Turn, [3.0J GAME EQUIPMENT RUspigames.net/PDFv2/Crusades.pdf · R2 [3.3) GAMECHARTSANDTA8LfS Visual...

15
THE: RU Western Invasions of the Holy Land, 1097 and 1191 A.D. Copyright © 1978, Simulation. Publicati ons, Inc. , New Yort, N. Y. 10010 1.0 ..... TMOI)Ul.TION U GL"EIlA I,COURS. : OrpI..AV J,O GAMt:t :QUlI'ML" 1.1 The Mao; l.l The PIaYIn' l.l Game Charu and Tabl es: 1 •• Game &ale; J.5 The Cru!oader Counters; J.6 Muslim/ Sarlcen Armies: Paru 4 •• SEQUt:NCE OfPLAV 5.0 ORDERS 6.0 MOVEMENTOJ ' LAND t"QNCES 6.1 How 10 Mon Land Forces; 6.2 L and Move- Rnuiaions and Prohibolions; ' .J S"ckilltl: ' .4 MO'o'cmrn. Amilian 7.0 ZONES or I NrLUf:NO: 1, 1 WhICh Units Ext". ZOM or [nnuera; 7.2 Er- ftclS of Zoncs of Innucnce 8.0 LEAm:MS '. 0 COMBAT 9. 1 Wht.c Combat Taka Pia«: '.2 Dr1crminin, Iht Role of Allacker: ' .J Combat Formations: ' .4 Coordin'lf'l 8esiqr. Al1lcks: '.S Comb.t Tabln; 9.6 Explanation of Combat Results; '.7 Rcuuts and Disruplion; '.B LClokrCuuahiesand Capture: '.' OvC'rrunt; 10.0 51 a;t:S 10. 1 Cines: 10 .1 CUtin: 10.J Layin, and M.in. tainin, SitJes; 10 .4 Sitae Am.ult P"xedurc; Attrition: 10.6Siege Table: 10.1 SkI( AmitionTlble II .' UNt::SOt' COMMVNICATION 11 .1 Tr&('irl,linel of Communi au ion; 11 .1 Effrcu orF.ilurctoT...,.,.Une ofCommunintion 11 .0 NAVAl. MUI. t::S 11 .1 Fkoet$; 11 .1 Flrel Mo,'cment: 11.3 Bl ochde: 12.4 Nivil Com"'t P rOCt<lur c; Naval TrlIruport: n .' Sp«ir.\ Effrcu of WfltthC'r on A<fl< !l.0 \U;ATIII ,]I: IJ .1 Rain: 1J.1 Wimer 14 .0 RANI )() M .:VENTS: Cru sade 14.1 CruwodC'r Random 14 .2 Sa ..... n R .n. dom 14.3 IU NEUTKAts 16.' SCE. 'li AIU O INFORMATlO. 'Ii: THnird Cnu"d. 16 .1 Lcn,th of Game; 16.1 Init ial Deployment: Cruwoden: 16.3 In itiJ,1 Depl oyment: Saracens: 16.4 Initir.1 Deploymo:nl; Neutrals: 1 6. S Castle Orploy. ment; 16.6 Rcinforumcnu n.o "'crO R\' CON OI1'IO NS: THThlrd C",pdc 11. 1 Schedule o f Vw;tory Point'; 11.1 Who Wins: 11 .J Conlrol 18 .1 THEt ' IRSTcRUSA ln : I' .' ECONOMICS \'. 1 Trnsuries; " .2 u ... or Trea.lu.ies: 1' .3 In. COIM; \9.4 Bribrs; 1'.5 faumid Fl«t Maintenantt 20.0 KA NOO M EVEIIo'TS: TH nnl C",wod, 20.1 Random Evenu Table: 20.2 /NU$ Vult !: 20.3 /II$II'AlIlIIt!: 20.' V"ions; 10.S Pique; 10.6 Musli m Rcinforcemenu 21 .0 GUILE IL l Guile Rltinp: 21.1 Quile and ComlNnd: 21.3 Treachery and Sicses: 21 .4 Changes 10 GUIle Ratings 22 .0 Tilt : 8YZAI\TINE F.MpnU: n. l But imides; 22.1 The Emperor', Oath; 1l.JThe Byzan tine Army and Navy lJ.O ARMt :NIANS lJ.1 Armentan Countcn; lJ.I Controilln. Arone- nians 24,0 ALlUlTlONAI. RULES APt>I.ICABU: TO THE FIRSf CRU5A \) [ 14 .1 IntC'r·Faith AUWu:a: 24.1 Effrcts of ... n· sion on Multi. Player Com"'t uxl 24 .3 O&mion as the 8e11C'r Pan of Valor; 24.4 C.sllaltin in Multi.Player Com"'! l!I.O S<.:l: NARIO INFORMATIO N: Fint CruU df l!I.1 Lenlth of Game: 15.2 In itial Deployment: Crusadcrs; 15.J Initial Orployment: Mu!linu: 15.4 Inilial Deployment: Armenians: 15.5 Sp«ill Gamc·Tllr nRuln 26.0 VICTORY CO NDITIONS: Tbt llnlCru .. dt 16. 1 Schedule of Victory Points; 16.2 V",iable Vi<.:. 101)' Condilions: Ker bogha: 16.J CrusadC'r VW;tory Cond!lions 21.0 CRU5 AUERORm: RSOFBATrLE 11 .1 Cru,.deu ortM Crusade; 21.2 of Third Cruwodc [1.0J INTRODUCTION Tht CrusQdu is two games in one. The basic ga me is a twPlaycr si mulation of The Third Crusade (1 1 91 10 1192 A .D.). The C rusad ers. led by Richard Coeur·de-Lion. Philip of France, and 'he divided barons of the Kingdom of Je rusalem, try to regain the terr itory (and the cily of Jerusalem) lost 10 the Ayubid Sultan, Saladin (The Saracens). The second game is a multi· Player si mulati on of The First Crusade, in which various Frankish and Norman kni ghts and lords march to the H oly Land, each wilh a different SCI of moti,'es to meel their o pponent s - a d ivi ded cOlerie of Muslims. [2.0J GENERAL COURSE OF PLAY Each Player nmes in wril ing where he want s his units 10 go , indi cat ing the path of Ira,·el. Each Player Ihen makes his moves, his units incurri ng any MOVemenl Ami lion dler all movemenl is completed. If op posi ng Forces end thei r move· ment in the same hex. Combat occurs. Aflcr cobal is resolved , P layers may lay si ege to enemy Rt :Mo\ ING RUU :S FROM Ti ll S ISSUt ; Rl C ities or Castles. This concludes one Turn , or about Iwo weeks of real lime. Victory is deter· mined bycontrollingci!ics at the end of Ihe game. [3.0J GAME EQUIPMENT (3.11 THEGAMEMAP The 22 ' x 32" mllpshect portrays the area of the Middle East encompassed by Ihe two Crusades. A numbered Ilexagonal grid has been superimposed o,'er the terrain features 10 r elegate Movement and Combat. NOTE: Th e Terrain Key o n Ihe map is incorrect. All green hexes should be Fertile; alitlln hexes Variable; 1111 yellow hexes Barren. (l.ll THE PLAYI NG PIECES T he play ing pieell'S represe nt Crusader Kings, counts, barons. knights (and their retinues), Mu slim Sullans and emirs, Arm y Strenllth P oints, and Fleets. There arc also several informational markers. Numbers on the Leader counters repre· sent Guile (Firsl on ly) and Comba t Ratinas. !J.2 11 Sa mpl eU nll FRONT Crusade luder) Godfre"j .... Rank (I' rimary) [ 5 ' 3 HAC" (Third Namc Rank _ (T(fltary) Wtliam I .... 11' s«ondary ludcr /l.lll S ummar) Front Fim CnlJINk. = Bisltop(T.,rUlry) (I ) t, ","k D B = .. 1817 X 3 C4I11r !Wr.up lou L:J D Optn Ihr map7.i nr 10 Ih. er nt . r; bend open Ihr ",Ith I penknife or St fe'ol'drh" tr; Uf l ou l Iht rul es and doM' sl"p I H.

Transcript of Turn, [3.0J GAME EQUIPMENT RUspigames.net/PDFv2/Crusades.pdf · R2 [3.3) GAMECHARTSANDTA8LfS Visual...

Page 1: Turn, [3.0J GAME EQUIPMENT RUspigames.net/PDFv2/Crusades.pdf · R2 [3.3) GAMECHARTSANDTA8LfS Visual aids 3rc pro~ided for the Players tosimplify and illustrate certain game mechanics.

THE: RU

Western Invasions of the Holy Land, 1097 and 1191 A.D. Copyright © 1978, Simulation. Publications, Inc. , New Yort , N. Y. 10010

1.0 ..... T MOI)Ul.TION U GL"EIlAI,COURS.: OrpI..AV J,O GAMt:t:QUlI'ML"

1.1 The Gam~ Mao; l.l The PIaYIn' Pi«~; l.l Game Charu and Tables: 1 •• Game &ale; J.5 The Cru!oader Counters; J.6 Muslim/ Sarlcen Armies: 1.1 I n'U10f}'OrGa~ Paru

4 •• SEQUt:NCE OfPLAV 5.0 ORDERS 6.0 MOVEMENTOJ' LAND t"QNCES

6.1 How 10 Mon Land Forces; 6.2 Land Move­~nL Rnuiaions and Prohibolions; ' .J S"ckilltl: ' .4 MO'o'cmrn. Amilian

7.0 ZONES or INrLUf:NO: 1,1 WhICh Units Ext". ZOM or [nnuera; 7.2 Er­ftclS of Zoncs of Innucnce

8.0 LEAm:MS '.0 COMBAT

9.1 Wht.c Combat Taka Pia«: '.2 Dr1crminin, Iht Role of Allacker: ' .J Combat Formations: ' .4 Coordin'lf'l 8esiqr. Al1lcks: '.S Comb.t Tabln; 9.6 Explanation of Combat Results; '.7 Rcuuts and Disruplion; '.B LClokrCuuahiesand Capture: '.'OvC'rrunt;

10.0 51 a;t:S 10.1 Cines: 10.1 CUtin: 10.J Layin, and M.in. tainin, SitJes; 10.4 Sitae Am.ult P"xedurc; l a.~ Sie~ Attrition: 10.6Siege A~sauh Table: 10.1 SkI( AmitionTlble

II .' UNt::SOt' COMMVNICATION 11 .1 Tr&('irl,linel of Communi au ion; 11.1 Effrcu orF.ilurctoT...,.,.Une ofCommunintion

11.0 NAVAl. MUI. t::S 11.1 Fkoet$; 11.1 Flrel Mo,'cment: 11.3 Blochde: 12.4 Nivil Com"'t PrOCt<lurc; Il . ~ Naval TrlIruport: n .' Sp«ir.\ Effrcu of WfltthC'r on A<fl<

!l.0 \U;ATIII,]I: IJ .1 Rain: 1J.1 Wimer

14.0 RANI)()M .:VENTS: T~T~lrd Crusade 14.1 CruwodC'r Random E~.m ': 14.2 Sa ..... n R.n. dom E~cnu: 14.3 ~ination

IU NEUTKAts 16.' SCE.'liAIUO INFORMATlO.'Ii: THnird Cnu"d.

16.1 Lcn,th of Game; 16.1 Init ial Deployment: Cruwoden: 16.3 In itiJ,1 Deployment: Saracens: 16.4 Initir.1 Deploymo:nl; Neutrals: 16.S Castle Orploy. ment; 16.6 Rcinforumcnu

n.o "'crOR\' CONOI1'IO NS: THThlrd C",pdc 11.1 Schedule of Vw;tory Point'; 11.1 Who Wins: 11.J Conlrol

18.1 THEt'IRSTcRUSAln:

I'.' ECONOMICS \'. 1 Trnsuries; " .2 u ... or Trea.lu.ies: 1' .3 In. COIM; \9.4 Bribrs; 1'.5 faumid Fl«t Maintenantt

20.0 KA NOOM EVEIIo'TS: TH nnl C",wod, 20.1 Random Evenu Table: 20.2 /NU$ Vult!: 20.3 /II$II'AlIlIIt!: 20.' V"ions; 10.S Pique; 10.6 Muslim Rcinforcemenu

21 .0 GUILE IL l Guile Rltinp: 21.1 Quile and ComlNnd: 21.3 Treachery and Sicses: 21 .4 Changes 10 GUIle

Ratings 22 .0 Tilt: 8YZAI\TINE F.MpnU:

n. l Butimides; 22.1 The Emperor', Oath; 1l.JThe Byzantine Army and Navy

lJ.O ARMt:NIANS lJ.1 Armentan Countcn; lJ.I Controilln. Arone-nians

24,0 ALlUlTlONAI. RULES APt>I.ICABU: TO THE FIRSf CRU5A \)[ 14.1 IntC'r·Faith AUWu:a: 24.1 Effrcts of Oi~ ... n· sion on Multi. Player Com"'t uxl Sie~: 24.3 O&mion as the 8e11C'r Pan of Valor; 24.4 C.sllaltin in Multi.Player Com"'!

l!I.O S<.:l:NARIO INFORMATIO N: T~ Fint CruUdf l!I.1 Lenlth of Game: 15.2 In itial Deployment: Crusadcrs; 15.J Initial Orployment: Mu!linu: 15.4 Inilial Deployment: Armenians: 15.5 Sp«ill fi~t Gamc·TllrnRuln

26.0 VICTORY CONDITIONS: Tbt llnlCru .. dt 16. 1 Schedule of Victory Points; 16.2 V",iable Vi<.:. 101)' Condilions: Kerbogha: 16.J CrusadC'r VW;tory Cond!lions

21.0 CRU5AUERORm:RSOFBATrLE 11.1 Cru,.deu ortM fi~t Crusade; 21.2 Crusadt~ of Ih~ Third Cruwodc

[1.0J INTRODUCTION Tht CrusQdu is two games in one. The basic game is a two·Playcr simulation of The Third Crusade (1 191 10 1192 A .D.). The Crusaders. led by Richard Coeur·de-Lion. Philip o f France, and 'he divided barons o f the Kingdom o f J erusalem, try to regain the territory (and the cily of Jerusalem) lost 10 the Ayu bid Sultan, Saladin (The Saracens). The second game is a multi· Player simulatio n of The First Crusade, in which various Frankish and Norman knights and lords march to the Holy Land, ea ch wilh a different SCI of moti,'es to meel their opponents - a d ivided cOlerie of Muslims.

