Hordes of the Things Reference Sheet

By Steffan O'Sullivan
This page last updated December 28, 1996
PDF file added January 18, 2003

Believe it or not, I actually get all this information on one side of an 8.5" by 11" piece of paper. Combining the tables, using a small font with less than single-spacing, etc., lets me get away with it. Each player then has a copy, and the game goes much easier.


January 18, 2003: I finally added my Hordes of the Things Player Aid in a one-page Adobe Acrobat (.pdf) format. Enjoy!

An Army consists of 24 Army Points (AP).
At least 12 AP must be AP1 or AP2 elements.
Any one element can be designated the General, except #3, 7, 9, 13, 15, 18.
Victory: kill the General, 1/2 the enemy AP, or capture the Stronghold.
Sequence: 1. Roll for PIP; 2. Activate off-board elements, Desorcell,
  Movement; 3. Long-range Combat; 4. Close Combat.

# & Element     Movement (in Paces. Road: Good/Bad)             Value
                Good        Road       Bad       Water          | AP
 1. Airboat      500         500       500         500          | 3
 2. Artillery    200         300         0           0          | 3
 3. Beast        400         400       400         100          | 2
 4. Behemoth     300         400       200         100          | 4
 5. Blade        200         400       200         100          | 2
 6. Cleric       200         400       200         100          | 3
 7. Dragon     1,200       1,200     1,200       1,200          | 4
 8. Flyer      1,200       1,200     1,200       1,200          | 2
 9. God        1,200       1,200     1,200       1,200          | 4
10. Hero         500     500/400       200         100          | 4
10. Hero (A)   1,200       1,200     1,200       1,200          | 6
11. Horde        200         400       200         100          | 1
12. Knight       300         400       200         100          | 2
13. Lurker         0           0       300           0          | 1
13. Lurker (W)     0           0         0         300          | 1
14. Magician     500     500/400       200         100          | 4
15. Paladin      500     500/400       200         100          | 4
16. Rider        500     500/400       200         100          | 2
17. Shooter      300         400       300         100          | 2
18. Sneaker      300         400       300         100          | 3
19. Spear        200         400       200         100          | 2
20. Stronghold     0           0         0           0          | -
21. Warband      200         400       200         100          | 2

Combat:
# & Element     Type    vs S,F   vs M,A         If Minor Defeat
 1. Airboat     A           +5        +3        R; 14:F6
 2. Artillery   F           +4        +3        R; Con:D
 3. Beast       M           +3        +4        R; M:D
 4. Behemoth    M           +4        +5        4,9:R; 2,7,14:F6
 5. Blade       F           +5        +3        R; 21:D
 6. Cleric      F                +4             R; 12*,21:D
 7. Dragon      A                +6             10,15:D; 4,7,9:FB
 8. Flyer       A                +2             R; 14:F6
 9. God         A                +6             6,9,14:FB
10. Hero        M                +5             Note H
10. Hero (A)    A                +5             Note H
11. Horde       F                +2             R; 12*,21:D
12. Knight      M           +3        +4        Note K
13. Lurker      F                +2             FB
13. Lurker (W)  F                +2             FB
14. Magician    F                +4             Note M
15. Paladin     M                +6             R; Con:D
16. Rider       M                +3             R; In Bad:D
17. Shooter     F           +3        +4        R; M:D
18. Sneaker     F           +5        +3        F6
19. Spear       F                +4             R; 12*,21:D
20. Stronghold  S                +6             Cap; A:No Effect
21. Warband     F                +3             R; 4,12*:D

