10 Tiles for each of the 5

    Types:

    Mountain (Stone)

    Forest (Wood)

    Farms (Food)

    Hills (Metal)

    Swamp (Magic)

    BOARD SETUP

    At the beginning of the game place the Tiles on to the map

    randomly in a checkerboard pattern.

    HORDE & HIT COUNTERS

    There is a pool of Horde Counters. Each is unique. The list is at the

    end of the ruleset.

    Each Counter has the name of the Horde plus 4 Traits:

    1. Type (Humanoid, Undead, or Monster)

    2. Attack (Target roll this Horde needs to get or higher to hit)

    3. Defense (Subtracted from player attack rolls vs this Horde)

    4. Hits (Number of Hit Counters placed under this Horde)

    When a Horde is first placed on the map the indicated number of

    Hit Counters are stacked underneath it. The Horde Counter isdiscarded back to the pool when it has no more Hit Counters left.

    PLAYER SETTLEMENTS AND ARMIES

    Each player has a set of Army Tokens and Settlement Markers of a

    Unique color.

    CASTLES

    Players share a common set of Castle Markers.

    DICE

    Six and Ten Sided Dice are Needed.

    TIME TRACK

    There should be a Time Track of 20 Spaces and a Time Marker to

    keep track of what round it is.

    RESOURCE CHITS

    Players share a common set of Resource Chits:

    Stone (Grey)

    Wood (Brown)

    Food (White)

    Metal (Blue)

    Magic (Red)

    Gold (Yellow)

    PLAYER SHEETS

    Each player gets a Player Sheet. The Sheet should include:

    The Kingdom List

    The Ability List

    Players should mark off what Kingdom they are and what Abilities

    they have when they get them.

    ADJACENCY RULES

    Spaces that share a line (orthogonal) are Adjacent.

    Spaces connected by a point (diagonal) are not Adjacent.

    SETUP LOCATIONS

    Players roll high on 1D10 to see who goes first.

    Each player rolls 1D10 x 1D10 (X & Y Coordinates) to see where

    they put their first Settlement. If playing solo put your Settlement

    in the middle of the board.

    Settlements cannot be placed within 2 spaces of each other. If so

    reroll (and if necessary select an available spot).

    In reverse order players pick which Kingdom they are and mark it

    on their player Sheets.

    For each player place 1 Horde:

    a. draw 1 Horde Counter from the Horde Pool.

    b. roll for Coordinates.

    c. place the Horde counter there with the indicated number of Hit

    Counters stacked under it.

    These starting Hordes cannot be placed on or adjacent to a

    Settlement and not on another Horde. Reroll coordinates if it

    would.

    SETUP RESOURCES

    Shuffle the Event Deck. Players pick their Colors (Army &

    Settlement Sets). Each player gets 1 Chit for each of the 5 Resource

    Types. Each player gets a Castle and 2 Armies. These are placed in

    the same space as his first Settlement.

    TURN SEQUENCEPlayers take turns. Each turn has 11 Phases:

    1. Event Phase

    2. Resource Phase

    3. Trade Phase

    4. Settlement Phase

    5. Fortify Phase

    6. Train Phase

    7. Move Phase

    8. Attack Phase

    9. Research Phase

    10. Spawn Phase

    11. End Phase

    At the end of a Round (all Players have taken 1 turn) there will be a

    Horde Segment and a Raid Segment.

    12. Horde Segment

    13. Raid Segment

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    1. EVENT PHASE

    Roll once (1D10) on the Event Table.

    2. RESOURCE PHASE

    First, gain 3 Free Resources of any type.

    For each Terrain occupied by one of your Settlements gain 1 extra

    Resource of the type produced by that terrain. If a Settlement is in a

    Clear Space it gains 1 Gold as its resource.

    For instance, if you occupied 2 Swamps and a Mountain, you

    would get a 1 extra Stone and 2 Magic Resource Chits.

    3. TRADE PHASE

    You may convert 2 Gold into 1 Resource of any other type. You

    may Trade/Gift Resources with other players who have Settlements

    adjacent to yours.

    4. SETTLEMENT PHASE

    You may build 1 Settlement. The Settlement must be in a space

    adjacent to one of your other Settlements. The space may not be

    occupied by any Hordes or Units controlled by your opponents.