[2.0J GENERAL COURSE OF PLAY

Each Player nmes in wri l ing where he wants his units 10 go, indicat ing the path of Ira,·el. Each Player Ihen makes his moves, his units incurring any MOVemenl Amilion dler all movemenl is completed. If o pposing Forces end their move· ment in the same hex. Combat occurs. Aflcr com· bal is resolved , Players may lay siege to enemy

Rt:Mo\ ING RUU :S FROM TillS ISSUt;

Rl C ities or Castles. This concludes one GQm~ Turn , or about Iwo weeks of real lime. Victory is deter· mined bycontrollingci!ics at the end of Ihe game.

[3.0J GAME EQUIPMENT (3.11 THEGAMEMAP The 22 ' x 32" mllpshect portrays the area of the Middle East encompassed by Ihe two Crusades. A numbered Ilexagonal grid has been superimposed o,'er the terrain features 10 relegate Movement and Combat. NOTE: The Terrain Key o n Ihe map is incorrect. All green hexes should be Fertile; alitlln hexes Variable; 1111 yellow hexes Barren.

(l.ll THE PLAYING PIECES T he playing pieell'S represent Crusader Kings , counts, barons. kn ights (and thei r retinues), Muslim Sullans and emirs, Army Strenllth Points, and Fleets. There arc also several informational markers. Numbers on the Leader counters repre· sent Guile (Firsl Cru~dc only) and Combat Ratinas.

!J.2 11 SampleUnll

FRONT (Fir~! Crusade luder)

Godfre"j .... Rank _I~-:'::;j~.~

(I' rimary) [ 5 ' 3

HAC" (Third C.u:;.a d~ l~adcr)

Namc

Rank _ (T(fltary)

Wtliam I ....

11' • s«ondary ludcr

/l.lll Summar) ofUnl l~ Front

~ Fim CnlJINk. Crwad~r = Bisltop(T.,rUlry)

(I )t,

","k

D

OOC~'" B = (Sit'tfkf~"!WFar:/()d) .. 1817 X 3 C4I11r !Wr.up lou

Do.~p'nf

L:J D Optn Ihr map7.inr 10 Ih. ernt. r ; bend open Ihr ~Iapl" ",Ith I penknife or St fe'ol'drh"tr; Uf l ou l Iht rules a nd doM' sl"pIH.

Page 2: Turn, [3.0J GAME EQUIPMENT RUspigames.net/PDFv2/Crusades.pdf · R2 [3.3) GAMECHARTSANDTA8LfS Visual aids 3rc pro~ided for the Players tosimplify and illustrate certain game mechanics.

R2

[3.3) GAME CHARTSAND TA8LfS Visual aids 3rc pro~ided for the Players to simplify and illustrate certain game mechanics. These 3TC

the Turn Record Track, Movement/Attrition Table, COl;l1bat Formation Tables, Combat Results Tables. Siege Assauh Table, Siege Auri­lion Table, Naval Combat Results Table, Plague/ Muslim Reinforcement Table (First Crusade), Random Events Table (Firs! Crusade), and the Crusader Orders of Baule. The localions orllleS(' charts and tables arc noted in the Tllies.

(3.41 GAMESCAU: Each hexagon represents an area roughly fifteen miles across. Each Crusader Slrengrh Poinl is worth aboUi 200 meR (wilh. a ralio of' 10 1, infan­IT)' \0 mounted knights); Muslim Slrcnglh. Poims represents slightly morc manpower. Each Fleet Point is about 23 ships (of various kinds). All numtxTS are quite rough, as the bases for numericall"Stimatl"S for tllis era are crude at best.

[3.SJ THE CRUSADER COUNTERS [3.5 1) Crusader land combat units are represented by individual Leaders (Se<:tion 8.0).

13.52] Eaeh Crusader Leader has his own "retinue." wllicll represents lli s fighting Force. in terms of Army Strength Points. The number of Army Strength Points ass igned to a given Crusader Leader may tx found on tile Crusader Order of Battie (Section 27.0).

[3.53] Unlike the Muslim/ Saracen Player. the Crusader Player receives no Army Strength Point counters. Instead, each Crusader uses his Crusader Order of Battle Chart to re<:ord any losses. Players should make copies of the Order of Bailie CharLS for future use.

[3.54] Eaeh Crusader Leader's retinue is non· transferable, except where specificolly stated otherwise. Furthermore, once all his retinue is eliminated, that Leader IS also eliminated . A Leader's Combat Rating is not his strengtll; this rolling is used to determine Formations, among other things.

[3.55] The Crusader Leaders for the First Crusade arc printed on the reverse side of those for the Third Crusade.

[J.56[ The Game-map contains several Crusader Commander Boxes. Rather than place large stacks of units on the map, the Crusader Player simply places all those units serving under one Com­mander in a box and places only tha t Commander counter on the map.

[3.6] MUSLIM /SARACEN ARMIES Thl" Muslims (Fi rst Crusade) and Saracens (Third Crusade) also have Leader counters. However. unlike the Crusaders, they have separate counters to represent Army Strength Points. Muslim/ Saracen Army Strength Point counters afe Strength Points that may be used like change. A Player with a Force of 50 Army Strengtll Points losing 5 points would simply replace the "SO" witll counters representing 45 Army Strength Points. Muslim Army Strength Point counters are non ­transferable IImong different P la)·ers or armies: Players may not borrow armil"S . The Muslim Leader~ are printed on the re,'erse side of the Saracen Leaders.

[3.7] INVENTORY OF GAME PARTS A Complete game of The Crusaders inc1ud l"S: Onl"zr x 32 " game-map One rules booklet One ~ heet of 200 die-cut counters, printed front and bad One plastk die (not induded in subscription edi­tion)

One game box assembly (nOt induded in subscrip­tion edition)

I f any parts arc miss ing or damaged, please write: Customer Service Simulations Publications. Inc. 44 East 2Jrd Street New York. N. Y. 10010

Questions regarding the ru les of the game will be answered if accompanied by a stamped, self­addressed envelope, and if phrased so that they may be answered in one word. Send rules ques­tions to the above address, marked "Rules Ques· tions: Crusades. "

[4.0] SEQUENCE OF PLAY The Sequence of Play delineated below covers both Scenarios for The Cru5ades. Phases and Segments noted wit II an asterisk (-) arc applicable to both Crusades. All others are for the First Crusade only . All Players perform each Phase of the Sequence simr,/taneous/y. and in the order given. txfore proceeding to the next Phase.

THEGAMETURN I. I)iplomaey Phast:

A. Discussion Segment: Players discuss. secretly or openly, any deals or arrangemcnt~ they wish 10 make. Anything not specificalty 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. *Handom Events Phllst: Players determine what Random Events if any. oc<:ur for that Game­Turn. The first Game-Turn has no Random Events Phase.

J. Bribery Phast: All Britxs arc announced and completed.

4. ·Mo"emfnt Phast: All P layers move their units according to their written orders. After Move­ment, P layers calcula te and apply any losses from Movement Attrition.

3."Ctlmht Phast: Opposing Forces in the same hex engage in combat. This includes both Land and Naval units. Losses are taken and defealed units are retreated.

6."Slegr "hase: Any sieges ordered are under· taken. The besieging Player may first ask for sur­render . If the siege is unsuccessful, both Players check fo r Siege Attrition.

7. Econum ics Pllllst: Players collect income from cities aud Caravans.

[5:0] ORDERS GENE RAL RULE: In Th,. Crusad,.s. c"crylhing that has to be done must tx written down beforehand. T he Players have a variety of orders they may give a Leader. A Leader may be ordered to do only one thing per Game-Turn (unless a specific order covers two items). Many other transactions must also be writ­ten: Bribes, Treacllery, etc. The following orders may be given:

Ma" r: Any Force or Fleet is ordered to move to a specific hex. Note the path of movement for Allri­lion purposes.

1\1(11'" and Transport: For Flects carrying Forces/ treasuries. NOle Forces being carried. Mo,',. Outside City and At/ack: For a besieged Force that wishes to attack its besiegers.

Dej,."d: A Force of five Army Sirength Points or more may tx ordered to Defend. Such a Force may not mo~e (and inhibits Enemy movement) .

Blockade: For Fleets, only (see Ca~ 12.3) Blockading Fleets may not move. Full Siege: Enables a Force to Assault a city/ castle at full strength, while defending against possible outside attack at half-strength (see Sec· tion 10.0). This is lin automatic Defend order.

Portiol Siegt: Same as Full Siege, excepl Forces assault at v,-strength and defend at fu ll strength.

A Force given no order docs nothing and it docs 110t impede the movement of Enemy forces. Such a Forcedefends if attacked. However, a Force inside a City/ Castle needs no order to defend against a siege; units under such conditions have an automatic Defend order. Army Strengtll Points without Leaders may not be given orders.

[6.0] MOVEMENT OF LAND FORCES

GENE RAL RULE: [A Force is a Leader alone or any Leader plus Ar· my Strength Poims)

During lhe Movemenl Phase, each Player mo~es his Forces according to in ploHed move. He may only move those Army Strength Poinu attached to or part of a Leader; Army Strength Point counters may nOt tx moved without a Leader. Leaders may be moved in any direction, or combination of directions, limited only by the terrain. Zones of In­fluence, and their Movement Point Allowances. No Leader may exceed his Movemem Poim Allowance in a given Phase. Unused Movement poinls may not be accumulated or transferred, and all movement is simullaneous. After movement for each Leader is completed. the Player totals the Attrition Points accumulated for lhe hexes traversed and lakes any Attrition reductions.

CASES: 16.I J HOW TO MOVE I.AND FORCES [6. 11 ) A Player may move only his own Forces: all, some, or none may be moved.

[6 . 12) Movement is calculated in terms of Move­ment Points expended. Each Crusader. Byzantine. Cypriot. and Armenian Leader lias a Movement Point Allowance of fi"e Points; each Muslim/ Saracen Leader has a Movement Point Allowance of six. Each he~ costs one Movement Point to enter (Cases 20.2( I) and 20.3(9).)

[6.13) It costS one additional Movement Point to cross a River hexsidc, and no unit may ever cross a Mountain or Blocked he~side.

[6. 14] Each Player s imply moves his units as ordered. It is probably best that each Player movc individually, remembering that all Mo~ement is . in effect, simultaneous.

[6 . 15) A Muslim/ Saracen Leader may move only those Army Strength Points attached to him at the start of the Game-Turn. He may leave some or all of tllese behind, but no Muslim/ Saracen Leader may ever pick up additional Army Strength Points during Movement. Crusader Leaders always move with their assigned retinue.

(6.16] Friendly Forces (sec Case 6.18) may enter and pass through non-City / Castle he~es contain­ing Enemy Forces without any penalty (however. see Cases 7. 13 and 7.22). The presence of an Enemy Force in an non-City / Castle hex has no ef­feel on a Friendly Force moving through that hex, unless tile Enemy Force has a Defend order. A De­fend order produces a Zone of Innuence, halts movement, and causes Combat.

Page 3: Turn, [3.0J GAME EQUIPMENT RUspigames.net/PDFv2/Crusades.pdf · R2 [3.3) GAMECHARTSANDTA8LfS Visual aids 3rc pro~ided for the Players tosimplify and illustrate certain game mechanics.

