Everything you need to cut down the horde. Read the first two sections and you can start playing — the rest is here for when you want to know how a system really works.
Hordes is a digital deck-building / engine-building card game. Every turn you draw a hand of cards and spend them — along with your class's abilities — to fight a single shared enemy and score points. As the game goes on you improve two things at once: your deck (by buying new cards from a shop) and your engine (by equipping Items and playing Companions that keep paying off turn after turn).
The enemy never trades blows with you card-for-card. It is one creature made of four tiers that attacks you on a schedule by rolling dice. Your job is to defeat its units — each one you beat becomes a trophy worth points.
In Daily Challenge mode, you race a round clock: everyone playing on a given day faces the exact same enemy and the exact same shop, and the goal is the best balance of a high score against finishing in as few rounds as possible.
Draw 5 → survive the enemy's hit → buy, build, and attack in any order → discard and redraw.
If you know the genre: Hordes borrows the buy-and-build loop from Dominion, the always-available random shop and common-enemy scoring from Ascension, run-based combat with special enemy abilities from Slay the Spire, and dual-school class combos from Titan Quest.
You don't need to read anything else to start. Here's a full first turn.
Where everything is on the board: the Shop is a drawer on the left; your hand and piles are in the center with the End Turn button; the enemy stands on the right; and your stats sit alongside.
That's it — you're playing. Everything below explains why it works.
A turn has a simple rhythm.
These are the canonical meanings you'll see on cards and around the board.
| Symbol | Meaning |
|---|---|
| ✦ | Spell Power (SP) — boosts the force of your spells (and some attacks). |
| ⚔️ | Attack Power (AP) — boosts the force of your attacks. |
| ↻ | A recurring effect: it happens at the beginning of each of your turns while the card stays in play. (Equip an Item this turn and its ↻ effect starts next turn.) |
| x, y, z | Placeholders for a variable value computed live — e.g. "attack x enemies, where x = Items you have equipped." Card faces show the real number as the board changes. |
| Term | Meaning |
|---|---|
| enemy | The whole four-tier group you're fighting. |
| tier | One group of enemy units of a single strength. The four tiers grow stronger and fewer: horde → vanguard → commanders → boss. |
| horde / vanguard | Tiers 1 and 2 — the same every game. |
| commanders / boss | Tiers 3 and 4 — variable, a different enemy type each day. |
| hp | An enemy unit's hit points. Your attack's force must meet or exceed it to defeat the unit. |
| force | How strong an attack is, measured against a unit's hp. Usually a base number plus a factor of ✦ and/or ⚔️. |
| Term | Meaning |
|---|---|
| attack (verb) | Make a force check against one or more units from a single tier; success defeats them. Usually triggered by an Attack or Companion card. |
| defeat | Beating a unit removes a token from its tier as a trophy — the tier's count drops and your score rises. |
| trophy | A defeated-unit token, worth that tier's point value. |
| Term | Meaning |
|---|---|
| Shop | The spread of buyable cards (Items, Attacks, Spells, Companions, Money, Mastery). |
| buy | Pay a card's cost in the shop, then move a copy into your purchase queue. |
| purchase queue | Where a bought card waits — it is discarded at cleanup, so it joins your deck for future turns, not this one. |
| 'for free' | Take an action without paying its normal cost (a "free" Attack doesn't spend from your Attacks bank; a "free" buy costs no Florins and no Buy). |
| discard | Move a card to your discard pile. |
| trash | Move a card to the global trash pile — gone from your deck for the rest of the game (a way to thin your deck). |
| cleanup | The final phase of your turn: your play area and purchase queue are discarded. |
| Term | Meaning |
|---|---|
| Attacks | How many Attack cards you may play this turn. |
| Spells | How many Spell cards you may play this turn. |
| Buys | How many times you may spend Florins to gain a card from the shop. |
Every action in Hordes flows through a card. There are six types — four you play to affect the game, plus two utility types.
| Type | How you use it | What it does |
|---|---|---|
| Attack ⚔️ | Costs 1 from your Attacks bank | An aggressive action against a single enemy tier, usually scaling its force with ⚔️. |
| Spell ✦ | Costs 1 from your Spells bank | Attacks, self-buffs, enemy debuffs, healing — usually scaling with ✦. |
| Item | Equip it (no per-turn cost) | Stays in play until removed; counts against your Items-Equipped limit. Most carry a ↻ recurring effect. |
| Companion | Play it free (no resource cost) | A huge variety of one-shot effects — chain as many as your hand allows. |
| Money | Played free | Produces Florins to spend on buys. Four gradations (+1 / +2 / +3 / +4 Florins). |
| Mastery | Played free | Adds Skill Points to your Mastery gauge. Four gradations (+1 / +2 / +3 / +4). |
Watch out for Goop. Some bosses shove a Goop card into your deck. It's a dead card — you can't play it, only discard or trash it. It exists purely to clog your draws.
