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The Crusades: Western Invasions of the Holy Land 1097-1191 A.D. thumbnail

The Crusades: Western Invasions of the Holy Land 1097-1191 A.D.

The Crusades: Western Invasions of the Holy Land 1097-1191 A.D. Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 Historical Background
    • 1.2 Abbreviations
  • 2.0 General Course of Play
  • 3.0 Game Equipment
    • 3.1 The Map
    • 3.2 The Playing Pieces
      • 3.2.1 Sample Unit Front
      • 3.2.2 Sample Unit Back
      • 3.2.3 Ranks
      • 3.2.4 Unit Types
    • 3.3 Game Charts and Tables
    • 3.4 Scale
    • 3.5 The Crusader Counters
      • 3.5.1 Land Units
      • 3.5.2 Leaders
      • 3.5.3 Order of Battle Chart
  • 4.0 Sequence of Play
  • 5.0 Orders
    • 5.1 Move
    • 5.2 Move and Transport
    • 5.3 Move Outside City and Attack
    • 5.4 Defend
    • 5.5 Blockade
    • 5.6 Full Siege
    • 5.7 Partial Siege
    • 5.8 No Order
  • 6.0 Land Movement
    • 6.1 How to Move Land Forces
      • 6.1.1 In General
      • 6.1.2 Leader Movement
      • 6.1.3 Moving Through Enemy Forces
      • 6.1.4 Moving Through Friendly Forces
      • 6.1.5 Definition of Friendly Forces
    • 6.2 Land Movement Restrictions
      • 6.2.1 Cities and Castles
      • 6.2.2 Zone of Influence
      • 6.2.3 Effect of Fleets on Land Units
    • 6.3 Stacking
  • 7.0 Zones of Influence
    • 7.1 Units That Exert A ZOI
    • 7.2 Effects of ZOIs
      • 7.2.1 Effects on LOCs
      • 7.2.2 Effects of Enemy ZOIs
      • 7.2.3 Abandoning a Siege
      • 7.2.4 Hex With Both Sides' ZOIs
      • 7.2.5 Effects of Friendly ZOIs
      • 7.2.6 Naval Units and ZOIs
      • 7.2.7 Effect on Retreats
      • 7.2.8 Effect of Multiple ZOIs
      • 7.2.9 Effect of Friendly Force on ZOI
  • 8.0 Leaders
  • 9.0 Combat
    • 9.1 Where Combat Takes Place
    • 9.2 Determining the Role of Attacker
    • 9.3 Combat Formations
      • 9.3.1 Determining Formation
      • 9.3.2 Using the Combat Formation Table
      • 9.3.3 Using the Formation Adjustment Table
      • 9.3.4 No Combat Adjustment
      • 9.3.5 Adjustment When Both Are Crusader or Muslim/Saracen
    • 9.4 Coordinated/Besieger Attacks
      • 9.4.1 Besieged Force Attacking
      • 9.4.2 Different Force Attacking a Besieging Force
  • 10.0 Sieges
    • 10.1 Cities
      • 10.1.1 Types
      • 10.1.2 Siege Defense Factor
      • 10.1.3 City/Castle Mini-Hexes
      • 10.1.4 Siege Defense Factor After Siege
    • 10.2 Castles
      • 10.2.1 Characteristics
      • 10.2.2 Effects
      • 10.2.3 Garrison
      • 10.2.4 Effect of Capture of Castle on Garrison
    • 10.3 Laying and Maintaining Sieges
  • 11.0 Lines of Communication
    • 11.1 Tracing Lines of Communication
      • 11.1.1 General Requirement
      • 11.1.2 LOC Defined
      • 11.1.3 Muslim and Saracen Supply Sources
      • 11.1.4 Crusader Supply Sources
      • 11.1.5 Friendly Control of a City
      • 11.1.6 Effects of Barren Hexes on LOCs
      • 11.1.7 When to Trace an LOC
      • 11.1.8 Tracing LOCs Via Fleets
      • 11.1.9 City/Castle Supply
    • 11.2 Effects of Failure to Trace an LOC
  • 12.0 Naval Rules
    • 12.1 Fleets
      • 12.1.1 Strength
      • 12.1.2 Fleet Control of Hexes
      • 12.1.3 Fleets and Leaders
    • 12.2 Fleet Movement
      • 12.2.1 Movement Allowance
      • 12.2.2 Terrain Restrictions
      • 12.2.3 End Phase
      • 12.2.4 Fleets Outside Port
      • 12.2.5 Effect of Enemy Fleets on Movement
      • 12.2.6 Port Control
  • 13.0 Weather
    • 13.1 Rain
    • 13.2 Winter
      • 13.2.1 Winter Turns
      • 13.2.2 Movement Effects
      • 13.2.3 Movement Attrition
      • 13.2.4 Effects on Siege Attrition
      • 13.2.5 Additional Attrition Losses
      • 13.2.6 Forces in City or Castle
      • 13.2.7 Egypt
  • 14.0 Random Events
    • 14.1 General Rule
    • 14.2 Assassination
      • 14.2.1 General Rule
      • 14.3.2 Procedure
      • 14.3.3 Effect on ASPs Assigned to Assassinated Crusader Leader
  • 15.0 Neutrals
  • 16.0 The Third Crusade: Scenario Information
    • 16.1 Length
    • 16.2 Initial Deployment
      • 16.2.1 Crusaders
      • 16.2.2 Saracens
      • 16.2.3 Neutrals
    • 16.3 Castle Deployment
    • 16.4 Reinforcements
      • 16.4.1 Crusader Reinforcements
      • 16.4.2 Saracen Reinforcements
    • 16.5 Third Crusade Victory Conditions
      • 16.5.1 Victory Point Schedule
  • 17.0 The First Crusade
    • 17.1 Economics
      • 17.1.1 Treasuries
        • 17.1.1.1 City Treasuries
        • 17.1.1.2 Field Treasuries
        • 17.1.1.3 Income
      • 17.1.2 Use of Treasuries
        • 17.1.2.1 Bribes and Supply
        • 17.1.2.2 Other Costs
        • 17.1.2.3 Transfer Between Treasuries
        • 17.1.2.4 Treasury Limit
        • 17.1.2.5 Effect of Successful Siege on City Treasury
        • 17.1.2.6 Effect of Retreat With Field Treasure
  • 18.0 Guile
    • 18.1 Guile Ratings
    • 18.2 Guile and Command
    • 18.3 Treachery and Sieges
      • 18.3.1 Acquiring Treachery Points
      • 18.3.2 Use in Sieges
      • 18.3.3 Required Treachery Points
      • 18.3.4 Procedure
      • 18.3.5 Failed Treachery
      • 18.3.6 Defender's Use of Treachery
      • 18.3.7 Written Orders
    • 18.4 Changes to Guile Ratings
      • 18.4.1 In General
  • 19.0 The Byzantine Empire
    • 19.1 Butimides
      • 19.1.1 Attributes
      • 19.1.2 At Start
      • 19.1.3 Changing Allegiance
      • 19.1.4 Butimedes Goes Home
      • 19.1.5 Restrictions on Butimides ASP Losses
      • 19.1.6 Combat Effect
    • 19.2 The Emperor's Oath
      • 19.2.1 Pledging City for the Emperor
      • 19.2.2 Effects of Pledging City
      • 19.2.3 Two Pledges in Same Turn
  • 20.0 Armenians
    • 20.1 Armenian Counters
    • 20.2 Controlling Armenians
      • 20.2.1 In General
      • 20.2.2 Limits on Bribing
      • 20.2.3 Bribe Amounts
      • 20.2.4 Procedure
      • 20.2.5 Successful Bribe
      • 20.2.6 Control
      • 20.2.7 At Start Situation
      • 20.2.8 Effects of Control
      • 20.2.9 Combat Restrictions
  • 21.0 Additional Rules Applicable to the First Crusade
    • 21.1 Intra-Faith Combat
    • 21.2 Inter-Faith Alliances
    • 21.3 Effects of Dissension on Multi-Player Combat and Siege
      • 21.3.1 Required Withdrawal
      • 21.3.2 Inability to Withdraw
      • 21.3.3 Defending Force with Dissension
      • 21.3.4 Dissension and Sieges
    • 21.4 Discretion as the Better Part of Valor
      • 21.4.1 Voluntary Withdrawal
      • 21.4.2 Procedure
      • 21.4.3 Failure to Voluntarily Withdraw
  • 22.0 The First Crusade: Scenario Information
    • 22.1 Length
    • 22.2 Initial Deployment
      • 22.2.1 Crusaders
      • 22.2.2 Muslims
        • 22.2.2.1 The Fatimid Caliphate of Egypt
        • 22.2.2.2 The Syrians
        • 22.2.2.3 The Mosul Turks
        • 22.2.2.4 Mosul Turk Reinforcements
      • 22.2.3 Armenians
    • 22.3 Special Turn 1 Rules
      • 22.3.1 Modified Sequence of Play
  • 23.0 First Crusade: Victory Conditions
    • 23.1 Schedule of Victory Points
      • 23.1.1 City VPs
      • 23.1.2 True Cross
    • 23.2 Variable Victory Conditions: Kerbogha
    • 23.3 Crusader Victory Conditions
      • 23.3.1 Determining Victory Conditions
      • 23.3.2 Selection of Cities
      • 23.3.3 Revealing Crusader Player Victory Conditions
      • 23.3.4 Desertion
      • 23.3.5 Penalty for Failure to Capture VP City
      • 23.3.6 Winner
  • 25.0 Bibliography
  • 26.0 Designer's Notes

1.0 Introduction

1.1 Historical Background

A. The Crusades is two games in one. The basic game is a two-player simulation of the Third Crusade (1191-1192 AD). The Crusaders, led by Richard Coeur-de-Lion, Philip of France, and the divided barons of the Kingdom of Jerusalem, try to regain the territory (and the city of Jerusalem) lost to the Ayubid Sultan, Saladin (the Saracens).

B. The second game is a multi-player simulation of the First Crusade, in which various Frankish and Norman knights and lords march to the Holy Land, each with a different set of motives to meet their opponents: a divided coterie of Muslims.

1.2 Abbreviations

AbbrMeaningAbbrMeaning
APAttrition PointSOPSequence of Play
ASPArmy Strength PointSPStrength Point
CRTCombat Results TableTPTreachery Point
LOCLine of CommunicationTRTTurn Record Track
MAMovement AllowanceVPVictory Point
MPMovement PointZOIZone of Influence

2.0 General Course of Play

Each player notes in writing or electronically where his/her units are to go, indicating the path of travel. Each then moves his/her units, incurring any movement attrition after all movement is complete. If opposing forces end their movement in the same hex, combat occurs. After resolving combat, players may lay siege to enemy cities or castles. This concludes one turn, about two weeks of real time. At the end of the game, victory is determined by controlling cities.

3.0 Game Equipment

3.1 The Map

The map sheet portrays the area of the Middle East encompassed by the two Crusades. A numbered hexagonal grid has been superimposed over the terrain features to regulate Movement and Combat.

Errata: The Terrain Key on the map is incorrect. All green hexes should be Fertile; all tan hexes Variable; all yellow hexes Barren.

3.2 The Playing Pieces

A. The playing pieces represent Crusader kings, counts, barons, knights (and their retinues), Muslim sultans and emirs, army strength points (SPs), and fleets. There are also several informational markers.

B. Numbers on the leader counters represent Guile (First Crusade only) and Combat Ratings.

3.2.1 Sample Unit Front

First Crusader Leader

3.2.2 Sample Unit Back

Third Crusader Leader

3.2.3 Ranks

Primary, Secondary, Tertiary.

3.2.4 Unit Types

Front: 1st Crusade Crusader Bishop (Tertiary); 1st Crusade Crusader Noble (Tertiary); 1st Crusade Muslim Leader (Tertiary); Fleet (Strength 2).

Back: 3rd Crusade Crusader King (Primary); 3rd Crusade Saracen Leader (Primary); Army Strength Points (ASPs); Fleet (Strength 1); Castle (Siege Defense Factor 3); Castle setup hex; Disrupted.

3.3 Game Charts and Tables

Visual aids are provided to simplify and illustrate certain game mechanics. These are the Turn Record Track (TRT), Movement/Attrition Table, Combat Formation Tables, Combat Results Tables (CRTs), Siege Assault Table, Siege Attrition Table, Naval Combat Results Table, Plague/Muslim Reinforcement Table (First Crusade), Random Events Table (First Crusade), and the Crusader Orders of Battle. The locations of these charts and tables are noted in the rules.

Errata: There are two turns for March II printed on the Track. Ignore one of them.

3.4 Scale

A. Each hex represents an area roughly 15 miles across.

B. Each Crusader SP is worth about 200 men (with a ratio of 5:1, infantry to mounted knights). Muslim SPs represent slightly more manpower.

