Hordes is a 30mm tabletop miniatures wargame published by Privateer Press in 2006. Set in the Iron Kingdoms fantasy setting, it focuses on powerful Warlocks who control massive Warbeasts through a Fury system. Although fully standalone, Hordes is 100% compatible with its companion game Warmachine, sharing much of the same rules but featuring the unique Fury mechanic (risk management) rather than Warmachine’s Focus mechanic (resource management). Players build armies, deploy miniatures, and fight tactical battles.
Both players agree on a point value for army building (e.g., 25, 35, 50, or 75 points).
Each player builds an army within the agreed points, selecting a Warlock, Warbeasts, units, and solos from their chosen faction.
Set up a playing area (typically 4’ x 4’) with terrain.
Players alternate placing terrain features.
Determine deployment zones and deploy armies.
Roll to determine first player.
Turn Structure
Each player’s turn consists of three phases:
1. Maintenance Phase
Check for continuous effects.
Warlock leaches Fury from Warbeasts (removing Fury tokens from beasts and adding them to the Warlock’s pool).
Warbeasts with remaining Fury must make a threshold check or frenzy (go berserk, attacking the nearest model).
2. Control Phase
The Warlock spends Fury to upkeep spells, use abilities, and heal Warbeasts.
Resolve any control-related effects.
3. Activation Phase
Activate each model/unit in your army one at a time.
Each activated model can move and perform one action (attack, use ability, etc.).
Warbeasts can be “forced” to perform additional attacks or abilities, generating Fury points.
Actions
Movement
Each model has a Speed stat determining movement distance.
Models can run (double movement, no action) or charge (move + bonus melee attack).
Melee Attacks
Roll 2d6 + model’s MAT (Melee Attack stat).
Compare to target’s DEF (Defense stat).
If equal or higher, the attack hits.
Roll 2d6 + model’s POW + weapon STR for damage.
Compare to target’s ARM (Armor stat); excess is damage dealt.
Ranged Attacks
Roll 2d6 + model’s RAT (Ranged Attack stat).
Compare to target’s DEF.
Damage works the same as melee.
Range is measured from model to target.
Spellcasting (Warlock)
Warlocks spend Fury points to cast spells.
Spells have various effects: damage, buffs, debuffs, area effects.
Each spell has a COST (Fury required) and RNG (range).
Forcing Warbeasts
Warbeasts can be forced to perform extra attacks, boost rolls (add an extra die), or use special abilities.
Each forced action adds 1 Fury token to the Warbeast.
Warbeasts have a Fury limit (FURY stat) — they cannot exceed it.
Excess Fury not leached by the Warlock risks frenzy.
Scoring / Victory Conditions
Assassination (Primary)
Destroy the opposing Warlock to win immediately.
This is the most common victory condition.
Scenario Objectives
Many games use scenario objectives (control zones, capture flags, etc.).
Scenario points are earned by controlling objectives.
First player to reach the scenario point threshold wins.
Clock (Timed Games)
In competitive play, each player has a chess clock.
If your time runs out, you lose.
Special Rules & Edge Cases
Fury vs. Focus: In Warmachine, Warcasters allocate Focus to Warjacks before activating. In Hordes, Warbeasts generate Fury when forced, and the Warlock leaches it afterward. This “risk management” approach means you get more resources but risk frenzy.
Frenzy: If a Warbeast starts the turn with Fury remaining (not leached), it must pass a threshold check (roll 2d6 vs. threshold stat). Failure means the beast frenzies and attacks the nearest model, friend or foe.
100% compatible with Warmachine: Hordes and Warmachine models can fight each other in cross-game matches.
Factions: Trollbloods, Circle Orboros, Skorne, Legion of Everblight, Minions (Farrow and Gatormen).
Power attacks: Models can perform special attacks like throws, slams, and headbutts.
Terrain effects: Forests block line of sight, hills grant elevation bonuses, walls provide cover.
Army building: Point costs per model encourage balanced army composition.