Abbreviations: AP = Army Points; A = Aerial; F = Foot; M = Mounted;
S = Stronghold; W = Water; Good = Off-Road Good Going (Plain, Gentle
Slope); Bad = Off-Road Bad Going (Rough Terrain, Woods, Town);
Road includes fords and bridges.
If Minor Defeat: R = Recoil; # = Element # that defeated it; D = Destroyed;
  E = Ensorcelled; FB = Flee from battlefield; F6 = Flee 600 Paces;
  Con = if in Contact; Cap = Captured; In Bad = in Bad Going; M = Mounted;
  A = Aerial.  12* = #12 (Knights) Destroy only if their enemy is in Good
  Going - otherwise R. Note H: R; 14:E; 2,10,15:D; 20:F6.  Note M: R; 14:E;
  7,9,10,15:D. Note K: R; In Bad:D; 4:D; (2,14,17:D if Knights are
  aggressors this turn).
Major Defeat: most units are Destroyed. Flyers flee 600p, but are Destroyed
  by Hero, Magician, Shooters, or any aerial.
Draws: 10 vs 10 OR 14 vs 15: if all dice + modifiers = odd, both Destroyed
  if in contact.  Anything else is a standoff.

Tactical Combat Factors       If YOUR element is:
 +2 Bespelled across water (shortest distance)
 +2 Bespelled or Shot at while in Wood or Town
 +2 Fighting a Magician who is within 600P of any Cleric or Paladin
 +1 A General, or your General is contacting the rear of your element
 +1 Uphill of the enemy
 +1 Defending a River Bank (except at ford or bridge, or vs Aerial)
 -1 For each enemy in contact with your flank or rear or overlapping a
    flank
 -2 In Bad Going (except Shooters, Warband, Lurkers, Beasts)
 -2 Fighting a Water Lurker
 -2 Bespelling a Magician within 600 P of his own Stronghold
 -2 Mounted or Aerial, and if foe is in Bad Going
 -1 For each additional element shooting at your element, attacking your
    stronghold, or bespelling your element

Player Initiative Points (PIP) Expenditure
2 PIP to move a Group contaning an Aerial Element or Magician Element.
  (Aerials can group only with Aerials.)
2 PIP to move a Group containing both Elves and Dwarves.
1 PIP to move any other Element or Group; or to activate a Horde.
+1 PIP to move any Element or Group not within 600 P of General (1,200 P if
  in line of sight.)
6 PIP to activate a God or all your Dragons. (A God disappears next roll of
  1 PIP).
1 PIP to activate each Lurker. (2 PIP second time for the same Lurker, 3
  PIP 3rd & Final Time).
2 PIP to attempt to bespell an Element; 1 PIP per aiding Magician.
6 PIP to Desorcell a Hero or Magician.
1 PIP gives a bonus of 100 P Road Movement to a Group containing a General.
  May be repeated.

Miscellaneous Information:
Mounted (except Behemoths) can pass through friendly foot if aligned the
  same or opposite direction.
A single element can turn freely while moving.  A Group must all move the
  same, and can turn no more than 90 degrees.
To fight, a unit must move far enough to align its base squarely with an
  enemy's.  An element hit in the flank or rear turns to face the attacker
  unless already engaged.  You cannot move within one base of an enemy
  except to attack.
Aerials can be fought if their front is contacted from the prev. turn, OR
  by Arty, Hero, Mage, Paladin, Shooter, aerial.
Sneakers can only hurt other Sneakers, a General, or a Stronghold.  They
  can pass through other troops of both armies.
Knights, Warbands, Behemoths and Beasts must advance one base depth after
  victory unless in contact or overlapping.
Spears add +1 to other Spears directly in front, if neither is in Bad Going
  and the ones in the rear not under attack.
Magicians pass through friendly units; Gods can pass through any units.
Recoiling: see p. 15 for unusual cases.
Shooters shooting at other Shooters can be shot back at.
Magicians bespelling Gods or other Magicians can be affected if they lose
  the combat.
The 2nd time a Magician rolls a "1" for a spell, he is self-Ensorcelled as
  a Toad or Bug!

Ranges:
 Magicians: 600 P
 Shooters: 200 P
 Artillery: 500 P (during enemy turn)

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