C. Each Fleet Point is about 25 ships (of various kinds).

D. All numbers are quite rough, as the bases for numerical estimates for this era are crude at best.

3.5 The Crusader Counters

3.5.1 Land Units

Crusader land combat units are represented by individual leaders (8.0).

3.5.2 Leaders

Each Crusader leader has his own retinue, representing his fighting force in terms of Army SPs (ASPs). The number of ASPs assigned to a given Crusader leader may be found on the Crusader Order of Battle (27.0).

3.5.3 Order of Battle Chart

A. Unlike the Muslim/Saracen side, the Crusader side receives no ASP counters. Instead, each Crusader uses a Crusader Order of Battle Chart to record any losses.

B. Players should make copies of the Order of Battle Charts for future use.

3.5.4 Leader's Retinue; Combat Rating

A. Each Crusader leader's retinue is nontransferable, except where specifically stated otherwise.

B. Once all his retinue is eliminated, that leader is also eliminated.

C. A leader's Combat Rating is not his strength; this rating is used to determine formations, among other things.

3.5.5 1st/3rd Crusade Leaders

The Crusader leaders for the First Crusade are printed on the reverse side of those for the Third Crusade.

3.5.6 Crusader Commander Boxes

The map contains several Crusader Commander Boxes. Rather than place large stacks of units on the map, the Crusader side simply places the units serving under one Commander in a box and places only that Commander counter on the map.

3.6 Muslim/Saracen Armies

A. The Muslims (First Crusade) and Saracens (Third Crusade) also have leader counters. However, unlike the Crusaders, they have separate counters to represent ASPs.

B. Muslim/Saracen ASP counters are SPs that may be used like change. A force of 50 ASPs losing 5 ASPs would simply replace the 50 with counters representing 45 ASPs.

C. Muslim ASP counters are nontransferable among different sides or armies; players may not borrow armies.

D. The Muslim leaders are printed on the reverse side of the Saracen leaders.

Errata: The First Crusade counter reading Emir of Ramlah should read Emir of Tripoli.

3.7 Inventory of Game Parts

A. A complete game of The Crusades includes:

  1. One 22" x 32" map
  2. One rules booklet
  3. One sheet of 200 die-cut counters, printed front and back
  4. One plastic die (not included in subscription edition)
  5. One game box assembly (not included in subscription edition)

B. If any parts are missing or damaged, please write: Customer Service, Simulations Publications, Inc., 44 East 23rd Street, New York, NY 10010.

C. Questions regarding the rules of the game will be answered if accompanied by a stamped, self-addressed envelope, and phrased so that they may be answered in one word. Send rules questions to the above address, marked "Rules Questions: Crusades."

4.0 Sequence of Play

A. The Sequence of Play (SOP) below covers both scenarios for The Crusades.

B. Phases and segments noted with an asterisk are applicable to both Crusades. All others are for the First Crusade only.

C. All players perform each phase of the SOP simultaneously, and in the order given, before proceeding to the next phase.

D. The turn order is:

  1. Diplomacy Phase: a. Discussion Segment: Players discuss, secretly or openly, any deals or arrangements they wish to make. Anything not specifically prohibited by the rules is possible. b. *Order Segment: Players write down all orders, bribes and anything else they want their units to do. Reinforcements for Third Crusade enter here.
  2. *Random Events Phase: Players determine which Random Events, if any, occur for that turn. The first turn has no Random Events Phase.
  3. Bribery Phase: All bribes are announced and completed.
  4. *Movement Phase: All players move their units according to their written orders. After movement, calculate and apply any losses from movement attrition.
  5. *Combat Phase: Opposing forces in the same hex engage in combat. This includes both land and naval units. Losses are taken and defeated units are retreated.
  6. *Siege Phase: Any sieges ordered are undertaken. The besieging side may first ask for surrender. If the siege is unsuccessful, both sides check for siege attrition.
  7. Economics Phase: Collect income from cities.

5.0 Orders

A. In The Crusades, everything that has to be done must be written down beforehand.

B. There are a variety of orders to give a leader. A leader may be ordered to do only one thing per turn (unless a specific order covers two items).

C. Many other transactions must also be written, such as bribes and treachery.

D. The following orders may be given:

5.1 Move

A force or fleet is ordered to move to a specific hex. Note the path of movement for attrition purposes.

5.2 Move and Transport

For fleets carrying forces/treasuries. Note the forces being carried.

5.3 Move Outside City and Attack

For a besieged force that wishes to attack its besiegers.

5.4 Defend

A force of at least 5 ASPs may be ordered to defend. Such a force may not move (and inhibits enemy movement).

5.5 Blockade

For fleets only (12.3). Blockading fleets may not move.

5.6 Full Siege

Enables a force to assault a city/castle at full strength, while defending against possible outside attack at half-strength (10.0). This is an automatic Defend order.

5.7 Partial Siege

Same as Full Siege, except forces assault at half-strength and defend at full strength.

5.8 No Order

A. A force given no order does nothing and it does not impede the movement of enemy forces. Such a force defends if attacked.

B. However, a force inside a city/castle needs no order to defend against a siege; units under such conditions have an automatic Defend order.

C. Army SPs without leaders may not be given orders.

6.0 Land Movement

A. A force is a leader alone or a leader with ASPs.

B. During the Movement Phase, each side moves its forces according to its plotted move. Army SPs may move only if attached to or part of a leader; ASP counters may not be moved without a leader.

C. Leaders may be moved in any direction, or combination of directions, limited only by the terrain, Zones of Influence (ZOIs), and their movement allowances (MAs). No leader may exceed his MA in a given phase.

D. Unused movement points (MPs) may not be accumulated or transferred, and all movement is simultaneous.

E. After movement for each leader is completed, total the Attrition Points (APs) accumulated for the hexes traversed and apply any attrition reductions.

6.1 How to Move Land Forces

6.1.1 In General

A. Each side may move only its own forces; all, some, or none may be moved.

B. Movement is calculated in terms of MPs expended.

  1. Each Crusader, Byzantine, Cypriot, and Armenian leader has an MA of 5 MPs.
  2. Each Muslim/Saracen leader has an MA of 6 MPs.

C. Each hex costs 1 MP to enter.

D. It costs +1 MP to cross a river hexside.

E. No unit may ever cross a mountain or blocked hexside.

F. Each side simply moves its units as ordered. It is probably best for each side to move individually, remembering that all movement is, in effect, simultaneous.

6.1.2 Leader Movement

A. A Muslim/Saracen leader may move only those ASPs attached to him at the start of the turn.

B. He may leave some or all of these behind, but no Muslim/Saracen leader may ever pick up additional ASPs during Movement.

C. Crusader leaders always move with their assigned retinue.

6.1.3 Moving Through Enemy Forces

A. Friendly forces (6.1.4) may enter and pass through non-city/castle hexes containing enemy forces without any penalty (however, see 7.1.C and 7.2.2).

B. The presence of an enemy force in a non-city/castle hex has no effect on a friendly force moving through that hex, unless the enemy force has a Defend order, which produces a ZOI, halts movement, and causes combat.

6.1.4 Moving Through Friendly Forces

Friendly forces have no effect on other friendly forces (however, see 6.3.2).

6.1.5 Definition of Friendly Forces

All Crusader forces are friendly to each other and all Muslim forces are friendly to each other, unless specifically announced otherwise (21.1, 21.2).

6.2 Land Movement Restrictions

6.2.1 Cities and Castles

A. Each city or castle (10.1.3) costs 1 MP to enter in addition to 1 MP for entering the hex the city/castle is in.

B. Forces in a hex containing a city or castle that are not actually inside the city/castle mini-hex are considered to be outside the city (6.3.2). They are treated like any other force in a hex.

6.2.2 Zone of Influence

A friendly force must stop when it enters an enemy ZOI; it may move no further that turn, even if ordered to do so (see 7.0, Zones of Influence, and 9.8.3).

6.2.3 Effect of Fleets on Land Units

Fleets have no effect on movement or land units, and vice versa.

6.3 Stacking

6.3.1 Limit Other Than Cities and Castles

There is no limit to the number of units of any type that may stack in any hex other than for cities and castles.

6.3.2 Cities and Castles

There is a limit to the number of ASPs that may be within a city/castle. Any units above this limit are considered outside the city/castle.

Example: Units over the limit in Tyre are still in hex 1618; but they are not in the city.

6.4 Movement Attrition

A. Movement Attrition is assessed according to the size of a force, the type of terrain, and the extent of the movement (or length of the lack of movement). These facets are combined, using the Movement Attrition Table to determine how many of a force's ASPs have been lost to Attrition.

B. In the First Crusade, players may reduce the effects of attrition by expending money (bezants).

C. Attrition affects only land ASPs.

6.4.1 Attrition Value

Each hex on the game-map, aside from all-sea hexes, has an Attrition Value.

6.4.2 Attrition Points

A force moving through a hex accumulates the value of the APs for that hex.

Example: A force moving through five variable hexes would accumulate 10 APs.

6.4.3 Procedure

Total the APs for each individual force that moved, then refer to the Movement Attrition Table. Cross-reference the number of APs with the size (in ASPs) of the force. The result is the number of ASPs lost to attrition.

Example: The Crusaders have a force of 38 ASPs that moved through one fertile hex, two barren hexes, and two variable hexes, accumulating 11 APs. The Crusader side cross-references the 11 APs with 38 ASPs, using the 31-40 column on the Crusader Line. The Crusader force loses 2 ASPs to attrition.

6.4.4 Crusader vs Muslim/Saracen Attrition

The Movement Attrition Table has a Crusader line and a Muslim/Saracen line. Be careful to consult the correct Line when determining attrition losses.

6.4.5 Application of Losses

A. Subtract attrition losses immediately after movement is completed. The Muslim/Saracen side reduces its ASPs accordingly; the Crusader side uses its OB Chart.

B. The Crusaders may distribute attrition losses as desired (9.5.D).

6.4.6 Weather Effects

A. Weather may increase the AP value of each hex (13.2.3, Winter).

B. Crusader forces that cannot trace a Line of Communications (11.1) at the end of a Movement Phase automatically use the 19+ line to determine attrition, even if they have not moved. (This supersedes the effects of 6.4.7).

6.4.7 Attrition on Non-Moving Force

A. A force that has not moved may also suffer attrition. Starting with the second consecutive turn of non-movement, the force accumulates 5 APs times the Attrition Value of the hex it occupies for each consecutive turn of non-movement. The points for non-movement are cumulative from turn to turn.

B. This does not affect besieging forces or forces inside cities/castles. (Also, remember 6.4.6.)

6.4.8 1st Crusade Supply Rule

A. In the First Crusade (only) the Crusaders may supply their army. For every five bezants expended, 1 SP may be saved from attrition.

Example: Using the example in 6.4.3, the Crusaders could expend 10 bezants and not lose the 2 ASPs.

B. This applies to all attrition except plague.

Clarification: Bezants paid to alleviate attrition are paid at the end of movement; they need not be planned or written.

7.0 Zones of Influence

A. Occupied cities and castles exert a Zone of Influence (ZOI) that extends into the hex the city/castle occupies as well as into all six adjacent hexes.

B. In addition, forces of 5 ASPs or more ordered to Defend possess a ZOI that affects the hex they are in.

C. ZOIs inhibit enemy movement.

7.1 Units That Exert A ZOI

A. Only forces (not Garrisons, 10.2.3) exert a ZOI.

B. A force of any size inside a Level 2, 3, or 4 city or any castle exerts a ZOI into the hex occupied by the city/castle, as well as into all six adjacent hexes. A force of any size in a Level 1 city, or a force of at least 5 ASPs with a Defend Order in any other type of hex, exerts a ZOI into the hex the force is in.

D. A ZOI does not extend through mountain, blocked, lake, or all-sea hexsides at any time, nor through river hexsides in rain months.

E. Whether a force has a Line of Communications (LOC) has no bearing on its ability to exert a ZOI.

7.2 Effects of ZOIs

7.2.1 Effects on LOCs

LOCs (11.0) may not be traced through an enemy ZOI.

7.2.2 Effects of Enemy ZOIs

A. A friendly force must stop upon entering an enemy ZOI and may be moved no further in that turn.

B. However, a force moving toward a city/castle with the intent of besieging that city/castle ignores any ZOIs exerted by forces in that city/castle. It may not ignore ZOIs of other forces. Furthermore, such a moving force must spend at least one turn besieging the city/castle in question.

7.2.3 Abandoning a Siege

A force abandoning a siege may ignore the ZOI of the enemy force in the city/castle it is leaving.

7.2.4 Hex With Both Sides' ZOIs

If opposing forces both exert a ZOI into the same hex, then both sides are influencing that hex.

7.2.5 Effects of Friendly ZOIs

Friendly ZOIs have no effect on other friendly forces.

7.2.6 Naval Units and ZOIs

Naval units do not have, nor are they affected by, ZOIs.

