SETUP
Each player picks a pawn to represent their circus.
Pawns are placed on the starting space.
Each player gets $200
All other money is kept in the Bank.
Each player gets 4 cards from the Act Deck.
Each player also has a Ringmaster.
The Ringmaster counts as an Act, but not any of the 4 types, and cannot be stolen or lost.
Players should name their Circus.
Players roll high on 1D6 to determine turn order.
The winner of the turn order contest is known as the Lead Player.
TURN SEQUENCE
Players take turns.
On your turn roll 1D6 and move your pawn that many spaces forward.
If you land on another player you may steal one random Act card from him.
If you land on a city with no time markers you may perform.
Get $10 for every act you own when you perform.
Three Ring Bonus: For every 3 cards of the same type you have earn
an extra $10 when performing.
After performing put 1D6-2 (Maximum = 3) time markers on the city you just performed at.
If you land on a city with any Time markers on it, you may not perform there.
Use houses to represent time counters. One Hotel = Three Time Counters.
Players must stop on the Start space when they reach it.
Every time the Lead player lands on the Start space remove one time
counter from all cities.
When a player lands on the Start space he must pay each of his Acts $10.
A player must discard any Acts he cannot pay.
If your pawn lands on a railroad, pay 1D6 x $10 to the Bank.
If your pawn lands on a utility or luxury tax pay 1D6 x $10 to Free Parking.
If your pawn lands on Free Parking take the money there.
If your pawn lands on Go to Jail put one of your Acts in Jail.
If your pawn lands on Jail take one of the Acts there.
If you land on a space that allows you to draw a card then draw and keep one Act card.
If you visit all the cities in a colored region get a one time bonus of 2D6 x $10.
(Keep tract of cities visited with colored chips, or on paper)
If you visit all the cities on a side get a one time bonus of 2D6 x $10.
If you visit all the cities in the game get a one time bonus of 5D6 x $10.
CARD TYPE NOTATION
A = Acrobat
C = Clown
N = Animal
F = Freak
ACT DECK CARD LIST
Name of Act: Type
Flying Trapeze A
Human Cannonball A
Clown Car C
Clowns on Stilts C
Tightrope Walkers A
Lions N
White Tigers N
Bears on Unicycles N
Indian Elephants N
Cop Clowns C
Fireman Clowns C
Block Head F
Fire Eater F
Sword Swallower F
Bearded Lady F
Midget Clowns C
Snake Charmer F
Jugglers A
Strongman F
Trained Horses N
Mime C
Lion Tamer N
Bicycle Act A
Trampoline Act A
Daring Young Man A
High Wire Act A
Clown Band C
Vaudville Clowns C
The Brothers Karnakov A
Two Hump Camels N
Bengal Tigers N
Dancing Bears N
African Elephants N
Clown Crooks C
Clowns with Pies C
Fortune Teller F
Siamese Twins F
Stage Magician F
Escape Artist F
Contortionist F
Tattooed Man F
Showgirls A
Belly Dancer F
Zebras N
Cirque de Sole Clowns C
Monkeys N
Fixed Straps Act A
See Saw Act A
MORE ACTS
You can include more acts for a longer game.
Some ideas for additional act cards:
Knife Throwing Act, Gymnasts, Woman Suspended by Hair,
Horn playing Seal
THE HORDE INTRODUCTION
Solo card game.
Card version of an old Crystal Dynamics Game.
LINKS
The Horde Review
The Horde Full Docs
DISCLAIMER
The Horde is a copyrighted, licensed product.
This is merely a fan site.
VICTORY & DEFEAT
You (Chauncey) are killed if all 4 Grimthwacker cards are in the Recruit Discard Pile.
You lose if you are ever unable to play your taxes.
You win if you survive all 5 years (=20 turns).
MAIN DECKS
There are 2 Main decks:
1. Recruit Deck
2. Horde Deck
RECRUIT DECK
Cards drawn from your recruit deck will eventually go into one of several piles:
1. Recruit Discard
2. Village Deck
3. Defense Deck
4. Defense Discard
HORDE DECK
Cards drawn from your Horde deck will eventually go into one of several piles:
1. Horde Discard
2. Attack Deck
3. Attack Discard
ODDS & ENDS
Six sided dice are needed.
Use coins to keep track of Crowns (Money).
SETUP
You start with 8 Crowns.
Put the 4 Grimthwacker Cards (GC) into your Defense Deck.
Put 2 Villagers & 1 Crop card into your Village Deck.
MASTER TURN CHART
The game has 20 Turns:
Turn Location Season Attckr Indigenous
1 Shimto Plains S 2 Piranha
2 Shimto Plains S 2 Piranha
3 Shimto Plains F 3 Piranha
4 Shimto Plains W 3 Piranha
5 Fetid Swamps of Buuzal S 4 Swamp
6 Fetid Swamps of Buuzal S 4 Swamp
7 Fetid Swamps of Buuzal F 5 Swamp
8 Fetid Swamps of Buuzal W 5 Swamp
9 Tree Realm of Alburga S 6 Forest
10 Tree Realm of Alburga S 6 Forest
11 Tree Realm of Alburga F 7 Forest
12 Tree Realm of Alburga W 7 Forest
13 Kar-Nyar Desert S 8 Desert
14 Kar-Nyar Desert S 8 Desert
15 Kar-Nyar Desert F 9 Desert
16 Kar-Nyar Desert W 9 Desert
17 Frozen Wastes of Vesh S 10 Ice
18 Frozen Wastes of Vesh S 10 Ice
19 Frozen Wastes of Vesh F 12 Ice
20 Frozen Wastes of Vesh W 12 Ice
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