
- BGG rating
- 7.4
Hordes: High Command – Castle of the Keys Campaign Expansion
- 2–4 players
- 60 min
- Complexity 2.0/5
- 2014

2013
Rules assistance for Hordes: High Command
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

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Answers come from the official rulebook, with the page to check.
Hordes: High Command is a board game released in 2013 for 2–4 players, 60–90 minutes per game, and ages 12 and up. It was designed by David Carl and its main mechanics are Deck, Bag, and Pool Building and Campaign / Battle Card Driven.
Game description from the publisher: Brutal conflict spreads across the wilds of western Immoren, fought by savage warriors and terrible beasts. Powerful warlords orchestrate grand strategies and daring battlefield tactics, their actions bringing glorious victory — or the despair of final defeat. Do you have the courage and cunning to guide your forces to ultimate triumph? Take command of the mightiest warriors and beasts to conquer the wilds of Immoren! In Hordes: High Command, each player takes control of one faction of the Hordes world – Skorn, Circle of Orboros, Trollblods or Legion of Eveblight – leading whole armies of soldiers, Warlocks and mighty Warbeasts to great battles which will shake all of Immoren and change it forever. Each faction has individual decks with faction-specific warbeasts, units, and resources which assure different strategy and gameplay from the other factions. Additionally, before each game, players choose three of the five warlocks specific to their faction. This decision makes every game different and allows for multiple strategies. During the game, players play a whole season of War, trying to build up their strength, then capture strategic locations to earn victory points. Hordes: High Command can be combined with the following other core sets: Warmachine: High Command. Warmachine: High Command – Faith & Fortune
Hordes: High Command supports 2–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Hordes: High Command is 60–90 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Hordes: High Command for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Hordes: High Command has a complexity rating of 2.6 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Hordes: High Command belongs to these categories: Card Game. Its main mechanics are Deck, Bag, and Pool Building and Campaign / Battle Card Driven. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Hordes: High Command are: David Carl. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Hordes: High Command as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.