7.2.7 Effect on Retreats

A. Forces may not retreat through an influenced hex containing a city/castle or an enemy force.

B. Forces may retreat through influenced hexes adjacent to city hexes that are not occupied by an enemy force.

7.2.8 Effect of Multiple ZOIs

Normally, having more than one ZOI exerted on a hex has no additional effect. However, under the conditions outlined in 7.2.2 they may have an additional effect.

7.2.9 Effect of Friendly Force on ZOI

A. The presence of a friendly force in a hex negates the effect of an enemy ZOI to the extent that the enemy ZOI does not extend through that hex.

B. If two opposing forces are in the same hex, both forces have a ZOI for that hex, but never out of it.

C. A force under siege exerts no ZOI at all.

8.0 Leaders

A. Leaders are the means by which ASPs move and fight.

B. Leaders have ranks:

  1. Primary (the highest rank; unbroken stripe),
  2. Secondary (one break in stripe), and
  3. Tertiary (two breaks in stripe).

C. All leaders have Combat Ratings, regardless of rank.

D. In the First Crusade, leaders also have Guile Ratings (21.0).

E. Bishops are leaders.

F. Each side must designate the leader in each force who is the commander, as only commanders may use their Combat (and Guile) Ratings.

G. The highest ranking leader in a force is automatically commander, regardless of Combat Ratings.

H. If there is more than one such leader, the owner (or owners) must designate, in writing, who is in command.

I. ASPs without a leader may not be moved, nor may they be given a Defend order. They may not besiege or attack, but they do exert ZOIs, and they do defend against attack or siege (using the worst possible formation).

9.0 Combat

A. Combat refers to pitched battles between opposing forces, as opposed to sieges (10.0).

B. Combat is mandatory whenever two opposing forces occupy the same hex at the beginning of a Combat Phase.

C. One side is the attacker, the other the defender; the distinction depends either on strategic position or Commander Rating.

D. Land combat is done by formation, and the end result is expressed as retreats and ASP losses.

E. Leaders may also suffer casualties.

F. Small forces may be overrun.

G. ZOIs have no effect on combat.

H. Retreating forces are disrupted.

I. Determine which side is the attacker and which is the defender.

J. Total each side's ASPs in that hex, then compare the totals, attacker's to defender's, to obtain a Combat Ratio, reducing the ratio to the simplest odds on the CRT. All odds are rounded off in favor of the defender.

Example: 110 to 58 would be 1.75 to 1.

K. Next, each side consults the Combat Formation Table and rolls one die to determine the formation that will be used. Comparing formations produces a possible adjustment to the Combat Ratio, leading to the Final Combat Ratio.

L. The attacker now rolls one die, consults the CRT, and determines the results of the battle.

M. All results are applied immediately, and the retreating force is disrupted.

N. Neither terrain nor LOCs affect combat.

9.1 Where Combat Takes Place

A. Combat occurs whenever opposing forces occupy any common hex other than a city/castle mini-hex.

B. If opposing forces end their movement in a hex containing a city/castle mini-hex, they are only in the same hex for combat purposes if they were ordered to finish their movement in the same location (i.e., if both are either inside or outside the city). For this purpose, if both were ordered to move into the city or castle, they are both considered outside the city/castle. (After combat, the victor has the option to move into the city/castle.)

C. The only exception to this is if one side already has a force already in the city/castle. In that case, the side occupying the city/castle may move into it, leaving the opposing force outside.

9.2 Determining the Role of Attacker

The role of attacker in any combat is assigned in one of these ways:

A. If one force moves into a hex and the opposing force remains stationary, the moving force is the attacker.

B. If both forces move into the hex, the force with the higher-rated commander (Combat Rating) is the attacker. If both commanders have the same rating, roll a die to determine the attacker.

9.3 Combat Formations

9.3.1 Determining Formation

After determining the Basic Combat Ratio, each side uses its commander to determine by die roll the formation to use for that battle.

9.3.2 Using the Combat Formation Table

Each side consults the Combat Formation Table for its force, cross-referencing the number with the commander's Combat Rating. The result is the battle formation for that combat.

9.3.3 Using the Formation Adjustment Table

Using the Formation Adjustment Table, the Crusader side cross-references its formation with that of the Muslim/Saracen. The result is the adjustment to the Basic Combat Ratio, in terms of the Crusaders.

Example: If the Crusaders were the Defender at 2-1 odds and received a Formation Adjustment of +3, the Final Combat Ratio would be adjusted three columns in their favor, from 2-1 to 1-1.

9.3.4 No Combat Adjustment

A Formation Adjustment result of No Combat means just that: no combat occurs. In such case, the force with fewer ASPs must retreat one hex, subject to the retreat rules. (Roll a die for ties; low die retreats.)

9.3.5 Adjustment When Both Are Crusader or Muslim/Saracen

A. If both commanders are either Crusader or Muslim/Saracen, the Formation Tables are not used.

B. Adjust the Combat Ratio by comparing the Combat Ratings of the two opposing commanders. The difference is the adjustment as pertains to the attacker. (First Crusade only).

9.4 Coordinated/Besieger Attacks

9.4.1 Besieged Force Attacking

A. A force under siege may attack a besieging force (outside the city/castle). To do so, the besieged force is ordered to Move Outside City and Attack, thus precipitating combat.

B. If the besieged force loses, it must retreat back into the city.

C. If it wins, it may go back into the city.

D. A force besieged inside a city/castle may always be ordered to Move elsewhere; however, with such an order (movement to a different hex), the besieged force may not move back into the city if it wins, a subtle difference from above.

9.4.2 Different Force Attacking a Besieging Force

A friendly force can attack an enemy force besieging another friendly force. The attacker may also wish to coordinate attack with both friendly forces (one inside, the other outside) against the besieging enemy force. In such a case, the force inside the city will have difficulty in coordinating such an attack. The owner rolls one die for the force inside the city; the result is the number of sixths that the force inside may use to attack the enemy.

Example: 60 Crusader ASPs are besieging Acre, which has a Saracen garrison of 24 ASPs. Saladin and 75 ASPs move into 1619 to attack the Crusaders. Saladin wishes to add the Acre garrison to the attack. The roll is a 2, so 2/6 (rounded down) of the garrison, or 8 ASPs, in the attack, making the total force 83 ASPs.

9.4.3 Retreat After Coordinated Attack

In a coordinated attack (per 9.4.2), if the combined force suffers a retreat, the units from the city/castle must go back inside the city/castle. The outside force must retreat elsewhere, but not into the city/castle.

9.5 Explanations of Combat Results

A. Each die roll produces two combat results: one affects the attacker; the other, the defender.

B. There are two types of combat results: losses and retreats.

C. Losses are expressed as percentages.

Example: A result of 20 means that a force loses 20% of its total strength, rounded up. 37 ASPs with a 20% loss means 8 ASPs eliminated.

D. The Crusaders must distribute losses as evenly as possible among their leaders.

E. A result with an asterisk means that the affected force loses a number of ASPs equal to the number rolled on one (additional) die. However, this loss can never be more than 5% of the total strength of that force.

Example: A force of 20 ASPs gets an * result and rolls a 6; it would still lose only 1 SP, while a force of 165 ASPs rolling a 6 would lose 6 SPs, because 6 is lower than 5% of 165 (8.25).

F. An R result means that the affected force is disrupted and must retreat one hex. R2 means a two-hex retreat; and R3 means three hexes. All retreats are taken immediately.

9.6 Retreats and Disruption

A. Retreating forces must retreat toward a supply source (11.1), using the most direct route possible. No attrition is assessed for retreats.

B. Retreating units may not enter a hex containing an enemy force inside a city/castle or a hex within an enemy force with a Defend order.

C. A force may not retreat across a river in a rain month.

D. If a force cannot retreat for any reason, it loses 10% for each hex it cannot retreat. However, a retreating force may stop retreating when it reaches a friendly Level 2, 3, or 4 city or castle. (12.5.7).

E. A force that suffers a retreat is disrupted and must spend one turn in a friendly city/castle. Until it has done so, it may not attack, besiege, or voluntarily enter an enemy-occupied hex. It defends at normal strength. The disruption remains in effect until the end of the turn spent in the friendly city/castle.

Clarification: Disrupted forces may not retreat into a hex in which there is a siege going on, regardless of which side is besieging. Furthermore, a disrupted force may not stay in a hex in which a siege is begun; it must move on elsewhere.

9.7 Leader Casualties and Capture

9.7.1 When to Check

After combat losses have been taken, but before conducting retreats, each side checks to see whether its leaders suffered any casualties.

9.7.2 Procedure

Consult the Leader Casualty Table and roll two dice for each leader in combat, until the requirements of 9.7.3 are met.

9.7.3 Maximum Leader Loss

A. A Crusader player may never lose more than two leaders per combat.

B. A Saracen/Muslim player may never lose more than one leader per combat.

C. The order of rolling for leaders thus becomes important. In the First Crusade, the player in command chooses the order.

9.7.4 Defining Loser and Victor

The retreating player is the loser; the other is the victor.

9.7.5 Disposition of Retinues

A. Retinues of dead Crusader leaders are also eliminated.

B. Retinues of captured Crusader leaders remain hors de combat (in limbo) until such leader returns.

9.7.6 Disposition of Captured Leaders

A. A captured leader must be held in a city/castle until ransomed. If no city/castle is available, the leader escapes.

B. The terms of any ransom are up to the players, and any player may ransom any leader. Players may even ransom leaders of other players and then resell them!

C. Captured leaders are placed in the nearest occupied, friendly city/castle. A captured leader may be moved under guard (at least 1 SP plus one leader).

D. When ransomed, place the leader in the nearest city/castle or with the nearest force of the ransoming player.

F. Captured leaders may always be killed at the whim of the captor.

In the Third Crusade, where there is no money, players exchange prisoners or turn over cities/castles as payment for ransom.

9.8 Overruns

9.8.1 Effects

If any combat (not siege) produces a Combat Ratio of 10-1 or greater, or 1-10 or worse, the smaller force is automatically overrun and eliminated, at no cost to the victor.

9.8.2 Effect on Leaders and Treasuries

A. All leaders in a force that has been overrun are captured.

B. Any Treasuries (First Crusade) are taken intact.

9.8.3 Effect of Defend Order

A force may use overrun to eliminate an opposing force with a Defend order. If this occurs, the moving force may continue to move at no extra cost.

10.0 Sieges

A. Forces or stacks of ASPs inside cities or castles may be attacked only by siege. Each city/castle has a Siege Defense Factor by which the ASPs inside the city/castle are multiplied to produce the Siege Defense Strength.

B. The besieging force compares its strength with that of the defender/besieged force and consults the Siege Assault Table. If the assault is successful, the city falls. Otherwise, both forces undergo siege attrition.

10.1 Cities

10.1.1 Types

There are four different types of cities, each differentiated by the level of its fortifications. See the Terrain Key.

10.1.2 Siege Defense Factor

The city's level is its Siege Defense Factor. To obtain the Siege Defense Strength of the defenders inside a city, multiply the ASPs by the Siege Defense Factor.

Example: 10 ASPs inside Acre have a Siege Defense Strength of 30 (10 x 3 = 30).

10.1.3 City/Castle Mini-Hexes

A. All cities and castles are mini-hexes inside a main hex. Each such city hex is treated as if it were a separate hex for movement purposes.

Example: A force in 0428 would expend 2 MPs to enter Cairo; one to enter 0329 and one to enter the City.

B. City/castle hexes have no AP value.

10.1.4 Siege Defense Factor After Siege

A city or castle taken by siege retains its Siege Defense Factor.

10.2 Castles

10.2.1 Characteristics

Castles are used only in the Third Crusade. Each castle has its own counter and its own Siege Defense Factor. The hex location of each castle is printed on the back of the counter. (Krak des Chevaliers replaces the town of Hosn al' Akrd.)

10.2.2 Effects

Castles are treated as cities: they are hexes within hexes. They may hold 25 ASPs.

10.2.3 Garrison

A. Each castle has a garrison (inherent defense) of 1 SP. The garrison is indigenous to the castle and must be eliminated by siege before the castle can be taken. Garrisons do not exert a ZOI into an adjacent hex and do not suffer attrition of any type.

B. The garrison is the last SP to be eliminated by siege.

C. Garrisons may not be used for attack.

10.2.4 Effect of Capture of Castle on Garrison

When a castle is captured, the garrison is eliminated. However, once the force that won the siege enters to take control of the castle, the garrison is restored to that castle under the control of its capturer.

10.3 Laying and Maintaining Sieges

10.3.1 In General

A. A force must be given a Siege order to besiege an enemy force inside a city/castle.

B. A force may not move and besiege in the same turn.

C. Sieges are resolved only in the Siege Phase.

10.3.2 Requirement to Start in Hex

To lay siege to a city/castle, the besieging force must start the turn in the hex outside the city/castle.