    Max 1 Settlement per space. The cost to build the Settlement is 2

    Food and 3 Wood.

    5. FORTIFY PHASE

    You may build 1 Castle. It must be on one of your Settlements.

    Max of 1 Castle per space. The cost to build the Castle is 4 Stone.

    6. TRAIN PHASE

    You may build Armies. Armies start on one of your Castles. Each

    castle can train a max of 1 Army per turn. The cost to train an

    Army is 1 Food, 2 Metal, and 1 Wood.

    7. MOVE PHASE

    You may move your Armies. It costs 1 Food to move all the

    Armies in 1 Stack. An Army can move to an Adjacent space. AnArmy can be moved only once per turn. You cannot move into a

    space occupied by units of another player. You may move into a

    space occupied by a Horde.

    Stacking Limit: You may stack a max of 4 Armies in 1 Space.

    8. ATTACK PHASE

    If your armies and a Horde occupy the same space, there will be a

    Battle:

    Roll 1D10 for each Army Token and each Hit Counter the Horde

    has.

    On a roll of 6+ an Army will kill 1 opposing Hit Counter of the

    Horde. Subtract the Monsters Defense Rating from your roll.

    Hordes will kill an Army on a roll of X+ where X is the Hordes

    Attack Rating as listed on the counter.

    If, after all rolls are made, units from both sides remain, all

    survivors roll to attack again.

    Gain a Victory Token every time you destroy a Horde Stack.

    9. RESEARCH PHASE

    Pick one Ability from the Research List. You may gain an extra

    Ability for the cost of 10 Resources. A player cannot have multiple

    copies of an ability.

    10. SPAWN PHASE

    A New Horde appears on the Map:

    a. Draw 1 Horde Counter from the Horde Pool.b. Roll for coordinates.

    c. Place the Horde counter there with the indicated number of Hit

    Counters stacked under it.

    The Horde cannot be placed on a Space occupied by a Player unit

    or Horde. If it would, no Horde is placed. After turn 10 two Hordes

    appear on the map!

    11. END PHASE

    Max Resource Chits you can hold is 7. Discard excess Chits.

    12. HORDE SEGMENT

    This takes place at the end of a Round.

    Each Horde will Move under the following rules:a. Check for each Horde in turn starting with the one with the

    fewest Hit Counters and so on. If there are ties roll high on 1D10 to

    resolve.

    b. Hordes will not move into spaces containing other Hordes.

    c. A Horde will first try to move into an adjacent space containing

    an undefended Settlement.

    d. Next the Horde will pick a Space containing a Settlement &

    Armies.

    e. Next the Horde will pick a Space containing just Armies.

    f. Next the Horde will pick a Space containing a Castle with no

    Armies.

    g. Next the Horde will pick a Space containing a Castle & Armies.

    h. If no Player Units are available, it will go for a space that is

    adjacent to as many player occupied spaces as possible.

    Hordes will move once, except for Monster Hordes who will move

    a second time if they don't immediately encounter a player unit.

    13. RAID SEGMENT

    Played immediately after Horde Segment.

    This is handled exactly like Attack Phase except that now Castles

    and Settlements are involved in the Battles. They function similar

    to Armies except that Settlements hit on a roll of 8+ and Castles hit

    on a roll of 7+.

    Hordes must attack Castles first, Armies second, and Settlements

    third. Castles must be Hit twice before they are destroyed.Gain a Victory Token every time you destroy a Horde Stack.

    UNDEAD HORDE SPECIAL RULES

    If an Undead Horde fights in a battle and is not destroyed

    completely, it will gain a number of Hit Counters equal to the

    number of player units it destroyed.

    HUMANOID HORDE SPECIAL RULES

    Humanoids in Swamps or Hills get +1 to Attack rolls and +1 to

    their Defense.

    WIPED OUT

    If your last Settlement gets wiped out, you may start over in any

    unoccupied space with a new Kingdom.

    Lose any remaining units you may have.

    Lose any Abilities you had previously gained.

    Start with units and resources as if it was the beginning of the

    game.

    ABILITY USAGE LIMITS

    Some Abilities like "Mythic Saga" give a one-time Benefit only.

    Some Abilities like "Holy Water" give a constant permanent bonus.

    Some Abilities like "Green Thumb" go off only once per round.Some Abilities like "Roads" can be used whenever needed/desired.