Card faces show their live computed values in your hand and in the shop, updating as the board changes — so an "attack x enemies" card always shows the current x.
Hordes has two kinds of resources: per-turn banks that reset every turn, and a couple that carry across the whole game.
Tokens. Some cards hold tokens representing stored-up power or a cooldown. Careful: discarding a card that holds tokens loses all of them.
The shop is how you grow your deck. In a Daily Challenge it's fixed for the day — the same for every player:
To buy a card you need two things: an available Buy, and enough Florins to cover its cost. Buying pays the Florin cost, spends 1 Buy, and moves a copy of the card into your purchase queue.
The timing that trips up new players: a bought card does not go into your hand. It sits in the purchase queue and is discarded at cleanup, which means it shuffles into your deck and you'll draw it on a future turn. You're investing in later turns, not this one.
Some effects bend these rules — a 'for free' buy skips both the Florin cost and the Buy, and a few cards let you put a bought card on top of your deck so you draw it next turn.
The board won't let you make an illegal buy. Buy buttons disable when you're out of Buys or can't afford the card, so you can't accidentally overspend. The shop lives in the drawer on the far left of the board.
Attacking is how you actually score. The core rule:
To defeat an enemy unit, your attack's force must meet or exceed its hp.
Force is a card's base number plus a factor of your ⚔️ and/or ✦ — so building Attack Power and Spell Power earlier in the turn makes your attacks hit harder.
You attack one tier at a time. When you play a card that lets you attack, the eligible tiers glow and become clickable — pick the tier you want to hit. Defeating a unit takes a trophy from that tier: its count drops and your score climbs by that tier's value.
| Tier | hp | Trophy value |
|---|---|---|
| Horde | 2 | 1 point |
| Vanguard | 5 | 3 points |
| Commander | 10 | 6 points |
| Boss | 15 (Leviathan 20) | 18 points |
You're always fighting one shared enemy built from four tiers that grow stronger and fewer: Horde → Vanguard → Commanders → Boss.
How the enemy hits back. Each tier attacks by rolling dice — shown on the board as a stack of coins or polygon dice, one roll per stack. Every die face maps through that enemy's roll table into zero or more effects: a miss, an injury, a discarded Item, or a signature affliction.
Bosses have a signature curse. Beyond plain injuries, each boss brings its own nasty trick — some inflict special affliction tokens (Goop, Fizzle, Exhaustion, or Disruption) that gum up your deck; others lay a curse that punishes a specific kind of play (attacking, casting, buying, and so on). Commanders come in two flavors: some punish you (forcing discards, trashing cards, dealing injuries), while others buff a lower tier (rolling with advantage, or granting it an immune round).
You don't have to memorize any of this. The pre-battle preview names the day's boss and shows its full roll table in plain language, so you can plan your class and purchases around exactly what you're facing.
The enemy's main way to hurt you is injuries.
At the end of the game, injuries cost you points — so it's always worth defending against them. (Exactly how much they cost is intentionally not shown; treat every injury as worth avoiding.)
Your Champion is defined by the Schools you pick at the start of a match. Choose one or two: one School gives you a single-school class; two Schools combine into a named dual-school class.
| Class | School | Flavor |
|---|---|---|
| Warrior | Weapon Mastery | Raw attacker — starts with 2 Attacks/turn; Class Mastery Relentless Assault gives +3 ⚔️ each turn. |
| Wizard | Arcana | Spell specialist — 2 Spells/turn; Arcane Power supercharges back-to-back spells. |
| Warden | Defense | Tank — banks a mitigation token every turn; Shield Wall doubles all mitigation gained. |
| Brigand | Brigandry | Item-hoarder — an extra Item slot; Guerilla Tactics pays off when you've equipped 4+ Items. |
| Doge | Sophistry | Economist — 2 Buys/turn; Mercantilism gives +2 ⚔️ every time you buy. |
| Class | Schools | Hook |
|---|---|---|
| Champion | Weapon Mastery + Defense | Play an Attack → gain mitigation. |
| Battlemage | Weapon Mastery + Arcana | Chaining Spells and Attacks builds ⚔️ / ✦. |
| Legionnaire | Weapon Mastery + Sophistry | Buying a Companion pays Florins; once mastered, playing one adds ⚔️. |
| Swashbuckler | Weapon Mastery + Brigandry | Extra card draw when you're stacked with Items. |
| Paladin | Defense + Arcana | Play a Spell → gain mitigation, then ⚔️ with Mastery. |
| Knight | Defense + Sophistry | Companions cost less; playing them shields you. |
| Corsair | Defense + Brigandry | Items cost less; mitigation per equipped Item. |
| Priest | Arcana + Sophistry | Church Treasury discounts your whole turn. |
| Spellthief | Arcana + Brigandry | Mitigation-and-tempo tricks (Shadowdancing). |
| Ringleader | Sophistry + Brigandry | Set a Companion aside to replay it next turn. |
Coming later: four more Schools — Pain, Alchemy, Medicina, Footwork — appear on the selection grid but are grayed out for now. Their classes aren't built yet, so you can't pick them. Multiplayer is also on the roadmap but not yet playable.