[6. 17) Friendly forces have no effect on other Friendly Forces (however. see Case 6.32).

[6. 18) All Crusader Forces are Friendly to each Olher and all Muslim Forces are Friendly 10 each olher, unless specirically announced Olherwise (see Cases 24.1 and 24.2). 16.2J I.ANIl MOVEM ENT

RESTRICTIONS 16.21) Each City or Castle (IO.13) COSIS one Move· ment Point to enter in addition to the point for entering the hex the dty/castle is in. Forces in a heJl "'hich contains a city or castle that are not ac· tually in,ide the city/castle mini·hex arc con· sidered to be Ou/sid/! rh/! City. (See Case 6.32). They are Irealed like any other Force in a hex.

{6.221 A Friendly Force must StOP when it enters an Enemy Zone of Inf1uence; it may move no fur­ther rhat Game-Turn, even if ordered 10 do so (see Scrtion 1.0. Zones of Innuenee and Case 9.93).

[6.231 Fleets ha"e no effecl on Movemenl of land units, and vice versa.

16 .3J STACKING [6.31) There is no limit to the number of units of any type that may stack in any hex other than for Cities and Castles.

[6.321 There is a limil 10 Ihe number of Army Strength Points that may be within a City/Caslle. Any units above this limit are considered Outside the City/Castle. Thus, units over the limit in Tyre are still in hex 1618: but they are not in the city (see Terrain Key 011 map).

16.4J MOVEMENT AlTRITION NOTE: The Terrain Key on the map is incorrect. All green hexes should be Fertile; all tan hc.~es Variable: all yell()w he.\es Barren. Movement AI/fition is asse~sed according to the size of a Force. the type of terrain, and the eJltent of the Movemem (or length of the lack of movemem). These facets ar~ combined, using lhe Movement Amition Table (6.49). 10 determine how many of a Forc~'s Army Strength Points have been lost to Anrition. In the First Crusade (only) Pla~ers may soften the effa:ts of Allrition by ex­pending money (bezants). Allrition affects Land Army Slr~ngth Points only.

{6.411 Each hex on the game·map, aside from AII­Sea hnes. has an Allrition Value (sec Attrition Table on game-map).

16.42) A Foret moving through a he.\ accumulates the value of the Anrition Points for that hex. Thus. a Force moving through five Variable hexes would accumulate fO Amition Points.

[6.431 Players tot1l1lhe Attrition Points for each individual Force thai has moved, and then refer to the Movement Attrition Table (6,49). Each Player cross-references the number of Amition Points .... ith the size (in Army Strength Points) of the Force. The r~uhant Ilumber is the number of Ar­my Slrength Points lost to Attrition. Example: The Crusader has a Foret of 38 Army Strenglh Points thaI has mo~ed through one Fertile hex. two Barren hexes. and IWO Variable heJles. ac­cumulating II Attrition Points. The Player cross­references the II Attrition Points with his 38 Army Strength Poinls, using the 31-40 column on Ihe Crusader Line. The Crusader F{'rce has lost t..-o Army Strength Points to Movement Attrition.

[6.44) The Movement Amition Table has a Crusader Army SIrtn8th Point Line and a Muslim / Saracen Army Sirength Poi III Line. Players should be careful to consult the corrtct Une when determining Anrition losses.

[6.45l Losses from Attrition are SUbtracted im­mediately after movement is eomplttW. The Mus­lim/Saracen Player reduces his Army Strength Poinl5 accordingly; the Crusader Player uses his

OB Chart. The Crusader may distribute Allrition losses as he sees fit (see 9.(3). [6.46) Weather may increase the Amition Point Value of each heJl (see Case 13.23, Winter). Fur­thermore. Crusader Forces that cannot trace a Line of Communi cal ions (Case 11.1) atlhe end of a Movement Phase automatically usc the 19+ Line to determine Amition. e,'en if they have not moved. (This supercedes the effects orCase 6.47).

[6.47) A Force that has nor moved may also sufftr Attrition. Starting wi lh the SffOnd consecutive Game-Turn of non-movement. the Force ac· cumulates a totlll offive Attrition Points times the Attrilion Value of the hex it occupies for each con­secuth'e Game-Turn of non-movement. The points for non-movement arc cumulative from Game-Turn to Game-Turn. This does nOI affect Forces inside Cities/Castles or Besitging Forces. (Also. remember Cast 6.46.)

[6.48[ In the First Crusade (only) the Crusader Player (only) may "supply" his Army. For every Jive bel.ants he expends. he may rttrieve one at­triled Army Strength Poim. Thus. ll sing the exam­ple in Case 6.43. the Crusader Player could expend 10 bezants and not lose the twO Army Slrength Poims. This applies 10 all Attrition except Plague.

(6.49) Mo> ('meni Al1rilion TMbie (see map)

(7.0J ZONES OF INFLUENCE GENE RAL RULE: Occupied cities and caslles exert a Zone of In­nuence thaI extends inlO the heJl the City/Castle occupies as well as into all six adjacent hexes. In addition. Forces of Jiv/! Army Slrenglh Points or more ordered to Defend possess a Zone of In­l1uence that affects the he.~ the)' arc in (only). Zones of Innuence inhibit Enemy movement.

CASES:

[7.1] Will e " UNITS EXERT A lON[ OF INFLUENCE

(7. II ) Only forces (not Garrisons - Case 10.24) exert a Zone of Innuence.

[7.12[ A Force of any size Ihat is inside a Level Two, Three, or Four City, or any Castle, exerlS a Zone of Innuence into the hex occupied by the City/Castle, as well as into all six adjacent hexes (seeCase7.14).

[7. 13) A Force of any size in a Le~el One City, or a Force of five or more Army Strength Poinls with a Defend Order in any other type of hex . exerts a Zone of Influence inlO the heJlthe Force is in.

(7. 14) A Zone of Influence does not extend th rough Mountain, Blocked. Lake or All -Sea hex­sides al any time, nor through River hexsides in Rain months.

[1.15[ Whether a Force has a Line ofCommunica­lions or not has no bearing on its ability to eJlert a Zone of Innuence.

[7. 21 EFFECTS OF ZONES or INfLUENCE

[7.2 1[ Lines of Communication (Seclion 11.0) may not be traced through an Enemy Zone of I n_ nuence.

[1.22) A Friendly Force must stop upon entering an Enemy-influenced hcx and may be moved no further in that Game-Turn. However. a force be­illg moved IOward a City/Castle with Ihc imen! of besieging that City/Castle ignores any Zones of Innuence exerled by Forces in that City/Castle. It may nOI ignore Zones of Inf1uence of other

Forces. Furthermore, such a moving Force mUl'l spend at leasl one Game-Turn besieging the City in question (sec, also, Case9.63).

(7.23) A Force abandoning a siege may ignore the Zone of Innuence of Ihe Enemy Force in the Cily it is leaving.

[' .24) If opposing Forces both exert a Zone of In· nuence into the same hex, bOTh sides arc influenc­ing that hex.

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[7.25[ Friendly Zones of Inf1uence have no effect on other Friendly Forces.

(7. 26J Naval unilS do not have. nor are they af­fected by. Zones of Innuence.

)7. 271 Players may not Retreat through an in­f1uenced hex which contains a City/Castle or an Enemy Force. Forces moy retreat through in­f1ueneed hexes adjacent to City heJles that are nol occupied by an Enemy Force. [7.28[ Normally. ha\"ing more Ihan one Zone of I nnuenet exerted on a hex has no additional ef­fect. However, under the condilions outlined in Case 7.22 they may have an additional effecl.

[1.29) The presence of a Friendly Force in a hex negates the effcct of an Enemy Zone of Innuence to the extent that the Enemy Zone of Influence does nOI eXlend through thaI hex. Thus, if twO op­posing Forces arc in Ihe same hcx. both Forces have a Zone of Innuence for thlll hex, but never out of it. Furthermore. a Force under Siege eJlcrts no Zone of Innuenee at all.

(8.0J LEADERS G ENE RAL RULE:

Leaders are the means by which Army Strength Points move and fight. Le~ders h;l\e Ranks: Primary (the highe~t rank: unbroken stripe). Scrondary (one break in stripe), and Tertiary (two breaks in stripe). All Leaders have Combal Ratings, regardless of Rank. I n the First Crusade. Leaders also have Guile Ralings (sec Seclion 21.0). Bishops are Leaders. Each Player must designate which Leader in a Force is the Commander, as on­ly Commanders may use their Combal (and Guile) Ratings. The highesl Ranking Leader in a Force is automatically Commander, regardless of Combat Ratings. If there is more than one "highest" Leader the Player (or Players) must designate. in .... riling. who is in Command. Arm)' Strength Points withoUI a Ltader may not be moved, nor may they be given a Defend order. They may not besiege or attack. but they do exert Zones of In­nuenee. and Ihey do defend against attack or siege (using the worst possible formation).

(9.0J COMBAT GENERA L RULE; Combat in The CfllSrJdes refers to pitched ballies bet .... een opposing Forces - as opposed 10 Sieges (Section 10.0). Combat is mandatory whenever t,,·o opposing Forces occupy the same hex at the beginning of a Combat Phase. One Player is Ihe f\llacker, the other the Defender; the distinction depends either on Strategic Position or Com­mander Rating. Land combat is done by Forll/O­tion, and the end result is expressed as Retreats and Army Strength Point losses. Leaders rna)' also suf(er casualties. Small Forces may be O~·errun. Zones of Influence have no effa:t on combat. Retreating Forces arc Disrupted.

PROCEDURE: Players delermine which of them is the Anacker and which the Defender. Each P!ayer Ihen lotals

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his Army Strength Points in lhal hex and the !olal~ are compared. Anacker's 10 Defender's, to obtain a Combat Ratio. For example, 11010 ~8 would rn-1.7510 I, reducing the rario 10 the simples! odds expressed on lhe Comba! Results Table. All odds are rounded off in favor of the Defender. Each Player now consults Ihe Combat Formation Table and throws onc die to see which Formalion will be used. Comparing Formations produces a possible adjustmem 10 Ihe Combat Ratio. leading \0 the Finl1l Combol Rar;o . The Allackcr now throws one die, consults the Combat Results Table, and delcrmin('s the resul1s of the battle. All results arc applied immediately, and Ihe relrealing Force is Disrupted. Neither terrain nor Lines of Com­munication affect combat.

CASES;

[9.1) WI-I ERt: COMUATTAKES PLACt: Combat occurs whenever opposing forces occupy any common hex other than a City/Castle mini­hex. If opposing Forces end their movement in a hex which contains a Ci ty/Castle mini-hex, the~' are only in the same hcx for combat purposes if they were ordered to finish their movement in tile same IlXation; i.e" if both arc either inside or out­side the City. For tllis purpose, if bOlh lIere ordered to move into the Cit~ or Castle, they arc bo/h cons ider~ outside the City/Castle. (Afler combat, the victor. if he so chooses, may move in­to the Cily.) The onl~ exception to tllis is if one of the Players has a Force already in such City/Cas­tle. In that case, the Player IXcupying the City/Castle may move into the City. leaving Ihe opposing Force outside_

[9,2J I)[T[RMINING THE: ROl.[ OF ATTACKER

The role of Attacker in any gi"en combat is assign­ed in one of two ways:

a. [fone Force mo,es intoa hex and the opposing Force remains stationary. the m oving Force is tile Attacker. b, If both Forces move into the hex, the Force wilh Ihe higher_raled Commander (Combat Rating) is the Attacker. I f both Commanders have the same rating, roll a die to determille the At­tacker.

[9.3J COMUATFORMATIONS [9.311 After determilljllg the Basic Combat Ratio (sec P rlXcdure), each Player usrs his Commander to determine by die roll the Formation he mUSI use for that battle.

[9 .l2] Each Player consults the Combat Forma­tion Table for his Force (either Crusader or Muslim/Saracen: sec Cases 24.1 and 24.2) and cross-references the number with the Com­mander 's Combat Ra ting_ The result is Ihe bal1le Formation for that combat.

[9.ll[ Using the Formation Adjustment Table (9_53) the Crusadtr Player no" .:ross-references his Formation with that of the Muslim/Saracen. The result is the adjustmelll to the Basic Combat Ratio, in terms of the Crusoder, Thus, if the Crusader was the Defender, being attacked at 2·1, and he recei\ed a Formation Adjustment of + 3, the Final Combat Ratio would be adjusted three columns in his favor, from 2-1 to 1.1.

[9_l4] A Formation Adjustment result of No Combat means just that: no combat oo::eurs. In such case. the Force with fe"'er Army Strenglh Points must retreat one hex, subject to Retreat rules. (Roll a die for ties: low die retreats.)

[9.lS] If both Allacking and Defenqing Com­manders arc either Crusader or Muslim/Saracen, the Formation Tables arc not used. Adjustmelllio Combat Ratio is determined by comparing Ihe

Combat RatingJi of the IWO opposing com­manders. The difference is the adju5lment as per­millS to the Attacker _ (First Crusade only).