    Conversion Abilities like "Druids" may be used up to their stated

    limit each round.

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    Spells and Abilities that have a activation cost every time they are

    used can only be used a max of once per round.

    EVENT TABLE

    D10 Name Notes

    1 Heroes Gain 1 Army

    2 Expansion Gain 1 Settlement

    3 Lore Gain 1 Ability4 Awaken Horde Spawn 1 Horde

    5 Stockpile Gain 1D6 Wood

    6 Harvest Gain 1D6 Food

    7 Quarry Gain 1D6 Stone

    8 Rich Vein Gain 1D6 Metal

    9 Mana Crystals Gain 1D6 Magic

    0 Treasure Trove Gain 1D6 Gold

    HORDE COUNTER LIST

    Horde of the: Type HITS DEF ATK

    Amazon Queen H 6 0 7

    Barbarian War Chief H 6 0 8

    Bugbear King H 6 1 6

    Bullywug King H 8 -2 9Drow Sorceress H 5 1 6

    Gnoll Chieftain H 7 0 7

    Goblin Night Raiders H 8 -1 8

    Goblin Witch Doctor H 8 -2 7

    Gythanki Witch King H 5 1 5

    Hobgoblin Warlord H 6 0 6

    King Crab of the Crab Men H 5 1 8

    Kobold Commander H 8 -2 8

    Lizard Man Tribes H 7 1 7

    Nomad Khan H 7 0 6

    Ogre Magi H 4 2 5

    Orc Shaman H 7 -1 6

    Orc War Boss H 7 -2 7

    Rat King H 7 -2 9Troglodyte Mother H 5 2 8

    Troll King H 4 2 5

    Blue Dragons M 3 0 7

    Clockwork Legion M 5 -1 9

    Emperor Penguin M 6 -2 9

    Fire Giant Chief M 2 1 5

    Frost Giant Family M 3 0 7

    Giant Spider Swarm M 6 -2 6

    Gremlin Mob M 5 -1 8

    Red Dragons M 2 2 5

    Stone Giant Clan M 4 2 8

    Winged Ape Army M 4 1 6

    Barbed Devils U 4 -1 7

    Ghoul General U 5 -1 8Lich King U 4 0 5

    Necromancer U 5 -2 8

    Pit Fiend Demons U 2 0 5

    Skeleton King U 6 -2 9

    Vampire Lord U 3 2 6

    Werewolf Pack Leader U 3 1 6

    Wraith Lord U 2 2 7

    Zombie Master U 6 1 9

    KINGDOM LIST

    Kingdom: Start with these Abilities:

    Dwarves Mountaineers & Furnaces

    Elves Druids & Rangers

    Imperial Men Roads & Logistics

    Feudal Men Heavy Armor & ClericsLegendary Men Oracles & Colonies

    Northern Men Berserkers & Raiders

    Tribes Men Migrations & Militias

    Desert Men Trade Routes & Marketplace

    Gothic Men Storehouses & Vaulted Arches

    Warrior Men Fine Swords & Scouts

    Eastern Men Major Fortifications & Sages

    Ancient Men Green Thumb & Priests

    Horse Men Cavalry & Great Bows

    Women Warriors Skirmishers & Stoicism

    Renaissance Men Bombards & Urbanization

    HORDE COUNTER LIST NOTATION

    H = Humanoid

    U = UndeadM = Monster

    HITS = Number of Hit Counters this Horde starts with

    ATK = Horde Hits on this roll or higher

    DEF = Modifier SUBTRACTED from Attack rolls against this Horde

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    ABILITY RESEARCH LIST

    Ability: Notes: Ability: Notes:

    Alchemy* Convert 2 Metal into 3 Gold Holy Water Armies Attack +1 vs. Undead

    Astrology Gain 1 extra Magic per Turn Holy Word* Cost 1 Magic: LRA vs Undead only, get +2 to Roll

    Ballistae Cost 1 Wood: LRA Illusions* Cost 1 Magic: Negate 1 Hit on Army Stack; OPB

    Banish* Cost 1 Magic: LRA vs Monsters only. Get +1 to Roll LeadershipUse Non-spell Abilities with Activation cost twice per

    Round

    Bards &

    MinstrelsGain 1 VT every Round you lose an Army or Castle Legions Army Stacking Limit +1

