How to Play
Lich's Horde
Four waves. Four Monsters per wave. Roll dice, destroy armour and hold the line until dawn.
Watch a tutorial video, download the full rule book or read on for a quick-play summary.
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STEP ONE
Setup
1. Prepare Dice
Put all the dice in a pile to the side, known as the dice pool.
2. Prepare Monster Decks
Shuffle the monster cards and deal four piles of four face-down cards in a horizontal line in front of you.
3. Prepare Mentor Deck
Shuffle the mentor cards and place them face-down to the left of the monster Decks.
4. Prepare Armour Deck
Shuffle the armour cards and place them face-down below the mentor deck.
5. Prepare Health
Place the two health Tokens at 30 on the health tracker: one for your current (red) and one for your maximum (black) health.
6. Advance
Summon the first wave.

STEP TWO
Summon Wave
1. Reveal Monsters
Turn over the top card of each monster deck, showing the four monsters in the wave: these might be any combination of Skeletons, Zombies, Ghouls or Wraiths.
2. Deal Mentors
1st Wave: no mentors, skip to Summon Wave step 4.
2nd: a mentor above the left-most and right-most monster; they gain its skill.
3rd: a mentor for each monster, granting thier skills.
4th: as the 3rd, plus monsters also gain their mentor's trait.
3. Enrage Monsters
If a monster matches its mentor's suit, rotate it 45°. It is enraged and will deal extra damage.
4. Reset Armour Deck
Shuffle the armour discard, if any, back into the armour deck.
5. Deal Armour
Deal each monster face-up armour equal to its armour count: Skeleton 1, Zombie 2, Ghoul 3, Wraith 4.
6. Enchant Armour
If an armour matches its monster's suit, rotate it 45°. Enchanted armour offers double protection.
7. Advance
Start a new combat round.

STEP THREE
Combat Rounds
1. Player Phase
a. Prepare
Take and roll 5 dice from the dice pool, add them along with any reserves (without re-rolling) to your attack dice. Each die has an attack value equal to its face-up number.
b. Attack
While you have attack dice left, spend them to damage armour depending on the armour's type:
Brittle Armour has a defence equal to the card's rank, doubled if enchanted. Any die deals damage equal to its attack value; once the armour has taken damage equal or above its defence, it is destroyed.
Durable Armour has a weak-spot equal to its rank (Aces are 1). Only a die exactly matching the weak-spot can be spent on it, but one die destroys it or two if enchanted.
When all of a monster's armour is destroyed, the monster is defeated and goes to the monster discard pile, and its mentor (if any) goes to the mentor discard.
c. Reserve
You may keep up to 2 unspent attack dice in reserve. They are saved as extra dice for the next player phase. Reserves can carry over between waves.
d. Discard
All remain (unspent, unreserved) attack dice return to the dice pool.
e. Advance
If any monsters remain, go to the monster phase. Otherwise the wave is cleared: after the 4th wave you win, else you rest.
2. Monster Phase
a. Damage
Each remaining monster deals 1 damage, +1 if enraged, and +2 if dangerous. Reduce your current health by the total.
b. Resolve Mentors
Resolve the repair skill and regenerating trait for any remaining monsters.
See below.
c. Partial Recharge
Rotate items in your inventory towards upright by 45°.
d. Advance
At zero or less health you lose the game. Otherwise start a new combat round.
MENTORS
Skills & Traits
A monster learns the skill of their mentor.

Necrolyte
These were good Aetherborn or Human folk once, now tainted by the madness of the Lich.

Repair
The monster removes all damage dealt to its armour during the monster phase. It does not replace armour that has already been destroyed.

Hag
Decendants of the Old Ones, corrupted by the Mad Aether over the millenia.

Amplify
The monster also enchants armour of the same suit colour (red hearts & diamonds, black spades & clubs), not just the same suit.

Death Knight
Fallen heroes who retained fragments of their past skills after reanimation, now fully under the Lich's control.

Protect
Attack dice cannot be spent on the monster's durable armour while it still has brittle armour remaining.
In Wave 4, the monster also gains the Trait from their mentor's suit.

Hearts
Represents a mentor has a strong connection to their necrotic energies.

Regeneration
If the monster has fewer than 5 armour cards remaining, draw a new one. If the armour deck is empty you are Overrun and lose.

Diamonds
Represents a mentor has protected the monster with an revival ward.

Resistive
When its last armour is destroyed, discard the mentor instead of defeating the monster, then re-deal armour equal to its armour count.

Spades
Represents the mentor 's dominating presence.