[9.4J COORDINATEIl/ Uf.SI EGER ATTACKS

[9A I ) A Force under ~iege may allack (in combat) a be~ieging Force (outside the City/Castle). To do so, Ihe besieged Force is ordered \0 Move Outside City and Atlack, thus precipitating combat_ If Ihe besieged Force loses, il mUSI rei real back into Ihe Cil~', If it wins, il moy go back into the city, Note that a For~e besieged inside a City/Castle may always be ordered \0 Mm'e elsewhere; ho"cvcr, with such an order (movement \0 a different he~), the besieged Force may not move back into the Ci­ty if it wins (a subtle difference from above).

[9A2 ] A Player may want to have a Friendly Force attack an Enemy Force that is besieging anolher Friendly Force. He may also wish to coor­dinate the attacks wi th both Friendl~ Forces (olle inside. thc other outside) against Ihe besieging Enemy Force. In such a case, Ihe Force inside the Cit~· will have difficulty in coordinating such an at· tack, T he Friendly Player rolls onc die for the Force inside thc City; Ihe resultant number is the number of "sixths" that the Force inside the City/Castle may use 10 attack the Enemy. Ex­~ mplf : 60 Crusader Army Strength Points arc besieging Acre, which has a Saracen garrison of 24 Army Strength Points. Saladin and 75 Army Strength Points move into 1619 to attack the Cru~aders, Saladin wishes to add the Acre garrison to the atlack. He rolls one die and gets a 2; he may use 216 tot 1/3) - rounded down - of his gar­ri son, or 8 Army Strength Points, in the atlack. H is total FOf(e is 83 Army Strength Points.

[9Al] In a coordinated attack, as in Case 9.42, if the combined Force suffers a retreat, the units from the City must go back inside Ihe City. The outside Force must retreat elsewhere - but not in­to the City/Castle.

[9.5] THECOMRATTAHU"S [9_S1 [ .-ormationTable

(see map)

[9_5 2] Combat Rrsults T able (see map)

[9,6] EXPLANATIONS Ot· COM8AT RESULTS

(9,61 [ Each die roll produces twO eombal results. One affects the Anacker: the other, the Defender,

[9.62] There are two types of combal results: losses and retreats.

[9 .6l) l osses arc expressed as percentage~: a result of 20 means that a Foree loses 2001~ of its tolal strength. rounded lip. (E.g., 37 Army Str(.'ngth Points with a 20"7. loss means 8 Army Strength Points eliminated.) The Crusader must distribute his losses as evenly as possible among his Leaders,

[9_M ] A result with an aSlerisk ( . ) means that the affected Force loses a number of Army Strength Points equal to the number rolled Oil one (addi­tional) die. However. Ihis loss can never be more than 5§l. of the total strength of that Force. Thus. a Force of 20 Arm~ Strength Poims getting an ( * ) result and then rolling a 6 would slill lose oilly one Army Strellgth Poim, while a Force of 165 Army Strength Points rolling a 6 would lose all si~ Army strength Points, because 6 is lo"cr than SO"ig of 165 (or8 +).

[9,6S[ An r result means that the affected Force is Disrupted and must retreat otle hex. An r2 means a Iwo-hex relreat; an rJ, three hexes, All retreats are laken immediately.

[9.1J RETREATS ANIl IJISRUPTION ['J .1I) Retreating Forces must retreat toward a Supply Source (11.1), using the most direct route possible. No Attrition is aHessed for retreats_

[9.72) Ketreating units ma~ not enter a he.~ that contains an Enemy Force iMide a City/Castle or a hex within an Enemy Force with a Defend order (see Case 7.29). Nor maya Force retreat across a river in a rail1mollth. [f a Forc('canllot rctreat for any reason it loses 1001, for each he~ it cannot retreat. However, a retreating Force may stop retreating when il reaches a Friendly Level Two, Three or Four City or Cast II:. (Sec 12.S7).

[9.n) Forces that have suffered a retreat arc Disrupted and must spend onefu/l Game-Turn in any Friendly City/Castle. Ulltil such Force has done so it may not Anack. besiege or voluntarily enter an Enemy-lXcupied hex_ II defellds al 1I0r_ mal strenglh. The Disruption remains in effect UII' Iii the end oflhe Game-Turn spent in the Friendly Cily/Castle.

(9.8] LEAIJt:R CASUA l.TIES AND (;AI'TUHt:

[9_8IJ After combat losses have been taken - but before conducting retreats - each Pla)'er checks to see whether his l eaders have suffered any casualties.

[9.821 Players consult the Leader Casualty Table and roll two dice for each Leader III combal. until the slipulations of9.83 arc met.

(9.8l] A Crusader Player may nc\cr lose more than twO Leaders per Combat, nor lIIay a Saracen/Muslim ever lose 1II0re than one Leader per combat. The order of rolling for Leaders Ihus becomes importanl, and in the First Crusade, the Player in Command chooses the order.

19,84] The relreating Player is the "loser;" the olher is the victor.

[9.85] Retinues of dead Crusader Leaders are also eliminated. Retinues of Caplured Crusader Leaders remain hOTS de combat (in limbo) until su~h Leader returns.

14J.86] Captured Leaders must be held in a City/Castle until Ronsomed. If 110 Cily/Castle IS available, the Leader escapes. The terms of any Ransom are up 10 Ihe Players, and any Player may Ransom any Leader. Players may even Ransom Leaders of other Players and thell resell them! Caplured Leaders are placed in Ihe nearest IX· cupied, Friendly City/Castle. A Captured Leader may be mo\ed under guard (at least 1 Army Strength Point plus one Leader). When Ran50m· cd, a leader is pl3eed in the nearest City or with the nearest Force of the Ransoming Player. Cap· tured Lead~rs may always be killed althe whim of the Captor, (In the Third Crusade. where there i~ no money, Players exchange Prisoners or turn over Cities/Castles as payment for Ransom.)

[9.87) l"eyder (;asua lt ) Tablr (see map)

19.9J OVERRUNS [9 .91 ) Ifany combat (nol Siege) produces a Com­bat Ratio of 10-1 or greater, or 1-10 or worse, the "smaller" Force is automatically Ol'emm and eliminated, at no COSI to the ~iclOr,

[9.921 All Leaders in a Force Ihal has been Over­run are Captured. Any Treasuries (First Crusade) arc taken intact.

[9_'Jl ] A Force may usc O,·errun to eliminate all opposing Force wilh a Defend order. If this oc­curs, the moving Force may continue to mo,e at no extra cost.

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[10.0) SIEGES GENERAL RULE: Forcn or Slacks of Army Strength Points inside Chies or Castles may be 3uucked only by Siege. Each City/ Cas tle has a Siege: Defense Factor by ",'hieh the Army Strength Paims inside Ihe Chy/Ca~lk are multiplied co produce the Siege lRfcn~ Slfength. The besieging Player compares his sirength ...-ilh lhal of Ihe Dcfcndcr/ besiC'ged Play"r and consults the SicBe Assault Tabk. If the Assallh is successful, the cit)' falls. O[hCf",isc. bofll Pla)'crs undefgo Siege Attrition.

CASES:

[10.1) CITIES [10. 11 ] There arc four diffCfcm In)('S of Cllit'S. !:ath diffcrcmialed by the "Lc~'cI" of ils fortinca· lions. Sec Ih('Terrain Key on the game-map.

[ IO. I2[ The Le,·tt of a Cil)' is Ihal City's Siege Defense Factor . To obtain the Siege Defense Slrength of the defenders inside a City. muhiply the Army Strength PoinlS by the Siege Defense Faelor. I' or example. 10 Arm~ Slrenglh Poin!~ in· side Acre ha\'e a Siege lk/I'nsl' Slrenglh of 30 (lO le 3 "" 30).

IIO.IJI Players ..... iII nOle Ihal all Cities and Ca511es are mini-hexes inside a main hex. Each such Cily­he.~ is Irealfil as if il ... ·ere a separate hex for mon' ­men! purposn. Thus. a force in 0-'28 ..... ould ex­pc.'nd IWO Movement Points to cntcr Cairo; onc to enler 0329 and one 10 enter the City. City/Castle he~cs ha"e no Amition Point value.

110.14] A City or Castle taken by Siege relains its Siege Defense helor.

[10.21 t:ASTl ES

~ liU (I0.2 1J Ca~rles are used only in the Third Cru~adc. Ea(h Castle has ilS own counter and its o ... n Siege Defense FaClor. The hex location of each Castle is prin!fil on the back of the counter. (Notc that Krak des Chc\'alters rep/ores the Town ofH~narAkrd.)

[10.221 Castle'> are Irealed a\ Cilies: they arc he\es wllhm hews. They may hold 25 ASP·~.

[10.23) Each Castlc has a buill -in ant Slrength Point Garrison. Thai Garrison is indigenous to the Castle and must be eliminated by Siegc before the Cas tle can be taken. Garrison ['oints do not exert a Lone of Innuence into an od,;oCl'n/ hex and do nOt ~uffer Anrition of any t)'pe. The Garrison Point is the lasl point to be eliminalw by Siege. Garrisons may not be used for atlack .

[10.24] When a Castle is captured. the Garrison is eluninatcd. Ho ..... ncr, once Ihe Player who won the siege enters 10 take control of the Cas tle, the Ca~tle again has a onc-POlnt garrison.

[10.31 lAYING AND MAINTAI NING Slt:C t;S

[10.3 1] In order for a Force TO besiege an Enemy Force inside a City / Castle the Player must order the Force 10 Siege. A Force may not move and wiel!lc in the same Game-Turn. and sieges are resoh'cd only in the Siege Phase.

[10.32) To 101)' siege to a City/ Castle. the besieging force mUM ~Iarl the Game-Turn in Ihe hex "out ­~ide" Ihe Cit) / Castle - e.B .• a FareI' layinB siege to AmiOl;h ,,"'ould be III hu 1908: not in Antioch.

[10.33] A Force may nOI remam in a hex in which there is an Enemy-occupied City/ Castle unless that Force is ordered to Sicge. See. also, 7.22.

110.34] In order to start a siege and to launch a Siege Assault, a Forcc mUSt be able to Main/ain a

siege. To Mallllain a siege. a Forcc must ha\'e 0/

lfils/ as many Army Strength Poims ~ieging as thedefending Force has inside theCity/ Castle (un­multiplied) (see Case 10.41 J. This I-to-l ratio mUST be maintaincd Ihroughout the course of Ihe siege. Do not confuse the ralio for main tenance with tltat necessary to win a Siege Assault (lOA).

[10.3S[ A besieging force unable, for any reason. 10 maintain Ihe siege. musl Iea"c thc hC')(. If a Force is unable lodoso, it 10!iC\ 1 0~,. troundfil up) of its Force each Game-Turn it cannot mallltalll the slegetplus the normal Siege AIITition).

110.361 A siege IS ordered either as a Full Siege or a Parlial Sif'ge. In a Full Slcge. the besieging Force d~vole5 its enlire Sirength 10 the Siege Assaults. If allacked by an outside Force (with o r ..... ilhoul "in­side" help) it defends al half-slrength. roundw up. A Partial Siege means that tile besieging Force Siege Assaults at half-strength (rounded up) ahd defends al full5lrcngth. A besieging Force anack­cd solely by Ihe Defenders inside Ihe City/Ca~tle defends OIl full slrength. regardless oflhe order.

1I0.31[ Any Forcc may enter an unoccupied Cily without hindrance (remember Case 10.23).

(10.3111 A City/ Cas!le is "undersicge" the instant an Enemy Force enlers (and remains in) Ihe hex "outside'· the Cily.

( IO.4J SIEGE ASSAULT PROCEDURE Siege Assault is an ancmpt to Take a Cily/ Caslle by force (as opposfillo simply Slarving Ihem out). Any time a siege is in force. there is an automalic Assault each Game-Turn (unless thc defcnder Sur­renders). Whether the Assault works or not depends on the Siege Assault Ratio.

110.41 ) To determme the SieBe Assault Ratio, Ihe Pla)'erslotallheir Army StrengTh Poims. with Ihe Defender multiplying his Army Strenglh Poinls by tit ... City/ Castle's Siege Defense Faclor. If the Siege is ordcred as a ]>artial Siege, Ihe Attackcr halves his total. roundcd up. The AI­tacker/ besieger compares his total to that of the Defender/ besiegw and expresses it as a simple ratio (I-I. 4-1. etc.). The Assault Ratio has nothing to do ... ith the Ratio necessary to main/ojn a siege.

r 10.42] Before an Assaull takes place, the Besieg­ing Player must a~k the Defender to surrender. If surrender is offered, lerms arc up to the Players. bUI they may not countermand spc'cific rules.

IIOA3J If the Assaull Rario is II'SS Ihon J-I the besieging Player need not roJlthe die; Ihe Assault automatically fails .