    Barracks You can build Armies in Settlements without Castles Lightning Strike* Cost 1 Magic: DBA One attack of 5+

    Battle Mages Armies get Attack +1 but cost 1 extra Magic Logistics Army Stacking Limit +1

    Berserkers Armies Attack +1 but Defense -1Major

    FortificationsA space may contain 2 Castles

    Bless* Cost 1 Magic: TSOA get Attack +1 this Turn; MOSP Marketplace Convert up to 1 Resource per turn into any other type

    Blizzard* Cost 3 Magic: Target Horde cannot Move this Round MedicineAt the end of a Round gain back 1 Army you lost that

    Round

    Bombards Cost 1 Metal: LRA Mercenaries Buy up to 1 Army per turn for 5 Gold

    Bridges Armies can move 1 extra Space MigrationCost 1 Food: Move 1 Settlement to an adjacent

    unoccupied Space

    BuildersCost 1 Gold: Build 1 extra Settlement or Castle per turn

    XXMilitias Settlements get Attack +1

    Catapults Cost 1 Stone: LRA Mountaineers Armies get Attack +1 and Defense +1 in Mountains

    Cavalry Armies can move 1 extra Space Mythic Saga Gain 5 Victory Tokens; OTO

    Clerics Armies Defense +1 vs. Undead Nets Armies Attack +1 vs. Monsters

    Colonies May build Settlements any empty space; AMP Oracles* Cost 1 Magic: Target Die roll gets +1 or -1

    Control*Cost 4 Magic: Move Target Horde Stack in Horde

    Segment ZZOutposts Build Castle without a underlying Settlement; AMP

    Craftsmen Cost 3 Wood or Stone: Gain 1 Victory Token Pikes Armies Defense +1 vs. Monsters

    Decoys Cost 1 Wood: Negate 1 Hit on Army Stack OPB Pioneers Build 1 extra Settlement per turn*

    Destruction* Kill 1 Target Horde Stack; OTO Poison Cloud* Cost 1 Magic; LRA vs Humanoids only, get +3 to Roll

    DiplomacyPay Opponent 3 Gold: Opponent may not move/build

    into TSTRPriests Convert up to 3 Food into Magic per Turn

    Divination* Cost 1 Magic: Reroll Target Die roll Protection* Cost 1 Magic: TSOA get Defense +1 this Turn; MOSP

    Druids Convert up to 3 Wood into Magic per Turn Pulleys Gain 1 extra Stone Per Turn

    Earthquake*Cost 1 Magic: Attack 9+ vs. all Units in Target Stack;

    LRARaiders Armies get Attack +1 in Attack Phase

    Earthworks Castles get +1 Hits each Rally TroopsAfter a Victory a stack regains 1 Army it lost during

    Battle

    FieldFortifications

    Cost 1 Stone: Negate 1 Hit on Army Stack; OPB Rangers Armies in Forests get Attack and Defense +1

    Fighting

    Withdrawal

    Beginning of Horde Segment you may Move 1 Army

    StackRoads Armies can move through Settlements without stopping

    Fine Swords Armies get Attack +1 but cost 1 extra Metal Sages Second Ability Researched per turn costs 2 less

    Fireball* Cost 1 Magic: DBA Two attacks of 8+ Sawmills Gain 1 extra Wood per Turn

    Forced March Cost 1 Food: Stack can Move and Attack again Scouts Armies can move Diagonally

    Friends Gain 1 Army, Settlement, or Castle; OTO Shield Wall Armies Defense +1 vs. Humanoids

    Furnaces Gain 1 extra Metal per Turn Skirmishers Army Stack gets 1 extra Attack at start of Battle

    Garrisons Castles get Attack +1 Stoicism Costs no Food to train Armies

    Gate* Cost 1 Magic: Move 1 Army to any Space Storehouses Resource Hand Size +1

    Golems* Buy 1 Army per turn for 3 Stone and 2 Magic Trade Routes Gain 1 extra Gold per Turn

    Great Bows Armies get Attack +1 but cost 1 extra Wood Traps Armies get Attack +1 in Raid Phase

    Great Caravan Gain 10 Gold; OTO Twister* Cost 1 Magic; LRA

    Green Thumb Gain 1 extra Food per Turn Urbanization May build 2 Settlements in a single space

