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. |
Some cards carry a small lettered badge in the footer, left of the cost coin. Each marks a rule the card's own text doesn't spell out. Hovering the card names every badge it carries; hover the badge itself and it tells you what that keyword means.
| Badge | Keyword | Meaning |
|---|---|---|
| D | Duration | Plays into the 'Duration' zone, and remains in play until conditions are met. |
| P | Pooling | Receives a 'pool' of tokens when played, that typically deplete for an effect. |
| G | Gathering | Gathers tokens over time across turns or some other condition, typically with a growing effect. |
| U | Unique | Only one may be equipped at a time. |
| I | Imbueable | Can be placed on a card that imbues, and played from there for free. |
A card can carry two or three (Gathering Storm is G D; Alembic is G U; Fireball is D P I). The ◆ counter that appears on a card's top-left is the live size of its token pool.
Imbuing. A card that imbues holds an Imbueable Spell and plays it for free each time its trigger fires. Imbue Weapon takes the Spell from your hand: it sits on the card rather than going to your discard pile until the card runs out of tokens, and then both cards go to your discard pile together. Runed Blade borrows one from the shop when you equip it — it costs nothing and isn't a buy — and that Spell returns to the shop, never to your discard pile, when the Blade is discarded.
Some cards and Charms make your deck star-touched — an equipped Charm from the start of the match, a card while it's in play. While you're star-touched, every card in your deck shows a small star at the left of its footer — one of seven, cast across your deck the moment you first become star-touched. Hover a star and its name unrolls beside it.
The ladder. The seven stars always sit in the same order, drawn with the Moon on the left:
| Star | Name | Meaning |
|---|---|---|
| Selene | the moon | |
| Stilbon | the gleaming one | |
| Phosphoros | light-bringer | |
| Helios | the sun | |
| Pyroeis | the fiery one | |
| Phaethon | the blazing one | |
| Phainon | the shining one |
When a star aligns. Stars align as cards move into play — into Played This Turn, Duration or your Equipped Items, from anywhere else, the Shop included. So equipping an Item counts, and so does an Item that equips straight off the shelf. A card bought into your Purchase Queue doesn't (it hasn't moved into play yet), and neither does a Spell cast from an imbue slot, which never leaves it. The one exception is the card that makes you star-touched: it starts an empty run, and neither it nor anything played earlier that turn is on it. Equip a star-touched Item while you're already star-touched and it's an ordinary card moving into play — its star joins the run, and if that star completes a tier, the Item's lines pay alongside everything else's.
Aligning them. Play stars one after another along the ladder and they form a run:
| Mark | Means |
|---|---|
| → | Ascent — the stars climb from ☽ toward ♄ (☽, ☿, ♀︎ is an Ascent). |
| ← | Descent — the stars fall from ♄ toward ☽ (♄, ♃, ♂︎ is a Descent). |
| ⇄ | Either — an Ascent or a Descent. |
| Stars in a row | Name |
|---|---|
| 2 | Conjunction — it glows, but pays nothing |
| 3 | Syzygy |
| 4 | Great Conjunction |
| 5–6 | Strung Pearls |
| 7 | The Ladder of the Spheres |
A star-touched card or Charm prints its bonuses as Syzygy →: +2 Florins — this one pays when the
third star of an Ascent lands, and a Descent pays that line nothing. Tiers stack by being crossed one at a time: a Great Conjunction
pays its line on the fourth star, after the third already paid the Syzygy line. Every line pays
every time — two Syzygies in one turn pay twice.
The glow. A star in play glows while it's part of your current run, brighter the longer the run. A star in your hand glows at the level the run would reach if you played that card next — and only if you can play it right now.
The ladder. While your deck is star-touched, the seven stars are drawn beside Your Hand, Moon first. On your turn, a star on it glows at the level your run would reach if you played a card with that star next.
Set-aside Companions (the Ringleader) replay — and align — in the order you selected them.