110.44J If the Assault RatiO is 3-1 or greater, the besieger rolls one die, consulting the SieBe Assault Table (1 0.6). If he oblains an 5 Ihe Assault carries the dly: otherwise. the A~sault fails (sec Case 21 .31.

[ IOA5] If the Assault succeeds, oil defending Ar­my Strength Points are eliminated. The defend­mgllosing Player then rolls one die for each leader present . A roll of 1-4 means the leader has been captured; '-6 and the leader is dead. Any Ireasury (FirM Crusade) is capturfil. The victor may enter Ihe City.

110.46) If the Assault fails, bO/h Players mUSI cha:k for Siege Attrition (10.') .

]10.471 A Force besicgfil in a Port may be evacuated, resupplied. or regarrisonw by a Friendly Fleet. If the Port is under Enemy 810ckade (12.3), the relievinB FleeT must fight its .... ay through the Blockade firsl.

[10,48) In deTermininglhe rcsulls of an Assault, if the City is under Na~al Blockade (12.3) the blockading Player adds ol1eto his die roll.

[10,51 SIEGE ATTRITION 110.5 11 E~'ery Game-Turn in which a Siege Assault fails to carry the City/ Castle, bolh sides undergo Attrition,

[10.52] Each Player rolls one die and consults the Siege Amition Table (10.7). The defending Player al .... ays uses the "City" column, while the column for the Besieging Player depends on the Allrilion le"el oflhe hex his Force is in (see 6.41).

[10.53] Results on the Siege Anrition Table ate expressed as Ihe number of Army Slren.lh Points losl. (Remember, in the First Crusade such losses may be redeemfil b~ upending belantS at the rate of five per Army Strength Point.)

[10.54] If the besieging Player obtains a result with an asterisk ( 0), the nul time he rolls for Siege Anrition during /ho/ Siege he must roll on the nUT worse Amilion level. t:nmple: a Force besieges Tyre and rolls a I for Anrilion. The Force loses no Army Strenglh Points, but next Game-Turn, if Ihere is Amition. the Player must usc Ihe Variable Terrain column. This rule simulales lhe effa:t of slrippingthe countryside during a siege.

[10.55) The Attrilion level of a hex in a siege re­mains at its changed level (10.54) for all purposes _ including movement - until Ihe sieBe is suc­cessfully concluded or abandoned. On the Game· Turn followinl eilher result, the hex re~ens to illi original Attrition level.

[10.61 Slt:Gt: ASSAU tTTAHI.E (see map)

(10.71 SIECEATfRITIONTABU: (see 1ap)

[11.0) LINES OF COMMUNICATION

GENERAL RULE: Forces must trace ltnes of Communications back to Supply Sourcn in order TO mainlain normal condilions. Each side hasdifferenl Supply Sources and differenl effccts for being without a Line of Communication. Essenlially, Lines of Com­munication affect Amilion and movemenl condi­lions. They never affect ~ombat or siege.

[I I,IJ T RACING lINESOF COMM UN ICATION

111 .11] E'er)' Force (nQ/ Fleel) thaI is not inside a CiTy or Castle mUSt trace a Line of Communica­lion toa Friendly Supply Source.

1II.12J A Line of Communication is a path of hues of any Icngth tracfil from Ihe Force to the Supply Source. A Line of Communication may nO! be lraced Ihrough Mountain, Blocked, Lake or All-Sea heuides or through Enemy Zones of In­nuence. The presence of a Friendly Force negates an Enemy Zone of innuence for this purpose.

111 .13] For Ihe Sara~ns (Third Crusade). a Sup­ply Souree is anyone of the following ciTies: Damascus. CaiTO, Jerusalem, or Aleppo. For the Muslims (Fir$! Crusade) a Supply Source is any Friendly City ..... ith a Treasury (see Case 19.12).

[11.14) For theCruadcrs in both Scenarios. a Sup­ply Source is any Friendly Port. In addition, in The First Crusade lhe Crusaders may use Hex 0 101 (Philomelium) asa source.

111 . 15] The lerm "Fnendly" refers to the Pla)'er in Con/Tol (see Case 17.3) of that City, Note lhe difference bet,,"ecn occupation (physical presence) and control.

[11 .16] A Crusader Line of Communication may nOI be tracfil Ihrough more than IWO cOfl5«u/ivr

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Barren he~es. I t may be traced through as many Barren hexes (total) as the Crusader Player wishes, but no morc than two of these may beconsecUlivc. The Muslim/SaracclIs may trace through no morc than Ihreeconseculive Barren Terra in hexes.

[11 . 17] Lines of Communication afC' judged at the beginning of I h t Movement Phase. However, a Force tha t has been o rdered to De/f'ndmay block a Line of Communication in the Game-Turn il has been so ordered.

r 11 . UI ] Land units in Coastal hexes may use Friendly Fleets present in (hal hex to Irace a Line of Communication back 10 a Friendly Supply Source. Such a Line of Communication cannot ex· ceedfive hexes and may not be traced in Wimer. Each FI~I Strength Point may Supply 10 Army Strength PoinlS.

[11 .19] Units inside a City/Castle need never trace a Line of Communication. They are nO! affected by any lack of a Line of Communication.

(11.2] EFFECTSOFFA ILURE TOTRACEA LINE OF COMMUN ICATION

[11.21] If a Crusader Force begins a Movemem Phase without a Line of Communication, the Crusader uses the 19+ Line on the Movement At­trition Table for determining Movement Attrition losses_ regardless of how far the Force moves or whether it movesat all!

[11-22] If a Muslim/Saracen Force begins a Movement Phase without a Line of Communica­tion, it may move only Iwohexes tllat Game-Turn (one in rain Game-Turns)_ RegardleS'l of its size, the Force suffers a loss of one Army Strength Point. in addition to any losses suffered on the Movement Allrition Tablt.

(12.0J NAVAL RULES GENERAL RUL E: Fleets arc used to blockade, provide a form of "supply," and to fight Enemy Fleets. Basically, Fleets move between Friendly Ports and engage in combat when in the same hex as opposing Fleets. Fleets may Transport men and Treasuries.

CASES:

(1l. 11 "' U: t:TS [12.11] Most Fleet coumers have a strength of 2 on one side and a strength of / on the reverse side. The !auer is a "reduced" st rength, used [fthe Fleet suffers any losses. Thus, if a 2 Fleet loses one Fleet Strength Poim. it may be turned ovcr to ilS one­paim side. One-point Fleets that lose a point are eliminated.

[12.12) FleelS do nOI exert Zones of Innuence. They comrol only the hex they are in - and Ihen only if they are on Blockade. Fleets have no effect on land Forces (and vice versa).

(12.11) Fleets do not usc Leaders to move or fight, and they derive no benefit from them.

(12.2] FLEET MOVEMENT [12.21] Each Fleet has a Movement Allowance of /0 Sea hexes with the exception of Winter Game­Turns. when the Allowance isfi~e. Fleets must be ordered to move. the same as any o ther unit.

(12.221 Fleets may enter any hex thai contains Sea. as long as they do not cross an all-land. hex­side.

{12.21] 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 (sec Case 12.3). b. A Fleet may end ilS movement in a Coastal hex if it has, in that Game-Turn, Iramported or sup­plied Army Strength Points in that hex, orengaged in Naval Combat.

[12.24) A Fleet Ihat does not satisfy 12.23 is eliminated.

112.25) Fleets may move through Enemy Fleets, unless su,h Enemy Fleets arc on Blockade.

112.26] Fleets may never "oc,upy" or " control" PorlS. Only land units may doso.

112.3J 8LOCKADE [12 .3 1] Fleets may be ordered 10 Blockade Enemy Ports and/or any Coastal hex 10 prevent passage and supply by Enemy Fleets.

[12.32] A Fleet thai has moved in 3 Game-Turn may not Blockade.

(12.13) A Pon under Blockade by Enemy Fleets may not act as a line of Communication sour,e for the Crusaders.

\ 12.)4 ] Friendly Fleets must stop ..... hen they enler a hex under Enemy Blockade. This precipitates NavalCombat.

(12.41 NAVAI, COM8ATPROCEDURE [12.41 ) When opposing Fleets end their Move­ment Phase in the same hex. Naval Combat en­sucs.

[12.42] Both Players total aU their Naval Strength Points in (hal hex: no Points may be withheld. The Player with the most Naval Strength Points is the Anacker. I f both sides arc even. determine the At­tacker by roUing a die. The Altacker subtracts the Defender's Points total from his own to obtain the Naval Combat Differential. Thus. if 12 points at­tacked 9. the differential would be 3.

[12.41] If Ihe Attacker has at least Iwice the strength of the Defender. he adds one Point to his Differential. If he has at least Ih ree limes the Defender 's strength, he adds two points. Thus, 4 points attacking I results in a Differential of 5 (the normal 1, plus 2 for having ) - 1 strength or beller).

[12.44] The Auacker consults the Naval Combat Results Table (12.48) and rolls one die. Any results are applied immediately.

112.45] Numbers represent percentage losses of the lotal Strength. rounded up. T hus. a 10/­means that the Allacker loses 10"7. of his Fleel. Dis tributiDn of losses is determined by !he Player affected.

[12 .46] An r results means that the affected Fleet must retreat to the nearest Friendly Port within 10 sea Ilexes. Sucll hexes may nDt include Enemy FleelS on Blockade. In Winter. such a retreat may nor exceed five hexes.

[12.47) Flct'ls unable to Retreat arc eliminated in entirety.

[12.411] Nd'·dl Cflmbdt Kfsulb Tablf (see map)

(1l.51 NAVAL TRANS"ORT [12.51) Eaeh Iwo-point Fleet may transport up to 10 Army Strength Points (and, in the First Crusade only. unlimited Treasury). Muslim/ Saracen Leader counters tr.lvel free.

[12.52) Each one-point Fleet may carry up 10 5 Army Sirength Points (plus unlimited Treasury and Muslim/Saracen Leaders).

[12.53J Fleet Transport is an order (sec Section 5.0). Transporting Fleets and thei r cargo must start the Game-Turn in the same hex. and that hex must be a Friendly PorI. The Fleet moves in tha t Game-Turn, with its cargo. to its destination.

112.54} Land units (and Treasuries) arc debarked al the end of Fleet Movement. Such land units may not move in the Game-Turn in whicllthey are debarked. Such Forces may attack Enemy Forces in the hex to which they were transported.

(12.55) Generally, Army Strength Points may be transported to any coastal hex. However, there were few good anchorages in the Middle East. and transport ing troops by sea was problematical. There may be no transporting of troops or Treasuries to any hex in Winter, with the e~ception of Ihe ports listed below. FUTIhermore. Irans· pOrtal ion Df land units in normal months or Rain 10 any hex other than those ports listed below may cause casualties. When debarking such Land. unils roll one die: if a 5 Dr 6 is rolled. 10"7, (round­ed up) of Ihe Army Strength Points are eliminated. leaders and Treasuries arc unarrected. If the de­barkation hex is not a Friendly POrt, add one 10 the die roll. Ports immune from both Ihis and Winter restrictions are: Acre, FJmagusta. Alu· andria, lJamittta and Pelusium.

[12.56] Fleets transporting Army Strength Points 10 a Coastal hex may end Illdr movement in that hex. They may also move on. if they have Iht Movement Points to do so. Tline is no COSI to debark units. Remember Case 12.23.

[1l.57] Forces debarked in II Coastal hex !hat al­tack an Enemy Force and afe required 10 retreat mU$1 retreat ontO the Fleet. Relreat ends there.

[1l.58) If a Flee! carrying Army Strength Points or Treasuries suffers allY combat losses. the number of Army Strength Points must be reduced to correspond to tile transport capaci tyoflhe Flee! counters. If a one-point Fleet is carrying Treasury. Ihe Treasury is los\. If a two-point Flret loses] point. !I.t the Treasury is lost (round fractions up).

(12.6J SPECIAL EnECTS OJ." WEATHER ON FLEETS

[12.6 1] Starting with each NDvember Game-Turn - and continuing through all Winter Game-Turns - the Crusader Player rolls. in the Random Events Phase. for each of his Fleet units. If he rolls a I, 2. or 3, that Fleet (counter) is removed from the game.

(1l.62J All Crusader Fleets removed under Case 12.61 return in the March II Game-Turn. They are placed in either Adalia (0106) or Famagusta (1212), iflhe latter is controlled by the Crusaders.

[1l.63) Weather has no effecl on Blockade or Combat, other than that discussed in Cases 12.21 and 12.55.

(13.0J WEATHER CASES:

113. 11 RAIN The Game·Turns of November and March I are Ra in Game·Turns. During Rain Game-Turns. Muslims/Saracens have 3 Movement Allowance of th ret' (onf'. if they have no Line ofCommunica­tions). while al/ other unils have an aliDwance of I wo. No Force may cross a River hexside - 31 any (ime - during a Rain Game-Turn. A Une of Communication may nOI be traced across a Kiver ina RainGame-Turn.

