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Kings of War 4th Edition: Advanced Games

29th Sep 2025

Matt Gilbert



kings of war 4th edition logo line


4th Edition: Advanced Games

By Matt Gilbert

As we mentioned in the blog on the general changes and philosophy for this edition, we’ve designed the construction and presentation of the rules for new players, not just the veterans.

One of the main things here is that we have split the rules into the Core rules and the Advanced rules. The Advanced rules are not optional as such, we expect all new players eventually get to grips with them too.

They are split off simply so that as someone starts to learn the game for the first time, there are some things we suggest you don’t worry about until you are ready to introduce them.

The topics covered in the “Advanced” section are:

  • Timed Games
  • Command Orders
  • Scenarios & Game Sizes
  • Complex Cases and Clarifications

Timed Games

Timed games will be familiar to most veteran Kings of War players, especially those who attend tournaments. There are no surprises here!

For new players, timed games let you play with a set amount of time per player, which will eventually run out if you take too long worrying about your (or your opponent’s) next move.

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Because all the decisions and dice rolls are contained to one payer within a Player turn, it means you can use a classic chess clock to record the time each player has… and is using!

Timed games are great for events, because they keep everyone on time and on schedule.


Command Orders

This is perhaps one of the biggest new features in this edition. We dabbled with unique command dice towards the end of 3rd edition*, but have decided to adopt an approach more consistent with the other mechanics within the game.

Each army has its own unique Command Orders. Each of your Commanders in play that are on the table and not Routed, can attempt to issue one of these orders in the Movement Phase to any friendly units within 12”, even if the Commander is Engaged, or has any other status.

Each order has a target number required to make it successful, and some might also be restricted to a particular Trait or unit type (e.g. the Decaying Horde Trait only, or Infantry only).

Some of your Commanders are designated as Champions, and others are Warlords. Champions roll 2D6 to attempt an order and Warlords roll 3D6. Command orders cannot be used on Commander models themselves (or each other) however. Unless specified otherwise, the effects of an order on a unit only last until the end of that Turn.

As with our other game systems that use them, we think that Command Orders will really make each army distinct in the way they behave and feel.

(*If you have a set of these - we'll be posting rules for three free dice games using them in the near future, good fun for when time is short!)


Scenarios & Game Sizes

We know that most players, most of the time, especially when learning to play or playing casual and infrequent games, will pick the simplest scenario, where armies line up facing across the table and then attempt to knock lumps out of each other for the next two hours! We call this the “standard game” and it’s presented in the Core rules.

In the Advanced section, we’ve got all the various scenarios (Loot, Bluff etc.) grouped into categories, and have added six pre-configured terrain maps, and also three deployment zone set-ups.

If you randomise these elements, there are a few hundred possible game set-ups. Of course, we imagine that some event organisers may pre-select scenarios and set-ups for their games, which of course is fine, but rolling to find out just before the game is fun too!

The other important thing this section covers, is game size. Three categories are suggested:

Ambush Games, of up to 1000 points. 1 Battalion on a 3x3 or 4x4 table. No Warlords or Titans, and all Auxiliary Units become Core.

Standard Games, of up to 2999 points. 1-2 Battalions on a 6x4 table.

Legendary Games, of 3000 points or more. Any number of Battalions on an 8x4 table or larger. Two Warlords instead of one per Battalion. Great for a massive weekend game!

(Note: Battalions are part of the new Army Building rules - which you'll find out all about in another blog later this week.) 


Complex Cases and Clarifications

We’ve also dedicated several pages to highlighting a few of the more complex or tricky situations you may encounter on the battlefield during a game.

It’s also helpful to expand on the examples given in the core rules, meaning it clarifies things (or sets off lightbulb moments!) for players.

Of course, we will not have captured every potential situation in here. We're sure that there will be more in time and those can be addressed in future via online updates, in the Companion or in an FAQ.


New blogs, videos and stories will be dropping regularly between now and the launch of 4th Edition in December 2025.

Make sure to bookmark the launch hub, HERE, and check back regularly.