
- BGG rating
- 7.3
Warmachine: High Command – Faith & Fortune: Engines of Destruction
- 2–4 players
- Complexity 3.0/5
- 2014

2014
Rules assistance for Warmachine: High Command – Faith & Fortune
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
Warmachine: High Command – Faith & Fortune is a board game released in 2014 for 2–4 players, 45 minutes per game, and ages 12 and up. It was designed by David Carl and its main mechanics are Variable Player Powers, Hand Management, and Player Elimination.
As the fires of war engulf western Immoren, the call for great leaders has never been stronger. The Retribution of Scyrah and the Convergence of Cyriss muster their forces to wage war on a new scale. Mercenary armies of the Highborn Covenant and Four Star Syndicate sell their services to the highest bidder, while also pursuing their own larger agendas. Take command of these four new factions in their battle for dominion over the Iron Kingdoms! Will you lead your faction to victory, or be crushed by the military might of your rivals? The Warmachine: High Command – Faith & Fortune core set introduces four new factions: Retribution of Scyrah, Convergence of Cyriss, Highborn Covenant, and Four Star Syndicate. This core set is a standalone deck-building card game with everything 2–4 players need to play and can be customized with expansion releases for the included factions. Leverage your resources, rally your armies, and dominate your foes to set your banner above all of western Immoren! Warmachine: High Command – Faith & Fortune can be combined with the following other core sets: Warmachine: High Command Hordes: High Command
Warmachine: High Command – Faith & Fortune 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 Warmachine: High Command – Faith & Fortune is 45 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 Warmachine: High Command – Faith & Fortune 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.
Warmachine: High Command – Faith & Fortune has a complexity rating of 2.3 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.
Warmachine: High Command – Faith & Fortune belongs to these categories: Card Game and Fantasy. Its main mechanics are Variable Player Powers, Hand Management, and Player Elimination. 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 Warmachine: High Command – Faith & Fortune 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 Warmachine: High Command – Faith & Fortune 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.