How to play video guide

Text guide for how to play

Set up

Each player needs:


  • A Deck 45 cards made up of Agents, Structures, and Schemes.

  • Play Money (Kred) your in-game currency.

  • Two Perk Tokens unlocked as the Bank explodes during play.

Each player has a Play Mat containing:


  • Central Bank Zone shared kred pool for both players.

  • Graveyard Zone where destroyed cards and spent kred go before being recycled.

  • Three Lanes used for Agents and Structures.

  • Wallet Space holds your current kred.

Once everyone has their materials ready:


  1. Each player places all of their kred into the Central Bank Zone, keeping 50 kred in their wallet to start.

  2. Each player shuffles their deck and draws 5 cards.

  3. Flip a coin to decide who goes first.

Phase one

  • The first player begins the game with no income from the Bank they only draw one card on their first turn.

  • On every later turn, the active player draws one card and collects 50 kred from the Bank.

  • Resolve any start-of-turn effects

If there are fewer kred in the Bank than required (for example, you need 50 but only 20 remain), you only receive the 20 kred available, and the Bank immediately explodes — the remaining kred are not owed or carried over.

Phase two

Spend kred to play Agents, Structures, or Schemes from your hand.


Each player controls 3 lanes:

Structures occupy lanes and defend them.

Agents enter lanes to attack through them.

Schemes resolve immediately and then go to the Graveyard.


Stacking Structures: place one Structure under another to grant +5 Defense to the top card (the lower card’s ability is disabled while stacked).


Any “enters play” effects activate now.

Phase three

Declare attacks with your Agents.


Each Agent attacks down a single lane:

• If an enemy Structure is in that lane, compare ATK vs DEF.

• If the lane is open, deal damage directly to the opponent’s wallet (kred stash).


Combat results:

• If ATK ≥ DEF, the defender is destroyed.

• If both reach or exceed each other’s DEF simultaneously, both are destroyed.

Victory conditions

  • Bankruptcy Victory: If a player cannot pay a required kred cost, they immediately lose the game.

  • Central Bank Explosions & Perks:

    • When the Central Bank empties, it explodes both players unlock Perk Token #1.

    • If a player would collect more kred than remains in the Bank (for example, you need 50 but only 20 are left), you only receive the remaining kred, and the Bank explodes immediately.

    • After each explosion, return all kred from both Graveyards to the Bank.

    • On the second explosion, unlock Perk Token #2 and refresh the Bank again.

    • On the third explosion, if neither player has gone bankrupt, the player who is the richest (with the most kred in their wallet) wins the game.
  • Learn about agent cards

    Agents are the backbone of your Horde the mercenaries, enforcers, and loyal operatives who do your dirty work on the field.

    In Token Horde, Agents attack enemy lanes, destroy opposing Structures, and protect your wallet from rival threats. Each Agent has its own stats, abilities, and Faction style, letting you build decks that hit fast, defend strong, or strike exactly where it hurts most.

    You can have up to four Agents on your field at any time. Assign them wisely some stand guard to block attacks, some push forward to break enemy lines, and the smartest ones do both at the perfect moment.

    In a game where every coin counts, your Agents are the ones who fight for every last Kred in your wallet. Deploy them carefully. Spend wisely. Dominate the lanes.

  • Learn about structure cards

    Structures are your strongholds, barricades, and safehouses the anchors that protect your lanes and your wallet.

    In Token Horde, Structures occupy your lanes to block enemy attacks. As long as a Structure stands in a lane, opponents must destroy it before they can hit your wallet directly. Some Structures are simple walls; others have powerful passive or triggered abilities that boost your Agents, generate extra Kred, or twist the rules in your favor.

    You can have up to three Structures on the field one per lane. You can stack two Structures in a single lane to add extra defense: the bottom card loses its special ability but turns into a solid +5 defense wall. Only one stack per lane, so use it wisely.

    A well-placed Structure can hold back an entire Horde. Pick the right ones, guard your Kred, and make your rivals spend every last coin trying to break through.

  • learn about scheme cards

    Schemes are the twists, betrayals, and secret plans that flip the battlefield when no one’s ready.

    In Token Horde, Schemes are powerful cards that break the usual flow of play. Some hit instantly draining your rival’s Kred, destroying a Structure, or changing how a lane works for the turn. Others stay on the field for multiple turns, shifting the rules and forcing everyone to adapt.

    You can only have one active Scheme at a time. If you already have one in play, you can’t play another until it’s resolved or removed. This makes timing everything the right Scheme, at the right moment, can save your wallet or bankrupt your opponents in a single move.

    Schemes cost Kred, just like everything else. Spend too much and you’ll have no defense. Hold back and you might lose your chance to turn the tide. Play smart when the Pot explodes, it’s the player with the boldest Scheme who’s often left standing.