horrible hordes
TRANSCRIPT
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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