Example: A force laying siege to Antioch would be in hex 1908; not in Antioch.

10.3.3 Siege Order Required

A force may not remain in a hex in which there is an enemy-occupied city/castle unless that force is ordered to Siege. See also 7.2.2.

10.3.4 Maintain Siege Ratio Requirement

A. To start a siege and launch a siege assault, a force must be able to maintain a siege. To maintain a siege, a force must have at least as many ASPs besieging as the defending force has inside the city/castle (unmultiplied) (see 10.4.1).

B. This 1:1 ratio must be maintained throughout the course of the siege. Do not confuse the ratio for maintenance with that necessary to win a siege assault (10.4).

10.3.5 Failure to Maintain a Siege

If a besieging force is unable, for any reason, to maintain the siege, it must leave the hex. If it is unable to do so, it loses 10% (rounded up) of its SPs each turn it cannot maintain the siege (plus the normal siege attrition).

10.3.6 Full/Partial Siege

A. A siege is ordered either as a full siege or a partial siege.

  1. In a full siege, the besieging force devotes its entire strength to the siege assaults. If attacked by an outside force (with or without inside help) it defends at half-strength, rounded up.

  2. A partial siege means that the besieging force siege assaults at half-strength (rounded up) and defends at full strength.

B. A besieging force attacked solely by the defenders inside the city/castle defends at full strength, regardless of the order.

10.3.7 Unoccupied City

Any force may enter an unoccupied city without hindrance (remember 10.2.3).

10.3.8 Under Siege Defined

A city/castle is under siege the instant an enemy force enters (and remains in) the hex outside the city/castle.

10.4 Siege Assault Procedure

A. Siege assault is an attempt to take a city/castle by force (as opposed to simply starving them out). Any time a siege is in force, there is an automatic assault each turn (unless the defender surrenders). Whether the assault works depends on the Siege Assault Ratio.

B. The force laying siege is the attacker and the force inside the city/castle is the defender.

10.4.1 Siege Assault Ratio

A. To determine the Siege Assault Ratio, total the ASPs on each side, with the defender's ASPs multiplied by the city/castle's Siege Defense Factor.

B. If the siege is ordered as a partial siege, the attacker's total is halved, rounded up.

C. Compare the attacker's total to the defender's, expressing it as a ratio. The Assault Ratio has nothing to do with the ratio needed to maintain a siege.

10.4.2 Surrender Request

Before an assault takes place, the attacker must ask the defender to surrender. If surrender is offered, terms are up to the players, but they may not countermand specific rules.

10.4.3 Automatic Failure

If the Assault Ratio is less than 3-1, the attacker need not roll the die; the assault automatically fails.

10.4.4 Rolling for Siege Assault

If the Assault Ratio is 3-1 or greater, the attacker rolls one die and consults the Siege Assault Table. If the result is an S, the assault succeeds; otherwise, the assault fails.

10.4.5 Successful Siege Assault

A. If the assault succeeds, all defending ASPs are eliminated.

B. The defender then rolls one die for each leader present.

  1. On a 1-4, the leader is captured.
  2. On a 5-6, the leader is dead.

C. Any treasury (First Crusade) is captured.

D. The victor may enter the city.

10.4.6 Siege Attrition After Failure

If the assault fails, both sides must check for Siege Attrition (10.5).

10.4.7 Defender in Port

A. A force besieged in a port may be evacuated, resupplied, or regarrisoned by a friendly fleet.

B. If the port is under enemy blockade (12.3), the relieving fleet must fight its way through the blockade first.

10.4.8 Effect of Blockade on Siege Assault

In determining the results of a siege assault, if the city is under naval blockade (12.3), the attacker applies a +1 DRM to the siege assault die roll.

10.5 Siege Attrition

10.5.1 When Siege Attrition Occurs

Every turn in which a siege assault fails to carry the city/castle, both sides undergo attrition.

10.5.2 Procedure

Each side rolls one die and consults the Siege Attrition Table. The defender always uses the City column, while the column for the attacker depends on the Attrition Level of the hex its force is in (6.4.1).

10.5.3 Siege Attrition Results

Results on the Siege Attrition Table are expressed as the number of ASPs lost. (In the First Crusade, such losses may be redeemed by expending bezants at the rate of five per ASP.)

10.5.4 Moving to Worse Attrition Level

If the attacker obtains a result with an asterisk, its next roll for siege attrition during that siege must be on the next worse Attrition Level. This rule simulates the effect of stripping the countryside during a siege.

Example: A force besieges Tyre and rolls a 1 for attrition. The force loses no ASPs, but next turn, if there is attrition, that side must use the Variable Terrain column.

10.5.5 Duration of Worsened Attrition Level

A. The Attrition Level of a hex in a siege remains at its changed level (10.5.4) for all purposes, including movement, until the siege is successfully concluded or abandoned.

B. On the turn following either result, the hex reverts to its original Attrition Level.

11.0 Lines of Communication

A. Forces must trace Lines of Communication (LOCs) back to supply sources to maintain normal conditions.

B. Each side has different supply sources and different effects for being without an LOC.

C. Essentially, LOCs affect attrition and movement conditions. They never affect combat or siege.

11.1 Tracing Lines of Communication

11.1.1 General Requirement

Every force (not fleet) not inside a city or castle must trace an LOC to a friendly supply source.

11.1.2 LOC Defined

A. An LOC is a path of hexes of any length traced from the force to the supply source.

B. An LOC may not be traced through mountain, blocked, lake or all-sea hexsides, or through enemy ZOIs.

C. The presence of a friendly force negates an enemy ZOI for this purpose.

11.1.3 Muslim and Saracen Supply Sources

A. For the Muslims (First Crusade) a supply source is any friendly city with a treasury (19.1.2).

B. For the Saracens (Third Crusade), a supply source is any one of these cities: Damascus, Cairo, Jerusalem, or Aleppo.

11.1.4 Crusader Supply Sources

A. For the Crusaders in both scenarios, a supply source is any friendly port.

B. In the First Crusade, the Crusaders may also use hex 0101 (Philomelium) as a source.

11.1.5 Friendly Control of a City

The term friendly refers to the side in control (16.5.3) of that city. Note the difference between occupation (physical presence) and control.

11.1.6 Effects of Barren Hexes on LOCs

A. A Crusader LOC may not be traced through more than two consecutive barren hexes. It may be traced through as many barren hexes (total) as the Crusaders wish, but no more than two may be consecutive.

B. The Muslim/Saracens may trace through no more than three consecutive barren terrain hexes.

11.1.7 When to Trace an LOC

LOCs are judged at the beginning of the Movement Phase. However, a force that has been ordered to Defend may block an LOC in the turn it has been so ordered.

11.1.8 Tracing LOCs Via Fleets

A. Land units in coastal hexes may use friendly fleets present in that hex to trace an LOC back to a friendly supply source.

B. Such an LOC cannot exceed five hexes and may not be traced in winter.

C. Each fleet SP may supply 10 ASPs.

11.1.9 City/Castle Supply

Units inside a city/castle need never trace an LOC. They are not affected by any lack of an LOC.

11.2 Effects of Failure to Trace an LOC

11.2.1 Crusader Movement Attrition

If a Crusader force begins a Movement Phase without an LOC, the force uses the 19+ line on the Movement Attrition Table for determining movement attrition losses, regardless of how far the force moves or whether it moves at all.

11.2.2 Muslim/Saracen

A. If a Muslim/Saracen force begins a Movement Phase without an LOC, it may move only two hexes that turn (one in rain turns).

B. Regardless of its size, the force suffers a loss of 1 ASP, in addition to any losses suffered on the Movement Attrition Table.

12.0 Naval Rules

A. Fleets are used to blockade, provide a form of supply, and to fight enemy fleets.

B. Basically, fleets move between friendly ports and engage in combat when in the same hex as opposing fleets.

C. Fleets may transport ASPs and Treasuries.

12.1 Fleets

12.1.1 Strength

A. Most fleet counters have a strength of 2 on one side and a strength of 1 on the reverse.

B. The latter is a reduced strength, used if the fleet suffers any losses. Thus, if a 2-SP fleet loses 1 SP, it may be turned over to its 1-SP side.

C. 1-SP fleets that lose a point are eliminated.

12.1.2 Fleet Control of Hexes

A. Fleets do not exert ZOIs. They control only the hex they are in, and then only if they are on blockade.

B. Fleets have no effect on land forces (and vice versa).

12.1.3 Fleets and Leaders

Fleets do not use leaders to move or fight, and they derive no benefit from them.

12.2 Fleet Movement

12.2.1 Movement Allowance

Each fleet has an MA of 10 sea hexes with the exception of winter turns, when the MA is 5. Fleets must be ordered to move, similarly to land units.

12.2.2 Terrain Restrictions

Fleets may enter any hex that contains sea, as long as they do not cross an all-land hexside.

12.2.3 End Phase

A fleet must end the Movement Phase in a friendly (controlled) port, with these exceptions:

A. A fleet may end a Movement Phase in a coastal hex if it is on or about to blockade (12.3).

B. A fleet may end its movement in a coastal hex if it has, in that turn, transported or supplied ASPs in that hex, or engaged in Naval Combat.

12.2.4 Fleets Outside Port

A fleet that does not satisfy 12.2.3 is eliminated.

12.2.5 Effect of Enemy Fleets on Movement

Fleets may move through enemy fleets, unless the enemy fleets are on blockade.

12.2.6 Port Control

Fleets may never occupy or control ports. Only land units may do so.

12.3 Blockade

12.3.1 In General

Fleets may be ordered to blockade enemy ports and/or any coastal hex to prevent passage and supply by enemy fleets.

12.3.2 Restrictions

A fleet may not blockade if it moved in the same turn.

12.3.3 Blockade Effect on Crusader LOCs

A port under blockade by enemy fleets may not act as a LOC source for the Crusaders.

12.3.4 Movement Effects

Friendly fleets must stop when they enter a hex under enemy blockade. This precipitates naval combat.

12.4 Naval Combat Procedure

12.4.1 In General

When opposing fleets end their Movement Phase in the same hex, naval combat ensues.

12.4.2 Procedure

A. Both sides total all their naval SPs (NSPs) in the hex; no NSPs may be withheld.

B. The side with the most NSPs is the attacker. If both sides are even, determine the attacker by rolling a die.

C. Subtract the defender's NSPs from the attacker's to obtain the Naval Combat Differential.

Example: If 12 NSPs attack 9 NSPs, the differential is 3.

12.4.3 Attacker Bonuses

A. If the attacker has at least double the strength of the defender, add 1 NSP to the differential.

B. If the attacker has at least triple the defender's strength, add 2 NSPs.

Example: 4 NSPs attacking 1 NSP results in a differential of 5 (the normal 3, plus 2 for having 3-1 strength or better).

12.4.4 Naval CRT

The attacker consults the Naval CRT and rolls one die. Any results are applied immediately.

12.4.5 Naval Combat Results

A. Numbers represent percentage losses of the total NSPs, rounded up. Thus, a 10% loss means that the attacker loses 10% of its fleet.

B. Distribution of losses is determined by the owner.

12.4.6 Retreat Results

A. An R result means that the affected fleet must retreat to the nearest friendly port within 10 sea hexes. Such hexes may not include enemy fleets on blockade.

B. In winter, a retreat may not exceed five hexes.

C. Fleets unable to retreat are eliminated.

12.5 Naval Transport

12.5.1 2-SP Fleets

A. Each two-point fleet may transport up to 10 ASPs (and unlimited Treasuries in the First Crusade).

B. Muslim/Saracen leader counters travel free.

12.5.2 1-SP Fleets

A. Each one-point fleet may carry up to 5 ASPs (and unlimited Treasuries in the First Crusade).

B. Muslim/Saracen leader counters travel free.

12.5.3 Initiating Transport

A. Fleet transport is an order (5.0). Fleets and their cargo must start the turn in the same hex, and that hex must be a friendly port.

B. The fleet and its cargo move in that turn to the destination.

12.5.4 Debarking

A. Land units (and Treasuries) debark at the end of fleet movement.

B. Land units may not move in the turn they debark.

C. Land units may attack enemy forces in the hex to which they were transported.

12.5.5 Restrictions

A. Generally, ASPs may be transported to any coastal hex.

B. However, there were few good anchorages in the Middle East, and transporting troops by sea was problematical. There may be no transporting of troops or Treasuries to any hex in winter, with the exception of the ports listed below.

C. Transportation of land units in normal months or rain to any hex other than those ports listed below may cause casualties. When debarking, roll one die:

  1. On a 1-4, there is no effect.
  2. On a 5 or 6, 10% (rounded up) of the ASPs are eliminated. Leaders and Treasuries are unaffected.