Plan around the matchup. Your match — the shop and the enemy — is created before you choose your class, so you can open the Match Setup preview and pick a Champion that counters the day's boss.
Your opening deck is small and mostly economy, so your first couple of turns are about ramping up.
School starter cards are the flavor of your class from turn one — for example, Weapon Mastery opens with Cleave, Arcana with Arcane Blast, Defense with a mitigation starter, Sophistry with Conscription, and Brigandry with Pounce.
Note: the designed option for dual-school players to choose which starter to drop isn't built yet — dual decks currently use the fixed 2-and-1 split above.
Playing Mastery cards earns Skill Points, which fill your Mastery gauge. Unlike everything else, this gauge is cumulative across the whole game and never resets — it's your long-term progress bar.
Buying cards grows your deck; the real depth is turning one-shot cards into a self-reinforcing engine.
Good to know: most equipped-Item ↻ effects resolve automatically, but a few pause to ask you a question at the start of your turn — an Item that reads "↻ discard 1 card," for instance, stops and lets you choose. Your turn simply waits for your pick, then continues.
The game ends when any of these happens:
That round cap is the clock you're racing: hit Round 30 without a win and you lose, so an efficient, decisive run matters as much as a high score.
Your score comes from your trophies — and tougher tiers are worth more, so a single Commander or the Boss is worth many Horde units — minus a penalty for injuries you didn't heal.
Because Daily Challenge also rewards efficiency, the best runs balance a high score against finishing in as few rounds as possible. Grinding out every last trophy isn't always the winning play — sometimes closing the game quickly scores better.
When the game ends, the summary screen shows Victory or Defeat, your final score, your trophies per tier, run stats, and any runes you earned for your collection.
The exact scoring formula — including how much later turns are worth — is deliberately hidden. Play for more high-value trophies, fewer injuries, and fewer turns, and you'll score well.
Hordes' single-player has a few ways to play:
Leaderboards are reachable from Home: a per-day Daily board (your first attempt each day) and a Random top-100, with your own row highlighted so you can find yourself.
Multiplayer — racing other players against a common enemy — is part of the design but not yet playable.
Beyond any single match there's an optional collection meta-game that rewards long-term play.
The loop: playing matches earns you runes (drawn from the 24 Elder Futhark runes). You take runes to the Forge and try to spell out Charms — permanent bonuses you can equip in a future match, firing alongside your class powers.
A few things make discovery a real puzzle rather than a checklist:
Once you've discovered a Charm, equip it on the class-selection screen before a match to bring its bonus into play.
Scope note: a representative set of Charms is live to discover and equip today; the full catalogue, an in-app tutorial, and social features are planned for later.
Symbols: ✦ Spell Power · ⚔️ Attack Power · ↻ recurring (each turn while in play) · x/y/z live variable.
| Tier | hp | Trophy | Count | Same every game? |
|---|---|---|---|---|
| Horde | 2 | 1 pt | many | yes |
| Vanguard | 5 | 3 pts | several | yes |
| Commanders | 10 | 6 pts | few | no — varies daily |
| Boss | 15 (Leviathan 20) | 18 pts | 1 | no — varies daily |
Attack (spends Attacks) · Spell (spends Spells) · Item (equip, ↻) · Companion (free) · Money (→ Florins) · Mastery (→ Skill Points).
Starting hand 5 · single-school deck 10 cards · dual-school deck 15 cards · Class Mastery threshold 15 (single) / 25 (dual) · item limit base + ⌊Skill Points ÷ 10⌋ + 1 (if mastered) · round cap 30.
You defeat the Boss or wipe any 2 of the other 3 tiers (win) — or you reach the round cap (Round 30) without a win (loss).
Round down; resources floor at 0; force must meet or exceed hp to defeat a unit.