The Devil’s Horsemen: The Mongol War Machine
2004
Lead Mongol, Rus, European, Persian, and Mamluk armies through four major battles using archery, cavalry, and battlefield tactics.
240
minutes
2 - 2
player(s)
12+
Medium Heavy
About this board game
The Devil’s Horsemen: The Mongol War Machine is a two-player game of 13th-century steppe warfare, with an approximate playing time of 240 minutes. As Volume X in the Great Battles of History series, it examines the cavalry and archery tactics associated with the armies of Genghis Khan and the Mongols.
The rules support both regular and SimpleGBoH play. Mounted archery takes center stage through detailed mechanics for Shower Fire, Volley Fire, Impetuosity, Aggression, Feigned Retreat, Harass and Disperse tactics, and Rally to Standards. Armies and units are rated for their ability to use these techniques.
Across four scenarios, players lead a colorful range of forces, including Mongol tumen, Polovtsians, Rus armies, Persian Khwarazmians, Eastern European forces, Teutonic Knights, and Mamluks.
- The Indus: Genghis Khan faces Shah Jalal ad-Din and the Khwarazmian Persians in 1221.
- The Kalka: Prince Subudei confronts the combined armies of Rus in 1223, across a large battlefield shaped by fractured command and Mongol tactics.
- Liegnitz: Princes Baidan and Kaidan meet Henry the Pious and an Eastern European army in 1241, with Teutonic Knights among the forces available.
- Ayn Jalut: Prince Ketbugha faces the Mamluks in 1260, in the battle that saw the first real defeat of a Mongol army.
The battles range from half a mapsheet to two full mapsheets. The game includes 979 full-color counters, two double-sided 22×34-inch mapsheets, a rules book, a scenario book, one player aid card, and a 10-sided die.
Designed by Mark Herman and Richard Berg, The Devil’s Horsemen presents a focused exploration of mounted warfare, battlefield maneuver, and the distinctive tactics of the Mongol era.