D. If the debarkation hex is not a friendly port, apply a +1 DRM to this roll.

E. Ports immune from casualties and winter restrictions are: Acre, Famagusta, Alexandria, Damietta, and Pelusium.

12.5.6 Transport to Coastal Hex

A. Fleets transporting ASPs to a coastal hex may end their movement in that hex.

B. The fleets may also move on, if they have the MPs to do so. There is no cost to debark units.

C. Remember that fleets are eliminated if not in port or on blockade (12.2.3).

12.5.7 Retreat From Coastal Hex

If ASPs, debarked in a coastal hex, attack an enemy force and are required to retreat, they must retreat onto the fleet. Retreat ends there.

12.5.8 Effect of Fleet Losses on Cargo

A. If a fleet carrying ASPs or Treasuries suffers any losses, the number of ASPs must be reduced to correspond to the transport capacity of the remaining NSPs.

B. If a 1-SP fleet is carrying Treasury, the Treasury is lost.

C. If a 2-SP fleet loses 1 NSP, half of the Treasury is lost, rounding fractions up.

12.6 Special Effects of Weather on Fleets

12.6.1 Random Events Phase

Starting with the Random Events Phase of each November turn and continuing through all winter turns, the Crusaders roll for each of their fleets.

A. On a 1-3, remove that fleet (counter) from the game.

B. On a 4-6, there is no effect.

12.6.2 Return of Removed Fleets

All Crusader fleets removed per 12.6.1 return in the March II turn. Place them in Adalia (0106) or Famagusta (1212), if the latter is Crusader-controlled.

12.6.3 Effects on Blockade and Combat

Weather has no effect on blockade or combat, other than that discussed in 12.2.1 and 12.5.5.B.

13.0 Weather

13.1 Rain

A. The turns of November and March I are rain turns.

B. During rain turns, Muslims/Saracens have an MA of 3 MPs (1 MP if they have no LOC), while all other units have an MA of 2 MPs.

C. No force may cross a river hexside during a rain turn.

D. An LOC may not be traced across a river in a rain turn.

13.2 Winter

13.2.1 Winter Turns

December, January, and February are winter turns.

13.2.2 Movement Effects

MAs in winter turns are normal.

13.2.3 Movement Attrition

A. During winter turns, all Movement APs for hexes are doubled.

B. Moreover, any force that moves during winter must lose at least 1 ASP (unless it buys it back; 6.4.8).

13.2.4 Effects on Siege Attrition

A. During winter, the attacker uses the Barren column for siege attrition losses, regardless of the hex it is in.

B. Besieged losses are normal.

13.2.5 Additional Attrition Losses

In Winter, a force that does not move and is not inside a city/castle or besieging one loses 1 ASP per turn, in addition to those per 6.4.7.

13.2.6 Forces in City or Castle

Forces inside a city/castle are still immune from attrition unless under siege.

13.2.7 Egypt

Winter never affects any fertile hex or city in Egypt (the southwest corner of the map).

14.0 Random Events

14.1 General Rule

A. In the Random Events Phase of the Third Crusade, each side rolls one die to determine whether an event out of its control will affect the course of the game.

B. On a 1, a random event occurs. Roll an additional die to determine the specific random event.

C. The event takes place immediately, before any other action. This section applies only to the Third Crusade.

14.2 Assassination

A splinter Muslim sect, known as Assassins (or Hashshasin, derived from the drug hashish, which they took), specialized in killings for hire (usually with religious motives).

14.2.1 General Rule

If assassination is rolled, the player may attempt to assassinate an enemy leader.

14.3.2 Procedure

A. The player chooses the leader for the assassination attempt and rolls one die.

B. If the roll is higher than that leader's Combat Rating, the leader is assassinated.

C. The Crusaders always apply a -2 DRM to the die roll.

14.3.3 Effect on ASPs Assigned to Assassinated Crusader Leader

A. ASPs assigned to an assassinated Crusader leader are not eliminated but are distributed among any other leaders of the same contingent (English, French, etc.).

B. However, ASPs assigned to Richard or Philip of France are eliminated.

15.0 Neutrals

A. During The Third Crusade, several personages maintained a posture of neutrality. Thus, during The Third Crusade scenario, Bohemond III, Prince of Antioch, and Bohemond IV, Governor of Tripoli, as well as King Leo II of Armenia are neutral.

B. They ostensibly belong to the Crusaders, however they may not be moved, unless attacked by the Saracens.

C. Once attacked, they may be moved normally.

D. Bohemond III and Bohemond IV will react if either is attacked.

E. Isaac Comnenus, ruler of Cyprus, is neutral in the sense that he is beholden to no one. However, he will defend in place if attacked.

F. Unoccupied neutral ports are friendly to all fleets.

G. Unless activated, neutrals have a ZOI only for the city they are in. Crusaders and Saracens may move freely through the hex outside such cities.

16.0 The Third Crusade: Scenario Information

16.1 Length

A. The Third Crusade begins with the April II, 1191 turn. It ends at the conclusion of the August II, 1192 turn. A game should take approximately four hours to complete.

B. Only one fleet of the nationality is deployed if not otherwise specified.

16.2 Initial Deployment

16.2.1 Crusaders

A. The Crusaders control the following cities and castles: Antioch, St. Symeon, al-Marqab, Tripoli, Tortosa, Tyre, and Krak des Chevaliers.

B. The Crusaders deploy as follows:

LocationLeader(s)ASPsFleets
In Tyre (1618)Conrad, Balian9
1618Philip (King of France), Hugh de Burgundy, Peter, William des Barres, Ralph, William de Chaton; John, Alain, Dreux, Aubrey, Narjot, Raymond, Geoffrey de Joinville.232 x French
1619*Guy (King of Jerusalem), Amalric; Geoffrey of Lusignan, Humphrey, Reynold, Warner, Robert of Sable, Henri de Champagne, Philip (Comte de Flanders), Jolin, Henri de Bas; Guy de Dampiere, Robert de Dreux; Erard, Philip (Bishop of Beauvais), Baldwin, Hugh of Gournay, William de Ferrers, Leopold, Otto, James552 x Danish, Pisan, Genoese, Frisian, Norman, Venetian, Flemish
1814Jerusalem (as printed in the Fleets column)
2113**Geoffrey of Donjon

* besieging Acre. ** Krak de Chevaliers.

16.2.2 Saracens

A. The Saracens control all cities/castles not controlled by Crusaders (16.2.1) or Neutrals (16.2.3).

B. The Saracens deploy as follows:

LocationLeadersASPsFleets
Cairo (0329)1
Damiella (0625)4 x Egyptian
Jaffa (1523)26 x Egyptian
Ascalon (1524)5
Acre (1619)*Kara-Kush18
Nablus (1722)2
Beaufort (1817)

* under siege. ** The True Cross is present.

16.2.3 Neutrals

A. Neutrals control all cities west of Raban and Melitene, plus Limassol and Famagusta.

B. Antioch and Tripoli are considered Crusader cities.

LocationLeaderASPs
Famagusta (1212)Isaac Comnenus1
Tarsus (1507)King Leo II10
Tripoli (1814)Bohemond IV
Antioch (1908)Bohemond III

16.3 Castle Deployment

The four castles are:

HexCastleHexCastle
1811al-Marqab1826Krak de Montreal
1817Beaufort2113Krak des Chevaliers

16.4 Reinforcements

A. The following units arrive during the course of the game. They are placed in the hex or area indicated, at no cost to the unit(s).

B. They may move as normal units in their turn of arrival.

C. All reinforcements arrive in the Order Segment.

16.4.1 Crusader Reinforcements

These arrive on May I, 1191 in any all-sea hex on western map edge, north of Beirut: Richard I, Andrew, Hubert, Garin, William de Preaux, 16 ASPs, 2 x English fleets.

16.4.2 Saracen Reinforcements

If the Saracen reinforcement cities are occupied by Crusaders, the Damascus reinforcements may appear on any hex on the eastern edge of the game-map, and the Cairo reinforcements may appear in any of these hexes: 0129, 0228, 0428 or 0529.

TurnLocationLeaderASPs
June I, 1191Damascus (2118)Imad ad-Din10
June II, 1191Cairo (0329)al-Aziz15
July I, 1191Damascus (2118)Izz ad-Din10

16.5 Third Crusade Victory Conditions

16.5.1 Victory Point Schedule

Each side gains Victory Points (VPs) for controlling these cities/castles at the end of the game:

City/CastleCrusader VPsSaracen VPs
Acre (1619)35
Antioch (1908)03
Ascalon (1524)22
Beaufort (1817)25
Cairo (0329)50
Famagusta (1212)20
Jaffa (1523)22
Jerusalem (1823)105
Krak des Chevaliers (2113)

16.5.2 Who Wins

A. The side with the most VPs wins. However, if the Crusaders have less than a five point margin and do not control Jerusalem, the Crusade is considered a draw.

B. The Saracens win if they have the most VPs, regardless of control of Jerusalem.

C. Players wishing to play simply for the sake of the game may ignore the Historical Jerusalem restriction.

16.5.3 Control

A. To earn VPs for a city, that side must control the city. A city is controlled by the last side to occupy it.

B. A city or castle under siege still earns VPs for the besieged side if the siege is not successful by the end of the game.

17.0 The First Crusade

The First Crusade is a multi-player game for from three to eight people. Seven is the ideal number. All rules of the Third Crusade apply to the First Crusade, unless noted otherwise.

17.1 Economics

A. The First Crusade uses an economic system based on a legal tender called the Bezant. Bezants are kept in Treasuries.

B. Each player starts with his/her own Treasury.

C. Players earn additional Bezants by occupying cities. Each city generates a certain amount of income per turn.

D. Bezants may also be earned from random events.

17.1.1 Treasuries

All Bezants are kept in Field Treasuries or City Treasuries.

17.1.1.1 City Treasuries

A. A City Treasury is any friendly city with at least 10 Bezants inside the city. If a player has no city with at least 10 Bezants, then any friendly cities with Bezants can be City Treasuries.

B. City Treasuries levels are recorded using paper or electronic format.

17.1.1.2 Field Treasuries

A. Field Treasuries are represented by numbered counters for identification.

B. Field Treasuries move with leaders.

17.1.1.3 Income

A. Income collected from cities is placed in the city from where it was earned. A city can have Bezants and/or collect them even if it contains no City Treasury.

B. Income collected from bribes may be placed anywhere.

17.1.2 Use of Treasuries

17.1.2.1 Bribes and Supply

Payments for bribes and supplying forces (6.4.6) must come from the Field Treasury of the leader paying such cost, unless that leader is in a city containing a Treasury.

17.1.2.2 Other Costs

Payment for anything not stated in 17.1.2.1 may come from any friendly Treasury.

17.1.2.3 Transfer Between Treasuries

To be transferred from one Treasury to another, Bezants must be literally carried by a leader from one place to the next. There is no cost to pick up and carry Bezants, nor is there any limit to the amount that can be carried.

17.1.2.4 Treasury Limit

There is no limit to the number of Bezants that any Treasury can hold.

17.1.2.5 Effect of Successful Siege on City Treasury

A. If a city is taken by siege, the entire Treasury is captured, unless the city is taken by treachery (19.3). In that event, the escaping leader may take 10 Bezants with him.

B. In a surrender, any financial deal may be arranged.

17.1.2.6 Effect of Retreat With Field Treasure

If a force with a Field Treasury is required to retreat after combat, it loses 10% of its Treasury (rounded up) to the victor for each hex it must retreat (whether or not it retreats).

Example: A force that must retreat three hexes loses 30% of its Field Treasury to the victor.

17.1.3 Income

17.1.3.1 In General

If a force (or ASPs) occupies (physical presence) a Level 2, 3, or 4 city, it earns income from that city in the Income Phase of any turn except a winter turn.

Exception: Egypt (13.2.7).

17.1.3.2 Amount of Income

The income of a city is the same as its level. Exception: A Level 1 city produces no income.

17.1.3.3 Random Events

Income may also result from a random event (18.0).

17.1.3.4 Disposition of Income

All income is placed in the city from which it is earned. However, Bezants arriving from outside aid (Deus Vult! Events #7 and #8) are treated as Field Treasuries without leaders, waiting to be picked up.

17.1.3.5 Cities Producing No Income

A. Unoccupied cities, cities in winter, and cities under siege (10.3.8) produce no income.

B. Cities with plague produce no income in the turn they have plague.

C. Blockaded cities may produce income.

17.1.4 Bribes

A. Players may bribe other players to do whatever they think necessary. Bribes must be written.

B. All bribes are transferred in the Bribery Phase before the action that has been bribed takes place. (The possibilities for double-cross are obvious.)

C. Bribe money is transferred from leader to leader but need not be transported.

17.1.5 Fatimid Fleet Maintenance

In any turn in which the Fatamids move their fleets to any hex other than a Fatamid-controlled port, they must pay a cost of five Bezants per fleet. No fleet may move until the cost is paid, and payment may come from any friendly City Treasury.