Imposing
You cannot damage the armour of monsters adjacent to an imposing monster, unless those monsters are also imposing.

Clubs
Represents the mentor has superior weapon training techniques.

Dangerous
The monster deals an additional 2 damage in each monster phase.

STEP FOUR
Rest
1. Prepare
Shuffle the monster discard, then draw 3 cards face-up as the available loot.
2. Loot
Select 1 card from the loot and convert it into the item matching the icon on the card, placing it upright and face-up in your inventory. Wraiths carry no loot.
Check out the Items page for rules about your sweet new loot
3. Full Recharge
Flip all face-down Items face-up and return rotated items upright.
4. Heal
Flip any number of upright, face-up items face-down. Roll 1 die plus 1 extra per item flipped and add the total to your current health, up to your maximum.
5. Finalise
Return the unselected loot to the monster discard.
6. Advance
Summon the next wave.
WIN OR LOSE
Game End
Victory
Defeat the last monster of the last wave to survive the horde. Gain affinity with one of your items.
Death
Your current health reaches zero in a monster phase and you have no Feather of the Phoenix.
Overrun
The armour deck is empty when a regenerating or resistive monster demands a draw and you have no Bottle of Smoke.
NO BOX REQUIRED
Standard Deck Map
Use these mappings to play with a standard deck of cards.

A
Monster - Skeleton


1

Feather of the Phoenix

2
Monster - Zombie


2

Potion of Healing

3
Monster - Ghoul


3

Amulet of Vampirism

4
Monster - Wraith


4

5
Armour - Brittle

5
Defence

6
Armour - Brittle

6
Defence

7
Armour - Brittle

7
Defence

8
Armour - Brittle

8
Defence

9
Armour - Brittle

9
Defence

10
Armour - Brittle

10
Defence

J
Mentor - Necrolyte


Repair
Skill

Regeneration
Trait

Q
Mentor - Hag


Amplify
Skill

Regeneration
Trait

K
Mentor - Death Knight


Protect
Skill

Regeneration
Trait

A
Monster - Skeleton


1

Ring of Protection

2
Monster - Zombie


2

Wand of Denial

3
Monster - Ghoul


3

Cloak of Evasion

4
Monster - Wraith


4

5
Armour - Brittle

5
Defense

6
Armour - Brittle

6
Defense

7
Armour - Brittle

7
Defense

8
Armour - Brittle

8
Defense

9
Armour - Brittle

9
Defense

10
Armour - Brittle

10
Defense

J
Mentor - Necrolyte


Repair
Skill

Resistive
Trait

Q
Mentor - Hag


Amplify
Skill

Resistive
Trait

K
Mentor - Death Knight


Protect
Skill

Resistive
Trait

1
Armour - Durable

1
Weak-Spot

2
Armour - Durable

2
Weak-Spot

3
Armour - Durable

3
Weak-Spot

4
Armour - Durable

4
Weak-Spot

5
Armour - Durable

5
Weak-Spot

6
Armour - Durable

6
Weak-Spot

7
Monster - Skeleton


1

Glass of Finding

8
Monster - Zombie


2

Bottle of Smoke

9
Monster - Ghoul


3

Belt of Utility

10
Monster - Wraith


4

J
Mentor - Necrolyte


Repair
Skill

Imposing
Trait

Q
Mentor - Hag


Amplify
Skill

Imposing
Trait

K
Mentor - Death Knight


Protect
Skill

Imposing
Trait

1
Armour - Durable

1
Weak-Spot

2
Armour - Durable

2
Weak-Spot

3
Armour - Durable

3
Weak-Spot

4
Armour - Durable

4
Weak-Spot

5
Armour - Durable

5
Weak-Spot

6
Armour - Durable

6
Weak-Spot

7
Monster - Skeleton


1

Axe of Devastation

8
Monster - Zombie


2

Spear of Precision

9
Monster - Ghoul


3

Dagger of Luck

10
Monster - Wraith


4

J
Mentor - Necrolyte


Repair
Skill

Dangerous
Trait

Q
Mentor - Hag


Amplify
Skill

Dangerous
Trait

K
Mentor - Death Knight


Protect
Skill

Dangerous
Trait
Lich's Horde
A solitaire / co-operative card & dice game in the Larkspur series. Can you survive the night?
© 2026 d20 Board Game Cafe
- All rights reserved
Credits
- Game & Character Art : Jim Wilding
- Concept Art : KileyKidnap
- Icons : A-ravlik Studios
- Editor : Robin Williams (not that one)
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