[13.21 WINn:R [13.2 1) December. January and February are Winter Game·Turns.

[B.ll] Movement Allowances in Winter Game­Turns are normal.

{D.23] During Winter Game-Turns, all Move­ment Allrition Points for hexes are doubled.

{C'fH!II~~<d an"..,t R7/

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Moreover. any Force that moves during Wimer must lose alleast one Army Strength Point (unless it buys it back; sec Case6.4g).

[13.24[ During Wimer. for Siege Allrition losses, the besieger uses the Barren column, regardless of th~ he~ he is in. Besieged losses arc normal .

113.2S] In Wimer, a Force that does not move and is not inside a City/Castle or besieging one loses one Army Strength Poim per Game·Turn. in addi­tion to Case 6.41.

[13.26) Forces inside a City/Castle arc still im­mune from Attrition (unless under siege).

113.21] Winter ne~er affects any Fertile he.\: (or City therein) in Egypt (the southwest corner of the game-map).

[14.0] RANDOM EVENTS: The Third Crusade

GENERAL RULE ; In the Random Events Phase in The Third Crusade, each Player determines whether any evem out of his comrol will affect the course oflhe game. Each Player rolls one die. If he rolls a 1. a Random Event occurs. That Player Ihen rolls an additional die to see what the Random Evem is. The evem takes place immediatdy, before any other action. This s~tion applies only to The Third Crusade. See Game-Map.

[14.3) ASSASSINATION A splinter Muslim sect, known as Assassins (or Hashshasin, dcri~ed from the drug Hashsheesh, which they took), specialized in Killings for Hire (usually with religious motives).

(14.3 I] If a Player rolls Assassination on his Ran· dom Events Table, he may allempt to Assassinate an Enemy I.eader.

[14.32] The Player chooses the Leader he wishes to attempt to kill and rolls one die. If the die roll is higher Ihan that Leader's Combat Rating, the Leader is ass.assinated. The Crusader Player always subtracts two from any such die rol[.

[14.33] Army Strength Poims assigned to an assassinated Crusader Leader are not eliminated; they arc distributed among!St any other Leaders of the same contingent (i.e., English, French. etc.). Ho ..... ever, Army Strength Points assigned to Richard or Philip of France are eliminated.

[15.0] NEUTRALS GENERAL RULE: During The Thi rd Crusade, several personages maintained a posture of neutrality. Thus, during The Third Crusade scenario. Bohemond If/ , Prince of Antioch, and Bohemond I V. Governor of Tripoli, as ..... ell as King Leo If of Armenia are "neutral.·· They ostensibly belong to the Crusader Player. However they may nOl be moved. unless attacked by the Saracen Player. Once attacked, they may be moved normally. (Both Bohemonds will react if either is attacked.) {woe Comnt'nus, ruler of C~prus, is neutral in the sense thaI he is beholden to no one. However, he will defend in place if al1acked. Un-occupied "neutral'· Port.;; are "friendly" to all Fleets. Neutrals have a Zone of Influence only for the City they are in (unless activated). Crus.aders and Saracens may move freely through the he.\: "outside" such Cities.

[16.0] SCENARIO INFORMATION: The Third Crusade

[16, 1) LENGTH OFTHEGAME The Third Crusade begins with the April II. 1191 Game-Turn. It ends at the conclusion of the August II, 1192 Game-Turn. A game should take appro~imately four hours to complete.

[16.2] INITIAL DEPLOYM.ENT Crusaders

The Crusader Player sets up his Leaders a5 follows:

In T)~ (1618) Conrad of Monferrat; Balian of Ibelin (Total Force of9 Army Strength Points.

1618 Philip, King of France; Hugh de Burgundy; Peler de Courtney; William de les Barres; Ralph de Clermont; William de Chalon; John de Fon· tign~; Alain de St-Valery; Dreux de Mello; Aubrey Clemen I; Narjot de Touvy; Raymond de Turcnl1e; Geoffrey de Joinvillc. (T01al Force of 23 Army Strength Points). Two Frel1ch Fleets.

1619 King Guy: Ama/ric; Geoffrey of Lusignan; HumphreyofToron; Reynold of Sidon; Warner of Nablus; Robe" of Sable; Henri de Cham· pagne; Philip, Comte de Flanders; Jolin de S«!i; Henri de Bas; Guy de Dampiere; Robert de Dreux; r;rard de Brienne; Philip, Bishop of Beauyais; Baldwin, Archbishop of Canterbury; Hugh of Gournay: William de Ferrers; Leopold of Austria; 0/10 ofGuelders; Jamesof Avesnes. (Besieging Acre; a Force of 55 Army Strength Points) Two Danish Fleets, Pisan Fleet. Oenoese Fleet, Frisian Fleet. Norman Fleet, Venetian Fleet, Flemish Fleet.

1814 Jerusalem Fleet. Knk df C hualiers (In 211J) Geoffrey of Donjon.

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

[16 .3) INlllALDEPLOYMENT Sallllcens

The Saracen Player sets up his units as follows: C~iro(0329): 1 Army Strength Point DymleUa (0625): 4 Egyptian Fleets Jdra ( 1523): 2 Army Strength Poims; 6 Egyptian

Fleets Asc~ lon (1524): S Army Strength Points Acrt' (16 19): Kara-Kush, Governor of Acre; 18

Army Strength Points (Acre is under Siege) Nablus{I722): 2 Army Strength Points Bnurort (18 17): ] Army Strength Point lin 1819: Soladin (an-Nasir Salah ad-Din Yusuf

ibn Aiyub. Sultan of Egypt and Syria); Saphadin (al Adil Abu-Sakr Saif ed·Din, Emir of Ja:.dra); Taki (aI-Malik al-Modaffer Taki cd -Din Omar): 40 Army Strength Points

Je rusalem (1823): 10 Army Strength Points; The True Cross.

Kr~k df M<)nt~al (1826): I Army Strength Point Hllmah (2111): QI-Mansur (ai-Mansur Muham­

mad I, Nasir·ad-Din, Emir of Hamah); S Army Strength Points

J)lImase llS (2] 18): al-Afdal (al-Mdal 'Ali Nur-ad­Din. Emir of Damascus); 10 Army Strength Points

Horns (2213): al-Mujahid (al·Mujahid Shirkuh, Salah ad· Din, Emir of Homs); 5 Army Strength Points

Aleppo (2407): Qz-Zahjr (a1.-Zahir Gha1.i Ghiyath-ad-Oin, Emir of Aleppo); S Army Strength Points

The Saracens cont rol all cities/cast les not controll­ed by Crusaders (16.2) or Neutrals (16.4).

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(16.4J INITIAL DEPLOYMENT: Neutrals t' lImagusta (1212): ISQac Comnenus; ] Army

Strength Point Tusus (1507): King Lto II: to Army Strength

Poin!s Tripoli (1814): BohemondlV Antloch(]908): Bohtmondllf

Neutrals control all cities wcst of Raban and Melilene. plus Limassol and Famagusta. Antioch and Tripoli are considered Crusader cities.

(16.5J CASTU: DEPLOYMt:NT Thc four ca~tlcs are located as follows:

a l-Jl.hrqab: Hex 1811 He~uf (J rt ; He.\: 1817 Knk dl"' Mnntreal: He.'! I g26 KTlI k des C htva liers: he~ 2]] 3

(16.6) I-tEINFOI-tC!:-:I\U:NTS The following units arrive during the course of the game. They arc placed in the he.\: or area indicated. at no cost to the unit(s). They are movcd as normal units in thc.-ir turn of arrival. All Reinforcements arrive in the Order Segment.

Cfllsadf'r Reinjort:eml'nl$

May t , 119] Anyal/ •. ftu ht'A· on Wrslrrn mllp rdxr. norlh of 8 riml

Richard I. King of England: Andrrw de Chau,·igny; Hilbert, Bishop of Salishury; Garin fitl Gera]d; William de Preaux; Simon de Montfort. (16 Army Strength Points) 2 English Fleets.

Soracen Reinforcements

Junf I. 1191 /)(lmuscus (lIIS) Imad ad-Din Zengi II. Lord of Sinjar; 10 Army Strength Points

Junell,I191 Cairo (OJ19) ul·AZiz 'Uthman Imad ad· Din. Emir of Ell~·Pt; IS Army Strength Points

July I , 1191 DamasClis (} liS) I~z ad-Din Mas'ud, Lord of Mosul; 10 Army Strength Points

If. for some reason . the Saracen reinforcemem cities are occupied by Crusaders. the Armies of Sinjar aud Mosul may appear on any hex on the Easlern edsl"' of the game-map. The Army of Egypt may appear in any of thl' following hexes: 0129.0228.0428 or 0529.

[17.0] VICTORY CONDITIONS The Third Crusade

CASES:

[17.1] SCHEDULEOt­VI(.TORY I'OINTS

PlaYl"'rs gail1 Victory Pomts for controlling these cities/caSlles at the end of the game:

/'obr!.r lor 1'f);IIISfl" City/ Casrle CfIIsudu Samer" Acrt' (1619) J An tioch (1\1081 0 J Asell ion (1 524) 2 I Bea ufort (l SI7) 2 , Cair<1 (0329) , 0

r~m~!:usta (12 12) 2 0 J~rfa (1523) , , JHusalern (1 823) 10 , Krak des C ht,ylie rs (2J 13) , , Tortos~ (11112) 0 2

Tripo li (111 14) 0 , Tlrt (1618) J ,

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117.21 WHQWINS Til" Player wilh lhe most Vic!Or~ Poinh wins. H o"'c~cr, if the Cru~der Player has a le~s lllan five poilll margin and he d()('s nOl control Jerusalem. Ihe Crusade is cOllsidcrcd a Dral'o . If Ihe Saracen Player has the mosl p<linl ~ hl" wins. fl"gardll"!;S of "ho conlmls Jcru~alcm, Pla) tr. wishing !Q play SImply for the sake of the game may ignore the H istOrical JCTU\alcm restriction.

[ 17.3) CONTROL To carn Viclory POIOI. for a City. a Playe r mUSI ('orrlrO/l hal City. A Player controls a City/ ensile if he was Ihe last P layer to occupy it. A City or Castle under _jegc com still carn ViI;lOry Points if rhe ~icge has nOI been ~ u ccess ful by Ihe end of lhe game.

[18.0J THE FIRST CRUSADE The Fil'!l Crus.adc IS a mulli·plajt'f game for from Ihree [0 eight people. Sen:" is Ihe ideal number. All nMs of The Third Crusade appl)' 10 Ihe Fir~1

Cru>ade, unll'S~ nOk'd Ofherwi>e.

[19.0J ECONOMICS GENERAL R U LE:

The Firsl Cru~ade u,.~s an t"\:()Z1omic sysled based on a legal lender called Ihe Be:(lnl . Bl'lalllS arc kepi in Treasuries. Each Pla)'er SlaTlS" ilh his (N n Treasur),. P la)'ers earn addilional Belanls by oc· cupying cities. each Cil), bringing a certain amounl of income per Game-Turn. BCl alllS may also be earned from Random E'ems.

[19. 1] TREASURIES I I~ . II I All Bczams are ~ept in eilher Field Treasuries or CilY Treasuries.

(19.12 ( A Cily TreasuT) is any Friendly Cil>' "ith al leas! 10 Be/anl S inside lhe City. If a Player has no Cily "ilh at leasl 10 Bezams, lhen an> Friendly Cilies wilh Belams can be Cily Treasuries. City Treasuries levels are rcxorded on paper.

(19. 131 Field Treasurie, are represenled by nurnhered eoumers for idenufkalion. I' ield Treasuries mo"e" ith Leaders.

( 1 9. I~ J Income collecled from Cilies is placed in {h(ll City. Income collected from Bribe~ lIIay be placed any" h(',,'. (A Cil>' can ha"e and/ or collect Beams e"en if il conlains n(l Cily Treasury.)

[19 .2[ USE 01-' TREA SURIES (19.2 1] Paymems for bribes and supplying forn's (6.46) mUSI come from Ihe Field Tr('asury of Ihe Leader paying such COSI. unless lhal Leader is in a Cil)' conlaining a Trea.lury.

(19.22J Paymenl for anYlhing nOl 51:lIed in (";I$e 19.21 may-come from an) FTlendly Trea,ur~'.

[19.231 To be transferred from one Trea.lury to

anolher. Be7ants must be literally carried by a l eader from one place 10 the n('XI. Thcrc is no ~ost to pick up and carry (kzanls. nor is Ihere any limil 10 the amount thai Can be carried.

[ 1 ~.24 1 There IS no limit 10 lhe number of Bezant ~

Ihat anyone Treasury can hold.

]19.251 If a Cily " raken by siege:, rhe entire Treasury is captured. unless Ihe Cily is taken by Ireachery (ICC Ca," 21.)). In Ihe lauer evenl. rhe

escaping Leader may take 10 BuanlS Wilh him. In a Surrender, any financial deal may be arranged.