17.2 Random Events

A. Ignore the Third Crusade Random Events Rules (14.0).

B. Instead, each player in the game (not just one Crusader or one Muslim) rolls for a random event during the Random Event Phase, applying the event immediately.

C. There is no particular order in which players must roll.

D. Muslim reinforcements enter the game as a result of random events.

E. Each player uses the Random Event Table to determine the Random Events Number, then refers to one of two tables to determine what that number means. All Crusader players use the Deus Vult! Table for their events.

F. The Muslim Players use the Insh'Allah! Table for explanations of their events.

G. Use two dice to roll on the Random Events Table. The first die is the column, the second is the row.

Example: A 5 and a 3 (in that order) would be read as column five, row three, resulting in event #8.

17.2.1 Deus Vult!

The great rallying cry of the Council of Clermont, 1095, became the Watchword of the Crusaders. (God Wills It!) The events in that table correspond to the numbers on the Random Events Table.

17.2.2 Insh'Allah!

Insh'Allah means Fate in Arabic. The events in that table correspond to the numbers on the Random Events Table.

17.3 Visions

17.3.1 Benefits

A player who receives a vision gains the following benefits:

A. All her/his leaders may move one extra hex that turn.

B. For any combat in which his/her leader is in command, shift the ratio one column in her/his favor.

C. Apply a +1 DRM to the die roll for any siege assault his/her leader commands.

D. If under siege (whether in command or not) apply a -1 DRM to the Muslim die roll.

17.3.2 Disputing Authenticity

Because victory in combat increases a leader's Guile Rating (19.4.2) as well as other benefits, other Crusaders might want to dispute a vision's authenticity.

17.3.3 Requirements to Dispute

Any player with a bishop may dispute a vision. A vision must be disputed upon receipt; otherwise it is automatically accepted as authentic.

17.3.4 Dispute Procedure

To dispute a vision, a player simply states that s/he wishes to dispute, then rolls one die, comparing the die roll with the Guile Rating of his/her disputing bishop.

A. If the roll is higher than the bishop's Guile Rating, the Vision is deemed authentic. All forces of the disputing player suffer immediate dissension (22.3) and their movement is reduced by one for that turn.

B. If the roll is less than or equal to the bishop's Guile Rating, the vision is deemed a fake. The player who received the vision must reduce his/her commander's Guile Rating by one point, and 17.3.1 does not apply.

17.3.5 Denying a Vision

A player receiving a vision may avoid disputation by denying the vision her/himself.

17.4 Plague

17.4.1 Procedure

On a random event of plague, immediately roll one die twice, combining the results in an 11-66 readout.

Example: A 1 and a 5 are 15.

17.4.2 Determining the City Affected by Plague

Consult the Plague/Muslim Reinforcement Table to find the city corresponding to the number rolled. That city has the plague, regardless of who controls it.

17.4.3 Determining Effects

A. To determine the effects of plague, each player with forces inside the affected city refers to the City Column on the Siege Attrition Table.

B. Roll one die, noting the attrition loss listed under the City Column. Double that number to determine the number of ASPs eliminated by plague.

Example: A roll of a 4 would yield a result of 2; multiplied by 2 means 4 ASPs would be eliminated.

17.4.4 Other Factors

A. Plague affects a city whether it is being besieged or not.

B. Plague losses may not be diminished by payment.

17.5 Muslim Reinforcements

17.5.1 In General

A. Muslim reinforcements (ASPs) are initiated by means of the Random Events Table during the Random Events Phase.

B. Because they arrive after orders are written, reinforcements may not move until the turn following their arrival.

17.5.2 Procedure

To determine whether reinforcements arrive, a Muslim player uses the same roll used for Random Events, reading it in the 11-66 format.

Example: A 5 and a 3, as used in the example in 17.2.G, becomes a 53. The Muslim player then takes that number and consults the Muslim Reinforcement Table.

17.5.3 Determining Reinforcements

A. Each number has a corresponding city and Reinforcement Rate. If the player controls the city corresponding to the roll in 17.5.2, s/he receives the listed reinforcements in that city.

B. If the player does not control the city, no reinforcements are received.

17.5.4 Other Reinforcements

A Muslim player may also receive reinforcements via the Insh'Allah Event #1.

18.0 Guile

18.1 Guile Ratings

A. All leaders have a Guile Rating.

B. Leaders with a Guile Rating of 0 and bishops with parenthesized Guile Ratings may not use treachery.

18.2 Guile and Command

A. If more than one player has forces in the same hex, or the forces are to join at the end of movement, and the players cannot reach agreement on whose leader will command the combined force, they roll for command.

B. Use the Guile Rating of each player's leader (one leader per player, player's choice if more than one present) as a DRM to the die roll.

C. High total commands. Roll to break ties.

18.3 Treachery and Sieges

18.3.1 Acquiring Treachery Points

A. Treachery Points (TPs) are gained in the Random Events Phase.

B. TPs must be assigned immediately to a specific leader.

C. TPs may not be transferred to another leader for any reason.

D. No leader may ever have more than 3 TPs at one time.

18.3.2 Use in Sieges

A player besieging a city may try to use treachery, rather than assault to take the city. To do so, a leader with TPs must be in command of siege operations that turn.

18.3.3 Required Treachery Points

A besieging commander must have at least 1 TP to attempt to take a city by treachery, and that point must be available after any actions under 18.3.6.

18.3.4 Procedure

A. To take a city by treachery, announce the treachery attempt. There is no siege assault that turn.

B. Add the commander's TPs to his Guile Rating and roll two dice, adding them together.

C. If the roll is lower than the sum of the Guile Rating plus TPs, the city falls to treachery; the commander (and player) take the city.

D. Defender losses are as in a regular successful assault (10.4.5), with one exception: one defending leader (defender's choice) plus 1 ASP are allowed to escape, with up to 10 Bezants. Place the escaping leader in the nearest friendly city.

18.3.5 Failed Treachery

If the dice roll is greater than or equal to the sum of the Guile Rating plus TPs, treachery fails. The players go directly to siege attrition.

18.3.6 Defender's Use of Treachery

A. The defender in a siege may use treachery to counterbalance opposing treachery.

B. If a leader in a besieged city has TPs, he may use them to reduce the number of TPs used against him.

C. Each TP used negates one TP used against him.

18.3.7 Written Orders

A. All treachery is written as an order, thus, neither player knows what the other is doing.

B. TPs written into an order are expended whether they work or not.

18.4 Changes to Guile Ratings

18.4.1 In General

A. Printed Guile Ratings are not permanent; they may fluctuate according to actions taken by the leader.

B. Keep track of any changes on paper or in electronic format.

18.4.2 Factors Increasing Guile Rating

A leader increases his Guile Rating if any of the following occurs:

A. He commands a victorious land battle (where the opponent retreats). There is no increase for defeating a force consisting only of Armenians.

B. He takes a city by siege assault, treachery, or surrender.

C. He captures the True Cross.

18.4.3 Factors Reducing Guile Rating

A leader loses one Guile Point if any of the following occurs:

A. He fails to take a city by treachery.

B. He fails in an assassination attempt.

C. He fails in a disputation of a vision.

D. He is commander for the player who rolls Deus Vult! Event #12.

E. He voluntarily withdraws from combat (21.4.2).

18.4.4 Limits on Guile Ratings

Guile Ratings may never exceed 6 or go lower than 1 (unless they are already at 0).

19.0 The Byzantine Empire

19.1 Butimides

19.1.1 Attributes

A. A Byzantine, Manuel Butimides, was assigned to the Crusade by Emperor Alexius to help with siege operations.

B. Butimides has a force of 5 ASPs (use Army SP counters), and he helps with sieges.

19.1.2 At Start

At the beginning of the game, Butimides is attached to the Player whose chosen commander has the highest total of Guile Rating plus one die roll. That Player controls Butimides until a specific event occurs (19.1.3).

19.1.3 Changing Allegiance

Butimides changes allegiance only if any of the following occurs:

A. There is a specific agreement between Crusader players.

B. The chosen commander (for that turn) for the player with Butimides loses a Guile Point. The other Crusaders then repeat 19.1.2, and Butimides is placed with the winning player.

C. The Emperor's Oath applies (19.2).

19.1.4 Butimedes Goes Home

Butimides goes home when Deus Vult! Event #12 occurs.

19.1.5 Restrictions on Butimides ASP Losses

Butimides may not lose an ASP until every other Crusader leader in the same hex has lost an ASP.

19.1.6 Combat Effect

A. A commander who has Butimides stacked and allied with him adjusts the ratio one column in his favor when rolling for siege assault.

B. If the assault ratio is less than 2-1, this is ignored.

19.2 The Emperor's Oath

Each Crusader, when in Constantinople, gave his oath to the Emperor Alexius that he would not seek Middle Eastern land for himself, and that anything taken would be for Christendom (and the Emperor). In return, the Crusaders received victuals and the general aid of the Empire. When Alexius abandoned the Crusaders, the Crusaders ignored the oath.

19.2.1 Pledging City for the Emperor

If a Crusader player takes a city of Level 2 or greater and pledges it to the Emperor, Butimides immediately comes over to his side.

19.2.2 Effects of Pledging City

A player gains no VPs for cities pledged to the Emperor unless they are retaken by the Muslims and then retaken by another (or even the same) Crusader. However, the player will receive the income from that city.

19.2.3 Two Pledges in Same Turn

If two Crusaders pledge cities to the Emperor in the same turn, the high Guile Rating-plus-die roll gets Butimides.

19.2.4 Effect of Event #12

Once Deus Vult! Event #12 occurs, all pledges are off, and cities pledged to the Emperor revert to whoever occupies them.

19.3 The Byzantine Army and Navy

19.3.1 Activation Area

If any Muslim force or fleet enters any hex north of any hex in Cyprus (inclusive), and west of hex row 1400 (inclusive), the Byzantine army and navy immediately enter the game.

19.3.2 Army Placement and Use

A. The Byzantine Army (50 ASPs, 100 Bezants, Emperor Alexius, and General Taticius) is placed in hex 0101. It is moved by the Crusader player with the highest Guile Rating-plus-die roll commander for that turn.

B. The Byzantine army may be used only against Muslims.

C. Byzantine Bezants may be expended only for attrition.

19.3.3 Navy Placement and Use

The Byzantine force/fleet remains in the Adalia (0106) and is controlled as in 19.3.2.

19.3.4 Length of Service

A. The Byzantine army and fleet remain in the game until all Muslim forces are gone from the Activation Area.

B. The Byzantine army and fleet are affected by Deus Vult! Event #12. If that event has already occurred, the Byzantine army and navy do not come into play.

20.0 Armenians

20.1 Armenian Counters

A. Armenian counters are leaders, but use ASP counters.

B. Armenian leaders have an MA of 5, and they are tertiary leaders.

C. They are never affected by vision.

D. Armenians do not undergo movement or weather attrition, but they are susceptible to plague and siege attrition.

20.2 Controlling Armenians

20.2.1 In General

Players control Armenians through bribery. Armenians go to the highest bidder and remain with that player until someone else bids for their services.

20.2.2 Limits on Bribing

A. A player may bribe one Armenian per turn.

B. A player may control as many Armenians as s/he can afford.

20.2.3 Bribe Amounts

All Armenian bribes must be in multiples of five Bezants.

20.2.4 Procedure

A. The player who offers the highest bribe in a given turn controls the chosen Armenian.

B. However, all bribery money ordered is expended, even if unsuccessful.

C. If there are two high bribes, the Armenian remains where he was.

20.2.5 Successful Bribe

If an Armenian with force A is successfully bribed by Player B, B may move the Armenian to any adjacent hex.

20.2.6 Control

A. The player controlling an Armenian moves him. Otherwise, Armenians stand in place, defending if necessary.

B. Control lasts until another player bribes the Armenian away.

20.2.7 At Start Situation

At the start of the game, all Armenians are neutral.

20.2.8 Effects of Control

A. Control of an Armenian gives control of his city of origin to the controlling player, unless that city is occupied by someone else.

B. The player gets control of any city the Armenian is actually in, unless another player is also in it.

20.2.9 Combat Restrictions

Armenians may never be used in combat against other Armenians.

21.0 Additional Rules Applicable to the First Crusade

21.1 Intra-Faith Combat

A. Because each player is essentially out for him/herself, it may happen that Muslim will fight Muslim, and Crusader fight Crusader. For Intra-Faith combat to occur, both players must wish to have combat. If either player does not want combat, there is no combat.

B. In a case where one desires combat but the other does not, the force with the lower rated Commander (Combat) must retreat one hex. (Ties broken by die roll; see also 9.3.5.)

21.2 Inter-Faith Alliances

Crusaders may fight in alliance with Muslims against either side. In such case, Command (and thus the Prevalent Faith) must be decided by agreement. If there is no such agreement, there can be no such alliance, and the forces may not fight together. (See also 9.3.5.)