The next star. Every card that enters your deck takes the next star in the cycle: a buy, a card gained back, even an enemy's Goop — and the Spell a Runed Blade borrows, though it never reaches your piles. The Shop's title row shows which star that is.
Losing it. If your Charm is silenced, or your last star-touched card leaves play, the stars go dark — no stars, no glow, no runs. Your cards keep their stars, and new cards keep taking them unseen; when the silence ends or you become star-touched again, every star reappears, starting from an empty run.
| 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, Singed, 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).
Singed is the one that bites back. Most afflictions just take up space in your hand. Singed can never be played and costs you 1 injury every time you discard it — including at the end of every turn, when your whole hand is discarded, and including a copy you pitch off the top of your deck while looking ahead. That injury cannot be mitigated, so armor is no answer to it. Pitching it is no escape either. Trashing it is the only answer — leaving it on top of your deck only puts the burn off until you draw it again.
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.
There are seven Schools, and twenty-eight Champions built from them: one per School on its own, and one for every possible pairing.
| 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 2 mitigation tokens a turn until it holds 8, then takes +1 ⚔️ a turn instead; Shield Wall adds +2 to every mitigation gain and lets you trade 5 tokens for a card each turn. |
| 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. |
| Alchemist | Alchemy | Transmuter — each turn you may trash a card for more Florins than it cost; Equilibrium converts ⚔️ into ✦ or back. |
| Fencer | Footwork | Duellist — rotates between three stances, each paying a bonus as you step into it; Reprise adds a standing bonus for the stance you're holding. |
Every pairing of two Schools, each blending the feel of both.
| 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. |
| Mercenary | Weapon Mastery + Alchemy | Trash a card and the type you trashed picks the reward; mastered, every trash also draws and refills your banks. |
| Kenshi | Weapon Mastery + Footwork | Pass through all three stances in one turn and strike an enemy for free. |
| 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. |
| Engineer | Defense + Alchemy | Trash for Florins and 2 mitigation; mastered, the whole trash pile pays you ⚔️ and ✦ every turn. |
| Diestro | Defense + Footwork | Extra stance changes at the start and end of every turn. |
| Priest | Arcana + Sophistry | Church Treasury discounts your whole turn. |
| Spellthief | Arcana + Brigandry | Mitigation-and-tempo tricks (Shadowdancing). |
| Druid | Arcana + Alchemy | Trash for Florins and ✦; trash at all and the Boss's next roll can't touch you. |
| Water Dancer | Arcana + Footwork | Every stance change pays +1 ⚔️ and +1 ✦. |
| Ringleader | Sophistry + Brigandry | Set a Companion aside to replay it next turn. |
| Gypsy | Sophistry + Alchemy | Trash on a Buy for Skill Points; mastered, each Companion cuts every price. |
| Bravo | Sophistry + Footwork | Stoccata knocks a Florin off everything; mastered, your first 2 Buys each turn also change stance. |
| Illusionist | Brigandry + Alchemy | Trash for ⚔️ or ✦ scaled by your equipped Items; a stripped Item digs you a fresh card. |
| Reiver | Brigandry + Footwork | Your Items can't be stripped by the enemy — each attempt pays you +2 ⚔️ instead. |
| Mercurial | Alchemy + Footwork | Trashing a card draws one and lets you change stance again. |
Coming later: two more Schools — Pain and Medicina — appear on the selection grid but are grayed out. Their classes aren't built yet, so you can't pick them. Every other School is fully playable, on its own or paired with any other.
A Footwork Champion always stands in one of three stances, and stepping into a new one pays a bonus immediately. The Fencer's are En Garde (take a mitigation token), Fleche (+1 Attack) and Finta (+1 Card).
Your stance carries over between turns: end a turn in Fleche and you begin the next one there. Every Footwork Champion starts with Misura, an Attack that does something different depending on which stance you're standing in — so the stance you're in decides what your own card does. Playing it while you're in no stance does nothing, which is the trade for the stance change it opens.
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.
Three ways to play on your own, all against the shared four-tier enemy:
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.
Everything in the sections above describes these modes. The two that follow change the shape of the game.