(19.26[ If a Force wilh a Field Treasury is required to reI real after combat, it loses 10·'. of irs Treasury (rounded up) for ('3eh hex it mUSI retreal (whelher il docs so or not). Thu~, a Force that must relrcal lhree he~t's loses 30·'0 of ils Field Treasury 10 lhe Viclor.

[19.3] IN<.:OM[ (19.) 1] If a Player's Force (or Army Strength Points) occupi~ (physical present'e) a Lnel Two. Three or Four Cily, he will get income from that Cily in Ihe Income Phase of any Game·Turn ex­cepl a Winter Game-Turn (sec Case I J.27).

(1'1.321 The income of a Cily is Ihe same as ils le.el . (Except I.e.el One Cily produces "0 in­come).

(19.33J Income may also resull from a Random E.'ent (20.0).

(19.34] All ineome is placed in lhe City at which it arri'es. Ho"e\er, Bezant~ arri\'ing from oulside aid (20.217&8) arc trealed as Field Trca,urie, "ithoul Leaders, waiting 10 be picked up.

119.35] Unoccupied cilies, cilies in winler, and cilies under siege (see Case 1O.3R) produce no in· come. Ci ties w ilh Plague produce no income in the turn Ihey have plague. Blocbded cities Illay pro· duce income.

[19.4] RRIH ES Players may bribe olher Players 10 do whatever tht'y think necessary. Bribes must be Wriuen. All Bribe money is Iransferred in the Bribery Phase ~ before Ihe action that has been bribed lakes place. (The possibilities for double-cross are ob,ious.) Bribe money is lransferred from Leader 10 Leader bul need not be transported.

[19.5] I-' ATIMJI) FLEET MAINTENANCI-:

In any Game·Turn in which Ihe Falamid Pla)cr mo,es his Fleels to any he:< other Ihan a Falamid· conlrolled Port. he mUSI pay a COSI of five BClanlS per Fleet. No Ht"t't may move until Ihis COSI is paid. and payment may come from any Friendly City Treasury.

[20.0) RANDOM EVENTS: The Firsl Crusade

GENERAL RULE: T he Third Crusade Random Events Rules Section, 14.0. i~ ignored. InSlead.euch Pla}'er in Ihe game (not ju,t one Crusader or one Muslim) roll5 for a Random Evenl during lhe Random Event Phase. Referring 10 Ihe Firsl Crusade Random E,ent ~

Tables, Ihe Random Event is applied Immedialcl)·. There is no particular order III which Pla),ers mUSI roll. M u~lim lI.einforeemenl s enter Ihe game as a result of R<lndorn E\ellls.

PROCE D U RE : Each Player uses the Random E\t'lIIs Table (20. 1) to determine his Random Events number. Each PI<l}'er Ihen refers to one of IWO Tables to deler ­mine" hal Ihat number means. All Cru.ader Players use the Deus Vull! Table for Iheir Events: the Muslim Players each use the I nsh' Allah! Table for explana tiom of Iheir (" ·eIllS. Two dice activale the Random Events Table. The first die Ihrown by a Player is the column. the sttond die is the ro .... Thus a 5 and then a 3 would be read as column fi\e. row Ihree: the resull. a N8 e\ent.

CASES: [20. 1] RANDOM I-: VI-:NTS TAHLE

\>ee map)

[20.2] DEUS VU LT!

The great rallying cry of Ihe Coundl of Clermont. 1095, became the Watchword of the Crusaders. God Will> II! The following Event> eorre>pond to Ihe numbers on the Random E,ents Table (20. 1, sec map).

[20.31 INSlI'AHA II! Iflsh'Al/uh is Arabic for "Fate". And the follow. ing bits of Fall' corre_,pond 10 the numbers on Ihe Random E'ents Table (sec map).

[20.4] VISIONS 120.41 1 A Player who receive~ a Vision gains the following benefils:

a. All hiS Leaders may move one exira hex Ihal Game-Turn;and b. For any comb:.l in "hieh his Leader is in Com­mand. he adjusts the ratio one column in his favor:

,," C. He adds one 10 Ihe die roll for any Siege Assaull he commands: and d. If under Siege (whelher III Command or nOI) he sublraCls one from Ihe Muslim's die roll.

120.42J Because viclory in combat increases <l Leader's Guile Raling (2].42). as "ell a~ olher bem'fils, olher Crusaders mighl "ant 10 displlle a Vision'~ authenticily.

(20043] Any PlayCT with a Bishop may dispute a Vision. A Vision mUSI be disputed upon receipt: Olher"ise il is automalically accepted as authentic.

(20A~ ] To dispute a Vision, a Player simply states he wishes to dispute. He roll.l one die and corn· pares the die roll wilh Ihe Guile Rating of his disputing Bi~hop . If1hal die roll is higher Ihan Ihe Guile Raling of his Bishop. the Vision is deemed (llIlhenric. A ll Forces of lhe dispuling Player suffer immediate dissension (24.3) and their mO\'ement i, reduced by one for Ihal Game·T urn.

(20045] If th,' die roll is Ihe same as or lowl'f than lite Bishop 's Guile Raring Ihe Vision is deemed a fake. The Player who received Ihe Vi~ion mUSI redure hi~ Commander's Guile Ratmg by one point. and 20.41 docs nOI apply.

]20 .461 A Player receiving a Vi~ion ma) a'oid di~pUlarion by denying the Vision hllnself.

[20.51 I'LAGUE

[20.5 1] If a P laycr gets a Random E\cnl of Plague. he immedialely throws one die Iwice and combines Ihe results. in an 11·66 read-oul. Thus a l anda5are l5. 120.52] I-Ie then consul IS Ihe PI~guc/~ l uslim Reinforcemenl Table (20.65) and find~ the Cil~ corresponding 10 Ihe number h{'" Ihrew. That dly has 1~lague, regardless of ,,'hClher he conlro/s Ihul CilyornOl.

(20.53] To delermine Ihe effecl s of Plaguc. each Pla~er "ilh for~c~ .nside the affected Cily refer, 10 thl' Siege Allrilioll Table. Cily Column . He roll.l one die. nOling Ihe :\tlrition los~ (lSled under lhe Cit~· Column. lie dot/bles lhat number. and this is the number of his Army Strenglh Points eli mi· naled by Plague. Thus, if he rolled a four. Ihe number would be 2; multiplied limes 2. Ihi, result "ould mean four Army Slrenglh PoinlS dead.

(20.501] Plague llffects ;t Cil), regardless of "helher it is bl'ing bl's,cged or not, P lague lo~ses may nOI be diminished by payments.

[20.6) MUSLIM RI-: INI-'ORCEMENTS (20.6 1] Muslim reinforcemenlS (Army Slrenglh Points) arc iniliated by means of Ihe Random Events Table during Ihe Random Evenls Phase. A~ the)" arrive (lfll'f orders are "rillen, reinforce· ment~ may nOI mOle IInlil the Game·Turn follow. ing I heir arrival.

Page 9: Turn, [3.0J GAME EQUIPMENT RUspigames.net/PDFv2/Crusades.pdf · R2 [3.3) GAMECHARTSANDTA8LfS Visual aids 3rc pro~ided for the Players tosimplify and illustrate certain game mechanics.

[20.621 To determme "hNh"r he ha\ r!Xel,ed remfor(tmelll\. a \1u\1im Player u<;('~ Ihe mme di~e roll he U\t'd for Random E.enIS. readmg II a~ 11-6(, Thu,. a 5 and a 1. a~ u<oed in thee~:lInpie III 10.0, bcc0l11e~ a 51. The \1u,hm Phl}er nOli lal~ Ihal number and consult" Ihe Mu~hm Reinfon;e­ment Table 110,6~1.

[20.611 Ea,'h number ha\ a corre'Spondinl!: Cil)' and Rel!1t"orcemem fale. If - and only if - the I'layef comrols Ihe Cily "orrespondllig 10 Ihe dice rull in 20.62. he rcceile'S Ihe feinforcemelll~ h~l~u _ and he rCt:el'~\ Ihem In Ihal Cily. 1 f he uoe'> not cOIlIrollhe ('II). he recel\c. 110lhing.

120.041 The \ Iu\hm Player rna), aim recel\e rell1-forcemel1l ~ "a InIh 'Allah l:.,ent ~ I.

120.651 I" M~ue \I .. , lim Meinforn menl T. hle (~'C mapl

[21.0[ GUILE CASES:

(21 ,11 GUII.ERATINGS All Leader. h:ne a GUile Rating. Leaders "llh a GUile Ratll1g of 0 and Bishops lIilh paremhesiled Guile Ralings ma) nOi U5C Treachef).

\2 1.21 GUltEANDCOMMANl> If more Ihan one Player has Forces togelher in the same he~. or Ihe Forces are 10 jom al Ihe enu of mo'cmenl. and Iho,<;e P la)·er. cannot reach agree· ment on" h(XC Leadcr" III Command the combin­ed Force, the Playeu roll for Command. Each I'la)el tales 'liS I eader·ehoice·s Guile rating and adds 10 Ihal hiS die roll. High t0131 command~.

(Roll 10 break lil'\ 111 Ihe ~ame fashion.)

[21 .J ] TREAClIER\' A~' DSlt:Gt:S

121.11[ Treachery Points arc gall1t'd 111 llie Ran­dom EHnt\ Phase. The~' mU~1 be assigned IIn­medlald~ 10 a specific Ll'adC'f. The~ rna) nOI be transferred 10 anollier LeadeT for all)' reason. No I eader rna)' e'er ha, e more Ihan thr" Treacher) POIl1L~ al olle tlllle.

121 .121 A !' Iayer beSieging an Enem) City ma) tr~ 10 u~eTreadlery, rulher than Assault, to lake Ihal Cit). To do so. a Leader ,,;111 T reachery POlnl~ mll\( be 1ft Command of Siege operaliol1\ tltltt Ganle·Turn

121.111 A be~ieltlng Commander //IUS{ ha\C al lea~1 QIII' Trca~hcr) 1'0lllt 10 allcmpl 10 take a Cil) by Treacher)'. and thai point muSI be a,allable afler all) aClioll\ under 21.36.

121.141 To la~c a city b) !reacher) a Pla)er an· nounce'S he is atlempling trea~her). There is 110

Siege Assault that Game·Turn. The Commander adds hi~ Trea~her)' Points 10 his Guile Ralin, and Ihen roll, 1"0 di.e. adding them togelher. If Ihe dicc roll IS 10k';>r Ihan the sum of the GUIIc RatHlIl pillS Treacher~ Point'. Ihe Cit)" fall~ to Ireachery. Thai Conunandcr - and Ihal Player - tale Ihe Cil~'. l)cfender lo~ses are as in a rellular Aso;aull 110.43). II ilh one n,'eption: o,,/' Defending l eader Ichoice of l)efendmg Pla)'er) plus I Arm)' Slrength Point are allo"ed loe5cape. II ilh up 10 10 lk1.ants. The e,capmg Leader IS placed m the near~1

FriendlyCII)'.

12 1.151 If Ihe dice roll IS Ihe50//I/'usor hlflher Ihan Ihe sum of the GUile Rating plus Treachery l'OlntS, Ireaeher) fall~. The Pla)ers go dlrecll) 10 Sicge At­trition

121.161 A I'la)'er defending agamSl a siege ma)' u!O<: Ireadter)' 10 counterbalance opp<hinl!: Ircachery. If 11 Leader in 11 besieged cily has Treacher~ Pombo he may use them 10 reduce the number of Treachery Points uscd against him.

Ea.:h Trea,·her), I'ontl he u~. nellateo; one i"realher) Poim u,ed against him_

12 L17] Alilrea,her) is \4'rlll/'n a~ an order. (Thu~. neil her P layer lnovo s IIhat the other i!i doing.) l urthermore, Trea~her)' I'oinls "TIIlen mlo an order are e~)lCnded "" hether the) "orl IIr nOI.

121.41 CHA '1GES TO GUIU: RATINGS

12 1.41 1 Printed GUile Ratlltl!~ ;,re nol fJf'rmanenl; Ihey ma), flucluate ;t(cordltlg to CCl'lilln aClion~ mh'n b) Ihe Leader. 1'1:1)erl Ihould ~eep track of :I!I} ~hanl!e~ on a piece of palX'r

/2 1.421 A Leader ;"Cfl'USe.5 hl~ GUile Raling if an)' one of the folio" ing occurs:

a. He i~ in Command ofa IlctOnOU!i Land Baltic Ilhe OPJlO~ing ~ide relreal\) . There i!i no increa~ for d .... feallng a For(e of Armcnian\ (onl) I: or b. He tales acit) b~ Siege "~~aul1. Trea~'hery, qr bya Surrender to that Leader; or C. tlecapture\TheTrucCros~.