21.3 Effects of Dissension on Multi-Player Combat and Siege

21.3.1 Required Withdrawal

If there is more than one force in a hex, and that force is attacking, and one (or more) of the players controlling those forces has dissension, then the force(s) with dissension may not attack. Such forces must withdraw one hex along the lines of a retreat.

21.3.2 Inability to Withdraw

If a force cannot withdraw per 21.3.1, it does join the combat. However for each such force, there is an adjustment of one column against the force.

21.3.3 Defending Force with Dissension

A. This rule also applies to defending forces with dissension. In such a case, the commander may attempt to withdraw.

B. Roll one die.

  1. If it is lower than the commander's Guile Rating, the force withdraws.
  2. If it is greater than or equal to the commander's Guile Rating, the force stays and defends and 24.3.2 applies.

21.3.4 Dissension and Sieges

A. A force with dissension may never add its strength to a siege assault (although it remains in the hex).

B. Dissension never affects siege defense.

21.4 Discretion as the Better Part of Valor

21.4.1 Voluntary Withdrawal

Even without dissension, a player may wish to withdraw from combat (not siege) for whatever reasons. This decision may be made before or after the opposing player reveals the strength of her/his force.

21.4.2 Procedure

A. To voluntarily withdraw, roll one die. If it is lower than the commander's Guile Rating, that commander's force may withdraw one hex.

B. If the withdrawal is successful, the commander loses one Guile Point.

C. Remember, this is a withdrawal without dissension, so do not confuse it with 21.3.

21.4.3 Failure to Voluntarily Withdraw

If a commander fails in a voluntary withdrawal attempt, he must stay and fight. However, in such a case, when determining casualties (21.5), for every casualty taken by the other players, the player attempting to withdraw takes two, and absorbs any odd casualties.

21.4.4 All Forces Withdraw

If all forces succeed in a withdrawal, the withdrawal is canceled and they all fight with the worst formation possible.

21.4.5 Applicability

This rule applies only if there are forces from more than one player on one side.

21.5 Casualties in Multi-Player Combat

If more than one force is involved (allied) in combat, any losses are divided as evenly as possible among the players' units. Any overage is absorbed by the units of the commander of the force.

22.0 The First Crusade: Scenario Information

22.1 Length

A. The First Crusade begins with the August I, 1097 turn. It ends with the completion of the July II 1099 turn.

B. Given the vicissitudes of multi-player games, the First Crusade could take around ten hours (or more) to complete.

22.2 Initial Deployment

22.2.1 Crusaders

A. All Crusader and Butimides start in hex 0101.

B. The four Crusader fleets (English, Flemish, Pisan, and Genoese) arrive via the Random Events Table.

C. See 22.6 and 24.1 for distribution of leaders.

D. The Field Treasuries are:

ForceBezants
Sicilian Normans75
Germans100
Southern Franks125
Northern Franks/Normans150

22.2.2 Muslims

22.2.2.1 The Fatimid Caliphate of Egypt

The Fatimids have nominal control of these cities (in addition to those where they have units): Gaza (1424), Ascalon (1524), Jaffa (1523), Tanis (0626), Arsuf (1522), Caesarea (1521), Haifa (1620), Acre (1619), Tyre (1618), and Hebron (1725). There are no units in these cities; they are simply part of Fatimid territory.

LocationLeadersASPsFleetsBezants
Cairo (0329)al-Afdal, Iftikhar150100
Alexandria (0125)Emir5110
Damietta (0625)Emir5110
Pelsium (0826)5110
22.2.2.2 The Syrians
CityLeaderUnitsBezants
Aleppo (2407)Ridwan**1515
Damascus (2118)Toghetkin, Duqaq***1030
Antioch (1908)Yaghi-Siyan1025
Jerusalem (1823)*Soqman, Ilgahzi2525
Hamah (2111)Emir of Hannah100
Homs (2213)Jarah-ed Daba105
Tripoli (1814)

* The True Cross is present.

** Controls all cities north of 1812-2314 to St. Symeon-Ravendan-Aleppo (inclusive).

*** Controls Tripoli, Damascus, Baalbek, Beirut, Sidon, Tiberias, Nablus, Jerusalem, and Ramlah.

22.2.2.3 The Mosul Turks
LocationLeaderASPsBezants
Off Map*Hasan105
Samosata (2503)Balduk1510
Tarsus (1506)Emir of Tarsus1010

* anywhere between 1001-1901.

22.2.2.4 Mosul Turk Reinforcements

A. On the May I, 1098 turn, the army of Kerbogha arrives, along with a second leader, Wassab.

B. The army has 50 ASPs, and carries a Field Treasury of 10 Bezants. It may enter on any hex along the eastern edge of the map.

22.2.3 Armenians

LocationLeaderSPsBezants
Maresh (2003)Thatoul2
Raban (2203)Kogh Vasil2
Edessa (2405)Thorus*525
Melitene (2301)Gabriel2
Lampron (1405)Oshin5
Partzipert (1705)Constantine2

* Controls Birejik.

22.3 Special Turn 1 Rules

22.3.1 Modified Sequence of Play

A. On Turn 1 (August I, 1097), there is no Diplomacy Phase nor is there any Random Events Phase.

B. Players simply write their moves and complete them.

22.3.2 Increased Movement

On Turn 1, all Crusaders and Butimides have an MA of 10. (This will increase their attrition.)

22.4 Multi-Player Assignments

A. The basic (and best) configuration for the First Crusade is seven players.

B. All recommended configurations are in the chart below.

C. In the six-player and four-player games, the Fatimid player is eliminated, except that starting with the April I, 1099 turn, the Mosul Player controls a Fatimid Army of 80 ASPs, plus al-Afdal in Cairo. No player may enter Egypt until that turn.

Force87654
FatimidAAA
Syrian-RidwanBBABA
Syrian-DuqaqCBABA
Mosul TurksDCBCB
Sicilian Normans

(The chart's columns are headed "Number of Players".)

23.0 First Crusade: Victory Conditions

23.1 Schedule of Victory Points

23.1.1 City VPs

Players receive VPs for controlling (16.5.3) cities under the schedule below.

CityCrusader VPsMuslim VPs
Jerusalem (1823)2510
Antioch (1908)1510
Edessa (2505)88
L4 City*1010
L3 City33
L2 City22
L1 City11

* other than Jerusalem or Antioch.

23.1.2 True Cross

A. The True Cross is worth 5 VPs to the Crusader player who has it at the end of the game; it is worth nothing to the Muslims.

B. The True Cross may not be moved by a Muslim player.

23.2 Variable Victory Conditions: Kerbogha

A. The Mosul Turk player determines her/his own victory conditions, selecting up to six before the start of the game. Record them in writing or electronic format.

B. The Mosul Turk player may not show them to anyone at anytime.

C. The Mosul Turk player may reveal such information orally in a Diplomacy Phase, but whether it is true or not is up to the other players' belief.

D. The other Muslim players simply total VPs for cities controlled (23.1.1).

CityVPsCityVPs
Damascus (2118)15Latakia (1810)5
Antioch (1908)10Harenc (2108)2
Aleppo (2407)5Ravendan (2206)2
Edessa (2505)5Tarsus (1506)2
Hamah (2111)5Iconium (0803)1
Homs (2213)5Melitene (2301)1

23.3 Crusader Victory Conditions

23.3.1 Determining Victory Conditions

Each Crusader player determines her/his own victory conditions. This determination must be made and recorded in writing or electronic format as soon as Antioch falls, or by January, 1099, whichever occurs first.

23.3.2 Selection of Cities

Each Crusader player secretly chooses eight cities. These cities are her/his victory conditions. No player gets credit for cities not on her/his list. See 23.1.1 for VP values.

23.3.3 Revealing Crusader Player Victory Conditions

A. On March II, 1099, each Crusader player reveals to the other Crusader players (but nor to the Muslims) what her/his victory conditions are.

B. If none has chosen Jerusalem, then each may add Jerusalem as a victory condition.

C. If one or more has chosen Jerusalem, then those who have not chosen Jerusalem suffer desertion.

23.3.4 Desertion

A. All players suffering desertion lose 20% of their force, rounded up.

B. Deserting ASPs are distributed among players who selected Jerusalem as a victory condition. Odd ASPs eliminated.

C. None of this revealed to the Muslim players.

23.3.5 Penalty for Failure to Capture VP City

A Crusader player loses 1 VP per selected city that s/he does nor hold at the end of the game.

23.3.6 Winner

The player with the most VPs wins.

24.0 Counter Designations

24.1 First Crusade

24.1.1 Northern Franks and Normans
CounterFull Name and Title
Robert/Ct FlndrsRobert II, Comte de Flanders
Robert/Dk NrmndyRobert II Curthose, Duc de Normandy
Stephen/Ct BloisStephen, Comte de Blois et Chartres
Waller/Ct St-VlyWalter, Comte de Saint-Valery
Girard/GournayGirard de Gournay
Hugh/St. PolHugh de St. Pol
Everard/le PuitsEverard de Le Puits
Caro/Asinisame
Ralph Gardersame
Guerin/Gueronotsame
Arnulf HesdinsArnulf d'Hesdins
24.1.2 Sicilian Normans
CounterFull Name and Title
Bohemond/TarantoBohemond of Taranto
Tancred/TarantoTancred of Taranto
Richard/SalernoRichard of the Principate
Rainulf/SalernoRainulf of Salerno
Geoffrey/RsgnouloGeoffrey, Count of Rossignuolo
Gerard/ArranoBishop Gerard of Arrano
Roberl/SourdevalRobert de Sourdeval
Boel/ChartresBoel de Chartres
Herman/Ca nnaeHerman de Cannac
Albcrard/CagnanoAlberard de Cagnano
Humphrey/Mt ScbsoHumphrey of Monte Scabioso
24.1.3 Germans
CounterFull Name and Title
Godfrey/BouillonGodfrey of Bouillon, Duke of Lower Lorraine
Baldwin/BoulogneBaldwin of Boulogne
Eustace/Ct BlgneEustace, Count of Boulogne
Baldwin/Le BourgBaldwin of Rethel, Lord of Le Bourg
Henry/EschHenry of Esch
Rainald/Ct ToulRainald, Count of Toul
Warner/GrayWarner of Gray
Dudo/Konz SbgDudo of Konz Saarburg
Conon/MontaiguConon of Montaigu
Peter/StenayPeter of Stenay
Baldwin/HainaultBaldwin of Hainault
24.1.4 Southern Franks
CounterFull Name and Title
Raymond/Ct ToulseRaymond IV de Saint-Gilles, Comte de Toulouse et Marquis de Provence
Adhemar/MonteilAdhemar de Monteil, Bishop of Le Puy
Francs-Lmbt/MonteilFrancis, Lambert de Monteil, Lord of Peyrins
Rambald/Ct OrngeRambald, Comte d'Orange
Gaston/BearnGaston, Vicomte de Bearn
Gerard/RousslonGerard, Comte de Roussilon
Isoard/GapIsoard de Gap
Raymond/Le ForezRaymond de Le Forez
Wm-Hugh/MonteilWilliam-Hugh de Monteil
William/OrangeWilliam, Bishop of Orange

24.2 Third Crusade

24.2.1 Kingdom of Jerusalem
CounterFull Name and Title
Guy/Kg JrslmGuy of Lusignan, King of Jerusalem
Amalric/JerslmAmalric of Lusignan, Constable of Jerusalem
Geoffrey/LusgnanGeoffrey, Count of Lusignan
Humphrey/ToronHumphrey of Toron
Robert/SableRobert of Sable, Grand Master of the Knights Templar
Conrad/MnfratConrad, Marquis of Monferrat
Balian/IbelinBalian of Ibelin
Reynold/SidonReynald Garnier, Lord of Sidon
Warner/NablusWarner of Nablus, Grand Master of the Knights Hospital
Geoffrey/DonjonGeoffrey of Donjon, Grand Master of the Knights Hospital
Bohemond/Antioch
24.2.2 French
CounterFull Name and Title
Philip/Kg FrancePhilip II Augustus, King of France
Hugh/Dk BrgndyHugh III, Duc de Burgundy
Henri/Ct ChmpgnHenri de Champagne, Comte de Troyes
Philip/Ct FlndrsPhilip d'Alsace, Comte de Flanders
Peter/CourtneyPeter de Courtney, Comte de Nevers
Willia m/Les BrsWilliam des Barres
Ralph/ClermontRalph de Clermont
William/ChalonWilliam, Comte de Chalon
John/FontignyJohn, Comte de Fontigny
Alain/St-VlryAlain de Saint-Valery
Dreux/MelloDreux de Mello
24.2.3 English
CounterFull Name and Title
Richard I/Cr-de-LnRichard I. Coeur-de-Lion, King of England, Lord of Ireland, Duke of Normandy and Aquitaine, and Count of Anjou, Maine and Tourraine
Baldwin/Achb CtbyBaldwin, Archbishop of Canterbury
Andrew/ChvgnyAndrew of Chauvigny
Hubert/SalisburyHubert-Walter, Bishop of Salisbury
Garin/fitz GrldGarin fitz Gerland
William/PreauxWilliam of Preaux
Hugh/GournayHugh de Gournay
William/FerrersWilliam de Ferrers, Earl of Derby
Simon/MontfortSimon de Montfort
24.2.4 German and Flemish
CounterFull Name and Title
Leopold/Dk AustrLeopold, Duke of Austria
Otto/Ct GldrsOtto, Count of Guelders
James/Ld AvsnesJames, Lord of Avesnes

25.0 Bibliography

A History of the Crusades, Volumes I and II, edited by Kenneth Setton, General Editor (Univ. of Wisconsin Press, 1969). A magnificent work, with a marvelous gazetteer and index. Invaluable. (There are six volumes altogether.)