Multiplayer is the same game with company. Two to eight players share one enemy and one shop, take their turns in order, and race each other for the higher score. You never attack each other — the enemy is the only target, and the competition is over who strips more off it before it falls.
Multiplayer runs through a private lobby with a short join code. One player starts the lobby and shares the code; everyone else joins with it. There is no public lobby list and no matchmaking — you play with people you invited.
In the lobby you can see the shop you'll all be buying from before committing to it. Any player may veto the board, which re-rolls the shop a limited number of times. Once the host locks the lobby, a five-minute planning clock starts: pick your Champion and Charm, and hit Ready. The match begins when everyone is ready — or when the clock runs out with whoever is locked in.
The Activity Log carries the whole match — every card played, every trophy claimed, every Boss roll, by every player. Between your turns it is how you follow what your opponents are doing. Above the board, a strip of player chips shows everyone at the table; hover one for their score, trophies and injuries.
If you have to leave, the match carries on without you — your turns are skipped. If everyone else leaves, the last player standing ends the match and places first. A table that dissolves before round 2 is void: nobody gains or loses anything.
Multiplayer has its own ladder, separate from the Daily and Random boards.
A Duel is a 1v1 match, and it turns the game inside out: instead of two players racing to strip trophies off one shared enemy, you face each other. It is fought to the touch, not to the death — think of a fencing bout rather than a battle. You each defend four target zones, and you score by landing hits on your opponent's.
Duels use the same lobby as Multiplayer — a join code, a shop preview and veto, a planning clock — with two seats and no more, and one extra step before you can ready up (see Favor of the Gods below).
Four of them, with the same counts and toughness as the enemy tiers you already know:
| Zone | Hits it can take | ❤ hp | ★ points each | 🩸 injuries each hit tells for |
|---|---|---|---|---|
| Legs | 15 | 2 | 1 | 3 |
| Arms | 9 | 5 | 3 | 2 |
| Torso | 3 | 10 | 6 | 1 |
| Head | 1 | 15 | 18 | 0 |
Both bodies are on the board, side by side, so you can always see what you have taken and what you have lost. There are no dice. Your zones never roll, and there is no enemy attack phase at all.
You take injuries when your opponent lands a hit on you — and the easiest targets tell heaviest. A Leg costs you 3 injuries, an Arm 2, the Torso 1, and the Head none at all.
Your mitigation tokens still absorb them, spent on your opponent's turn rather than your own, which makes a defensive build a genuine way to win a Duel rather than a hedge. Cards that pay you for mitigating still pay you here; a Warden opposite an all-out attacker is a real match-up.
The bout ends abruptly the moment a Head hit lands on either fencer, or either has two other zones fought out. There is no equalizing turn — when it stops, it stops.
Ending the bout and winning it are two different things. The winner is whoever has the higher score, with injuries subtracting exactly as they always do. A Head hit scores 18 and tells for no injuries at all — so landing one ends the match, but it does not by itself win it. Play the scoreboard, not just the body.
The lower-ranked player goes first, decided by Ladder Points; it's random if you're level or if neither of you has a rated match yet. Duels are rated on the same ladder as Multiplayer — beating a duellist is worth the same as finishing above one at a bigger table.
Everything else is the game you know: your class and Charm, a shared shop, a starting deck, alternating turns across rounds. There is no round cap and no score decay. The Activity Log carries the whole bout — in a Duel it is your only feedback channel, so it says who struck what, and what it cost.
Before a Duel begins, each duellist courts the gods — and arranges their blessings and curses across a die that both of you will be reading.
The loop:
Then, at the start of every round after the first, one d20 is rolled. Both duellists read that same number against their own arrangement — so a 15 can pay you a blessing and pass your opponent by entirely.
Your arrangement stays hidden until something fires. That is what makes it a bluff rather than a calculation: your opponent cannot see where your bad faces are until one of them comes up. The Activity Log then says exactly what happened, and to whom.
Two things worth knowing before you spend:
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.