    Haste*Cost 1 Magic: TSOA can move 2 extra Spaces this

    RoundVaulted Arches Castles cost 1 less Stone

    Heavy Armor Armies get Defense +1 but cost 1 extra Metal Veteran Soldiers Armies Attack +1 vs. Humanoids

    Holy Ground*Cost 2 Magic: Target Settlement cannot be entered this

    turnWizardry Spells can be used twice per Round

    RESEARCH LIST NOTATION

    AMP = Army must be present in target space

    LRA = Long Range Attack: One Attack into an adjacent space by an Army

    or a Castle: roll 7+ to Hit

    DBA = During Battle in which you have an army present

    TSOA = Target Stack of Armies

    TSTR = Target Space this Round

    MOSP = Max One Use per Stack per Phase

    OPB = Once per Battle

    OTO = One Time Only (Can't be used again)

    XX = You still have to pay the regular build cost for them

    ZZ = Instead of its programmed move

    * = Spell

    VT = Victory Token

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    OPTIONAL RULES

    OPTIONAL ROTATION HORDE COUNTER LIST

    Horde of the: Type HITS DEF ATK

    Beastmen War Chief H 7 0 8

    Caveman Chief H 7 -1 8

    Grandmaster Ninja H 5 2 5

    Centaur Herd Master M 4 0 7

    Cloud Giant Lord M 1 1 6

    Creeping Kudzu M 6 -2 9

    Dinosaur Lord M 3 1 7Efreeti Fire Sultan M 2 2 5

    Gargoyle Lord M 4 2 8

    Giant Killer Queen Bee M 6 -1 9

    Gryphon Lord M 3 0 6

    Harpy Queen M 4 -1 8

    Hill Giant Chief M 3 0 7

    Minotaur Head Bull M 4 1 6

    Mushroom Men M 6 -2 8

    Naga Queen M 3 1 5

    Pokemon Master M 6 -1 8

    Scorpion Men M 5 0 7

    Storm Giant Lord M 1 3 4

    Tarasque M 1 4 4

    Treant Elder M 2 2 6Apocalypse Horsemen U 1 4 5

    Chaos Cultists U 6 -1 9

    Dark Acolyte U 5 0 8

    Death Knight U 4 1 7

    Death Priestess Fanatics U 4 -2 7

    Deathknell Warlock U 2 1 6

    Harbinger of Doom U 1 3 3

    Master of the Wild Hunt U 3 2 6

    Mummy Pharaoh U 5 1 6

    Skull Lord U 3 2 7

    OPTIONAL RULE - PLAYERS AT WAR

    Players may attack each other in their Attack Phases. You may move your Armies into spaces occupied by other Players units.

    OPTIONAL RULE - HORDE MASTER

    One Player controls the Hordes instead of a Kingdom. He rolls for them and determines how they move in Horde Segment instead of following the programmed

    movement rules. When drawing a new Horde draw 3, pick 1 and discard the other 2.

    OPTIONAL RULE - WIZARD TOWER

    Instead of building a Castle in a Space, you may build a Wizard Tower. This requires a new common Wizard Tower unit Counter. The Tower costs 5 Stone.

    The Tower produces 1 extra Magic in Resource Phase. You cannot build Towers in Adjacent Spaces.

    OPTIONAL - EXTRA TERRAIN TILES

    Aside from the basic 50 Tiles there is room for 50 more. This list includes 10 new types. Use 5 of each and distribute these randomly after the Basic Tiles have

    been placed. Settlements built in these new types produce 1 Gold in Resource phase as per the regular rules.

    EXTRA TERRAIN TILES LIST

    Tile Notes:Ancient Ruins First player to build a Settlement here gets 1 Free Ability

    Barrens Settlements here produce nothing

    Chasm No Units or Hordes may enter or be in this Space

    Desert Any Army that enters this space must end its move here

    Desolate Moor Any Horde that spawns here gets 1 extra Hit Counter

    Friendly Village First player to build a Settlement here gets 1 Free Army

    Heath No Special Rules

    Natural Defensive Position Player units here get Defense +1

    Plains Any Army or Horde that starts or moves into this space gets to move 1 extra space this round

    Trade Route Settlements here produce 1 extra Gold in Resource Phase