A History of the Crusades, Volumes I and III, by Steven Runciman (Cambridge University Press, New York, 1955). Runciman is an exceptional writer, and this book reads like a novel. It also contains excellent information. A major source.

The Epic of the Crusades by Rene Grousset (Orion Press, New York, 1970; translated). The classic French Crusade scholar's massive work in an abbreviated form. Riddled with some unusual prejudices (mostly Gallic in nature) and hurt by the inept translation.

Crusading Warfare by R.C. Smail (Cambridge University Press, New York, 1956). A game designer's delight. Good information on tactics, weapons, methods, et al.

26.0 Designer's Notes

The original concept of The Crusades was a multimap, many-countered bash with cards, tables and a whole host of items. After being informed that the game was destined for an issue of S&T, some immediate rethinking had to be done.

The first problem was what area to cover. I had wanted to use almost all of Asia Minor, from Turkey to Alexandria, but this scale was impractical for an issue game (too much water; I already got burnt on that item in Constantinople). So I whittled the area down to what you see now. This, of course, eliminated the interesting opening of the First Crusade – and some other Crusades as well – but made the task much easier.

The idea to use large hexes (I think this is the first issue game to use the 25mm hexes) occurred when tackling the problem of Zones of Influence for the cities. Using the larger hexes enabled me to place cities and castles within a hex – thus eliminating a lot of problems with siege – and also made cities and castles quite important positionally. Controlling cities thus becomes of major importance, and an army will be hard-pressed to move anywhere without a string of cities and castles behind it.

Players will notice this immediately in both Crusades, just as they will quickly realize the importance of Antioch in The First Crusade.

The movement and attrition system was developed over several weeks of playtesting. It originally involved a lot of die-rolling, none of which remains. The idea to use a foraging system came from the research, which emphasized not the speed or maneuverability of armies (both of which were relatively non-existent in this era), but rather the necessity for armies to feed themselves. With this in mind, I abandoned the standard idea of terrain costing variable points and changed to a static movement rate which is adjusted solely by the players, based on the size of the army and the type of terrain (in terms of supply). The bigger the force and the farther it moves in a given period, the more it will lose to attrition.

The combat rules are fairly standard, except to note that units may pass through enemy units (unless the enemy is on Defend) without harm because pitched battles were quite rare in this era, and they were usually fought only when both sides desired it. Battles were rarely fought simply for the sake of having battle. Thus, both sides must desire combat for it to occur. Players should note here that the Combat CRT includes results that will be the equivalent of a Hattin-style rout. Such a disaster can quickly end a game, so watch yourself.

The First Crusade – the multi-player game – was designed first. Thus the rules for guile, visions, economics, were all developed quite early on. So was the Random Events Table, although I hadn't intended to really use one (despite Playtester Charlie Vasey's statement, "What's a Berg game without a Random Events Table..."). Much of this could be considered "chrome" – certainly the Visions rules can be omitted. But chrome adds flavor, and The Crusades deals with an era with a great deal of romance and flavor. I don't believe in simply putting SPs on a map and saying "The first player to control Jerusalem or capture Wilhelm von Einbuch wins." The game is meant to elucidate as well as entertain, and it is my desire that, within the parameters of the system, the players should find out as much as they can about what they are playing with.

A word about the Orders of Battle. The reason that the Crusaders have OB sheets and the Muslims don't is quite simple: this is how we solved the counter-mix problem. (The original mix was some 325 counters). In addition, the Crusaders in the game were chosen mostly by whim of the Designer (aside from the obvious leaders). Who could resist Drogo of Nesle or Dudo of Konz-Saarburg. In essence, these Crusaders are representative of the rest of their ilk; they are not exclusive.

Finally, the First Crusade victory conditions were decided only after much soul-searching. They are somewhat unusual. However, they do reflect the idea that although the First Crusade is a multiplayer game, the situation seems to foster a great deal of "team play." Thus, having players keep their goals secret helps to stimulate competition.

The two games are quite different in play. The Third Crusade is a fast-moving Freddy the Great style game. After the first 2-3 turns, in which the players feel each other out, the game moves quite rapidly. The First Crusade is another story, as noted above. Together, The Crusades should provide an entertaining view of an exciting period.

  • 3.5.4 Leader's Retinue; Combat Rating
  • 3.5.5 1st/3rd Crusade Leaders
  • 3.5.6 Crusader Commander Boxes
  • 3.6 Muslim/Saracen Armies
  • 3.7 Inventory of Game Parts
    • 6.3.1 Limit Other Than Cities and Castles
    • 6.3.2 Cities and Castles
  • 6.4 Movement Attrition
    • 6.4.1 Attrition Value
    • 6.4.2 Attrition Points
    • 6.4.3 Procedure
    • 6.4.4 Crusader vs Muslim/Saracen Attrition
    • 6.4.5 Application of Losses
    • 6.4.6 Weather Effects
    • 6.4.7 Attrition on Non-Moving Force
    • 6.4.8 1st Crusade Supply Rule
  • 9.4.3 Retreat After Coordinated Attack
  • 9.5 Explanations of Combat Results
  • 9.6 Retreats and Disruption
  • 9.7 Leader Casualties and Capture
    • 9.7.1 When to Check
    • 9.7.2 Procedure
    • 9.7.3 Maximum Leader Loss
    • 9.7.4 Defining Loser and Victor
    • 9.7.5 Disposition of Retinues
    • 9.7.6 Disposition of Captured Leaders
    • 9.8 Overruns
    • 9.8.1 Effects
    • 9.8.2 Effect on Leaders and Treasuries
    • 9.8.3 Effect of Defend Order
    • 10.3.1 In General
    • 10.3.2 Requirement to Start in Hex
    • 10.3.3 Siege Order Required
    • 10.3.4 Maintain Siege Ratio Requirement
    • 10.3.5 Failure to Maintain a Siege
    • 10.3.6 Full/Partial Siege
    • 10.3.7 Unoccupied City
    • 10.3.8 Under Siege Defined
  • 10.4 Siege Assault Procedure
    • 10.4.1 Siege Assault Ratio
    • 10.4.2 Surrender Request
    • 10.4.3 Automatic Failure
    • 10.4.4 Rolling for Siege Assault
    • 10.4.5 Successful Siege Assault
    • 10.4.6 Siege Attrition After Failure
    • 10.4.7 Defender in Port
    • 10.4.8 Effect of Blockade on Siege Assault
  • 10.5 Siege Attrition
    • 10.5.1 When Siege Attrition Occurs
    • 10.5.2 Procedure
    • 10.5.3 Siege Attrition Results
    • 10.5.4 Moving to Worse Attrition Level
    • 10.5.5 Duration of Worsened Attrition Level
    • 11.2.1 Crusader Movement Attrition
    • 11.2.2 Muslim/Saracen
  • 12.3 Blockade
    • 12.3.1 In General
    • 12.3.2 Restrictions
    • 12.3.3 Blockade Effect on Crusader LOCs
    • 12.3.4 Movement Effects
  • 12.4 Naval Combat Procedure
    • 12.4.1 In General
    • 12.4.2 Procedure
    • 12.4.3 Attacker Bonuses
    • 12.4.4 Naval CRT
    • 12.4.5 Naval Combat Results
    • 12.4.6 Retreat Results
  • 12.5 Naval Transport
    • 12.5.1 2-SP Fleets
    • 12.5.2 1-SP Fleets
    • 12.5.3 Initiating Transport
    • 12.5.4 Debarking
    • 12.5.5 Restrictions
    • 12.5.6 Transport to Coastal Hex
    • 12.5.7 Retreat From Coastal Hex
    • 12.5.8 Effect of Fleet Losses on Cargo
  • 12.6 Special Effects of Weather on Fleets
    • 12.6.1 Random Events Phase
    • 12.6.2 Return of Removed Fleets
    • 12.6.3 Effects on Blockade and Combat
  • 16.5.2 Who Wins
  • 16.5.3 Control
  • 17.1.3 Income
    • 17.1.3.1 In General
    • 17.1.3.2 Amount of Income
    • 17.1.3.3 Random Events
    • 17.1.3.4 Disposition of Income
    • 17.1.3.5 Cities Producing No Income
  • 17.1.4 Bribes
  • 17.1.5 Fatimid Fleet Maintenance
  • 17.2 Random Events
    • 17.2.1 Deus Vult!
    • 17.2.2 Insh'Allah!
  • 17.3 Visions
    • 17.3.1 Benefits
    • 17.3.2 Disputing Authenticity
    • 17.3.3 Requirements to Dispute
    • 17.3.4 Dispute Procedure
    • 17.3.5 Denying a Vision
  • 17.4 Plague
    • 17.4.1 Procedure
    • 17.4.2 Determining the City Affected by Plague
    • 17.4.3 Determining Effects
    • 17.4.4 Other Factors
  • 17.5 Muslim Reinforcements
    • 17.5.1 In General
    • 17.5.2 Procedure
    • 17.5.3 Determining Reinforcements
    • 17.5.4 Other Reinforcements
  • 18.4.2 Factors Increasing Guile Rating
  • 18.4.3 Factors Reducing Guile Rating
  • 18.4.4 Limits on Guile Ratings
  • 19.2.4 Effect of Event #12
  • 19.3 The Byzantine Army and Navy
    • 19.3.1 Activation Area
    • 19.3.2 Army Placement and Use
    • 19.3.3 Navy Placement and Use
    • 19.3.4 Length of Service
  • 21.4.4 All Forces Withdraw
  • 21.4.5 Applicability
  • 21.5 Casualties in Multi-Player Combat
  • 22.3.2 Increased Movement
  • 22.4 Multi-Player Assignments
  • 24.0 Counter Designations
    • 24.1 First Crusade
      • 24.1.1 Northern Franks and Normans
      • 24.1.2 Sicilian Normans
      • 24.1.3 Germans
      • 24.1.4 Southern Franks
    • 24.2 Third Crusade
      • 24.2.1 Kingdom of Jerusalem
      • 24.2.2 French
      • 24.2.3 English
      • 24.2.4 German and Flemish
  • NSP
    Naval Strength Point
    1
    1819Saladin, Saphadin, Taki40
    Jerusalem (1823)**10
    Krak de Montreal (1826)1
    Hamah (2111)al-Mansur5
    Damascus (2118)al-Afdal10
    Homs (2213)al-Mujahid5
    Aleppo (2407)az-Zahir5
    2
    5
    Tortosa (1812)02
    Tripoli (1814)02
    Tyre (1618)35
    Emir of Tripoli
    10
    10
    Harenc (2108)50
    E
    D
    C
    E
    D
    GermansFEDDC
    Southern FranksGFEDC
    Northern Franks/NormansHGFED
    Aubrey/GrdmesnlAubrey de Grandmesnil
    Ivo/GrdrnsnlIvo de Grandmesnil
    Arnulf/ChoquesBishop Arnulf de Choqucs (Malecorne)
    Hugh/Ct VmdosHugh le Maisne, Comte de Vermadnois
    Drogo/NesleDrogo de Nesle
    Clrmbald/VendeuilClarambald de Vendcuil
    William/Vet MelunWilliam, Vicomte de Melun (The Carpenter)
    Roger/BrnvilleRoger de Barnville
    William/GrdmesnlWilliam de Grandmesnil
    Otto/StrsbrgOtto, Bishop of Strasbourg
    Bohemond III, Prince of Antioch
    Bohemond/TripoliBohemond IV, Governor of Tripoli
    Aubrey/ClementAubrey Clement, Marshall of France
    Narjot/TouvyNarjot de Touvy
    Raymond/TurenneRaymond de Turenne
    Geoffrey/JoinvilleGeoffrey de Joinville
    Jolin/SeesJolin, Comte de Sees
    Henri/BasHenri, Comte de Bas
    Guy/DampiereGuy de Dampiere
    Robert/DreuxRobert, Comte de Dreux
    Erard/BrienneErard, Comte de Brienne
    Philip/Bshp BvsPhilip de Dreux, Bishop of Beauvais