121.41] A J. .... ader loses one Guile Poinl If anyone of the folio" ing occurs:

a. He fails tot,, ~ ea ci l )' b) Ireachery: or b. lie fails in an aso;assinaliol1 altempl: or ~. He failS in a dlspulation ofa Vision: or d. He is Commander for Ihe I' layer "ho rolls /Nus Vult If 12: or e. He lolumaril) II ithdmll s from combat (24.42).

[21.441 Guile Rallngs may ne,er e.'cecd 6 or go lo"er Ihan I (unless Ihe) arealrcad) 0).

[22.0] THE BYZANTINE EMI'IRE

CASES:

122, 1] BUTIMIDES 122. 11] A Byzantine. Manuel BUlimide'S, "as a~sil!ned 10 the Crusade by Emperm AIe~ius 10 help lIith siege operalions. DUllmides has a force of S Army Sirength PoilllS 'usc Arm)' Str .. ngth 1'01111 countersl, and he hel~ II ith Sieg~.

122. 12) AI the bellintllng of Ihe game. ijutnnides is alt,l~hed to the Player II hose cho,<;en Commander ha\ Ihe hi~hesl 10lal of Guile Raling plu_\ one die roll. T hai 1)la)'ef conlrols BUli111ides until a specific e>ent occur~ (se .. Case 22.13).

122, lJ l Butil11id .. \ ,hang .. s allegi;l n~e onl} if one of Ihe folio" ing occun:

a. D}' specific agrC('ment bet"een Crusader Players; or b. The chosen Commander (for lhat Gal11('-Turn) fm Ihat P layer ("lIh DUlll111dC"i) lO\Cs a Guile POIltt. The other Crusaders Ihen repeat 22.12. and lJutimidcs i~ placed lI'ith the "lIi111I1ng" Pla)er: or c. The Emperor's Oath 1st'(' Ca5C 22.2).

122. 14] Butlmides gocs home II hen Dl'us Vull .12 occllrs.

122 .15] Butimides may nOllo'iC an Army Strenglh Poim umil el'cry other Crusader Leader 111 the .amI." he_' has losl an Arm)' Sirengih Point.

122 .16] A Commander "ho has BUlimldes slacl ­~>d and allied" ilh him adjUSIS Ihe ralio one column III his fa,or when rolling for Siege Assault. If lhe Ao;~au1t ralio i!i less Ihan 2- 1. Ihi\ i~ Ignored.

(22 . 2] THE EMI'EROR'SOATH Each Crusader. "hen in Conslanllnople. Ba"e his Oalh 10 Ihe Emperor Ale'lus Ihat he "ould nOI sed land for himwlf in Ihe Middle East and thai an~thing ta l en lIould be for Chri,tendom - and the Emperor. In relurn, Ihe Crusaders received licluals and Ihe general aid of the l:.mpire. When

AIe~IU' abandoned Ihe Crusader.. the ('ru,ad .... " Ignofl'd the oath .

R9

122.21] If a Cru,alier Player tales a Leld Tllu Cil)' or abOH and pledges 11 '0 Ih .... emperor. Bulimldel IIl1medlatel)' come~ o>er,o hI> ,ide,

122.221 A Pla)er galn~ no Victor) l'oll!l~ for ('ille" pledged In the Fmperor. unless Ihey are reo raken b) the \ l uslims and Ihen re-Iaken h)' another (or even Ihe ~ame) Crusader. Ho"Cler, Ihe Player • ..,11 reccj, e I he income from tha t Cit}.

122.211 If 1110 Cru!>3dcr, pledge Cinc' to Ihe Lmperor III the sarne Game-Turn, hlllh GUile Rating-plul -dre roll gets AUlimidc •.

122.241 Once /Nus Vlllt If 12 occurs all I'ledg,'s are off. and CillC'l. plt'dged 10 the Emperor re'ert to "hocI er OC~lIple\ Ihem.

[22 .J ] THE !I\'ZA .... TINt: AKl\H ANONAV\,

122.11[ If uny Mu~ lim Force or Fleet enter, any hn North of - and includll1g - any he, in Cyprus. and Wesl of - and II1dudlllg - heuo,," 1400. the Bynnllne Army and Navy immedialely enters Ihe game.

122.121 The DY/antillC Arm), - 30 Arm), Strength PoinlS. 100 Iklanls. Emperor A!e~il1s . and General Talidus - is placed in he" 0101. It i~ mo, ­t'd b) th .... Crusader Player "ilh rhe highesl Guile Rallllg-plus-die roll Commander for that Game· Turn. The 8 )lantmc Arm} ma) be used onl) again~1 Muslims. and Byuntine Ikzants mil)' be expended onl), for Attrition.

122.141 T he lJ),z:lntlne Force/ Fleet renlmns in Ihe Adalia (0106) and I~ cont rolled as in 22.32.

122 .1.&1 The B)'zanline Force/ Fleet remain in Ihe game ul1li1 (III Muslim forces arc gone from Ihe arca de'Scribed In 22.11. T he Byzantine Arm) and Fleel 'Ii affected by /Nus v ull ~ll. If ,'2 hal oc­curred alread), thiS enlire rula SeCllOn il Ignored.

[B.O[ ARMENIANS CASES:

(n.l] ARMt~N IAN COUNTERS Armenian counters arc Lcaders. but Ihe)' u~c Ar. my Sirenglh Point counlers. Armenian Leader) ha,'e a ~ 1 0'entent A!lOwance of five. and they are Tertlar} I eaders, T hey arc ne'er arr~'eled by Vi. o;ions. Armenians do nOI undergo Mo,·ement or Wealher Allrillon. bUI they arc susceptible 10 Plallue and Siege A!trl1ion.

]B ,Z] CONTROLLING ARMt:NIA1'rroS 1l1 .H I Pla)ers onlrol Armenian. thrOu8h hrtber), . Armenians 10 to Ihe highest bidder and remall! with Ihal Player unlll someone el~ bids for I heir 'en ice~.

Ill.221 A l'la)cr ma~ bnbe one Armcnian per Game-TufU. I-Ie may cOlllrol as many Armenians a~ hec3n ltffnrd,

123.231 All Armenian bribes must be 111 gradations of fi"!' lIel.allll.

123.241 The ')Iayer" ho offers the highest Bribe III a III'ell Gam .... ·T uln controb Ihe chosen Armenian, Ilo"e'er. all Bribery money ordered i!i expc:ndt'd. e,eu if un\ucce'S!iful. If Ihere arc 1"0 "high" bnbe\. Ihe Armenian remams" here he" a~ .

123. 251 If an Armenian "ith Force" is success­full) bnbed by I'la)er B. B rna) mo'e Ihe Arme· nian to an)' adjacent he~.

123 .261 The Player "ho controls Ihe Armenian mo~es him. Olherll;\e. Armenia ns stand in place. d,'fending if n~'Cessa ry. ControilaSIS unlil anOlher Pla)et brib,'~ Ihe Armenian a"a),.

Page 10: Turn, [3.0J GAME EQUIPMENT RUspigames.net/PDFv2/Crusades.pdf · R2 [3.3) GAMECHARTSANDTA8LfS Visual aids 3rc pro~ided for the Players tosimplify and illustrate certain game mechanics.

Rl0

]23 .27] Allhc staT! of the game, all Armenians are neutral. [2J .2lI ] COlllrol of an Armenian gives cOl11rol of his City of origin to the corurolling P layer, link-55

that City is occupied by someone else. II also ghes cOlllrollO the Player of any City the Armenian i~ lIclually in. unless someone dSt" is alrt"ady in it.

[23.29] Armenians rnay never be used in combat 3gainsl olher Armenians.

[24.01 ADDITIONAL RULES APPUCA8LETO THE FIRST CRUSADE

CASES:

[24.11 INTRA-FAITI I COM RAT Because each Player is essentially oul for himself. it may happen thal Muslim .... ilI figtH Muslim. and Crusader fight C rusader. For JnlTa-Faith combat to occur, bOlh Players mu~l wish to have conlbal. If either Player does 1101 ... alll combal, there is no combat. In a case where one desires combat bUI the olherdoes nOl, Ihe Force with the lowest·ra!ed Commander (Comba!) must ret rea! one he)(. (Tic~ broken by die roll.: see also Case 9.35).

[24.2] INTER·FA ITH ALLIAN CES Crusaders may fight in aUian.e with l> 'l u~lims against I'll her side. In such case. Command (and thus the Prel'ulen! Faith) mus/ be de\:ided by agreement. If !hNe i5 no such agreement there can be no su~h aUiance. and !he Forces may no! fight !ogelher (see also Case 9.B).

124.3] En ·'EL'50.' I>ISSENSJON ON MUlTI·PlAYER COM RAT AND SIEGE

[N.J I[ If there is more than one Force in a he)l, and that Force is auacking, and one (or more) of the Players controUing those Forces has dissen­sion, then Ihe Force(s) with Di.~sells,on may not al­tack II mus/ withdraw one hC)I along the lines ofa retreal.

[N .n[ If a Force cannol. for some reason, with­draw as per Case 24.31. it does join the combal. Howel·er. for eal'h such Force wi th dissension there is an adjuslrllen' 10 the ratio of one column against the attacking Force.

[24.331 The above rule is also in effect for a Force Ihal is defending. Ho"·ever. in such case ... ith­drilwal is voluntary ,n that the Commander may ultemp/ 10 withdraw. He roUs one die: if it is lower than his Guile Raling, he wilhdra ... s. If nm. he stays and defends. and Case 24.31 applies.

(24.J4] A Force "ith dissension may never add iu 5!rength to a Siege Assa ult (ahhough it remaim; in the hex). Dissension never affeclssiege defense.

]24.4] IJI SCRETION AS T HE RETTER PARTOt' VAlO R

(24.4 1) E\'en without dissension, a Player may ~ish 10 withdraw from combol (nol siege) for whatever reasons slrike him. This decision -volunlary withdra .... al (or, perhaps. judicial cowardicel - may be made before or after the op· posing P layer rev~als the strength of his Force.

[24 .42) To lolunlarily wilhdraw. a Player rolls one die. If it is lower than the Guile Raling of his Commander, Ihat Commander's Force rna)' Wilh_ dra"' one hex. I f such withdrawal is successful. the Commander /os('s one Guile Poinl. Remember. this is a withdrawal wi/holl/ dissension, so do nO! confuse it with Case 24.3.

(24.4J) If a Commander fai ls in a voluntary .... ithdrawal, he mu.w ~tay and fight. However. in

such a case . "hen determining casualties (24.5). for e\ery casualty taken by the Olher P layers the Player attempting to .... ithdraw takes IwO. and ab­sorbs any odd casualtie'.

(24.44( If, someho .... , all Forces succt-ell in such a withdrawal, the .... ;thdra .... ;11 is cancelled and Ihey all Fight .... i!h the "orSI Formation possib le.

(24.4S( Thi ~ rule applies nnh' if there are Forces from more Ihan one Player on one ··side.·'

]24,5] CASUAtTlES IN MUlTI-Pl.AYER <..:OM IIAT

I f more than one Force is involled (allied) in Com­bal. any losse~ are divided as el'enly as possible amonJ,'S' Ihe Players' units. Any overage is absorb­ell b~' the units of Ihe Commander of Ihe Force.

[25.01 SCENARIO INFORMATION : The First Crusade

CASES:

[25. 1] LENGTHOJ' GAME The First Crusade begins .... jth the August I. 1097 Game·Turn. II ends with the completion of the July II 1099 Game·Turn. Gi"en Ihe vicissitudes of multi· player games. lhe First Crusade cou lll take around ten hours (or more) to complete.

]25.2] INITIAlDEI)lOYME:NT: Crusaders (Firsl Crusade)

AIfCrusaders anll BUlimilies Slart in hex 010 I. The fOUT Crusader !'Ieets (English. Flemish. P;,an, and Genocse) arrive via the Random Events Table. See Cases 25.6 and 27.1 for distribution of Leader~. The Field Treasuries are as folio ..... :

Crusading f '"r{"f'

Sicilian Normans

Germans Southern Franks

Northern Franks/ Normans

Treusury

75 Bn.ants

100 Be/.alllS

125 Bezants

I~O Bczams

[25.3] INITIAL UEPtOYMt:NT: Muslims ( t ' irsl Crusade)

(25.3 I ) Tht' Falimid Calipha te of E~) pi

~a iro (0329) o/-A/dul Shahanshak, Vi/ier of Egypt: 1//ikhor-ad ·Dalllah: I~ Arm~' StTl'ng,h Poims: 100 Bezams.

Alcxandd:.t (01 25) Emir; 5 Army Strength Points; I Fket. 10 Be~.ant~

Ihrnit'lla (0625) Em;r; ~ Army Strent/th Point s: I Fleet. 10 Bezants

I'clu ~ium (01126) ~ Army Strength Points: I Fleet 10 Ilezants

The Fatimids holll lIominol control o\"\'r Ihe following cities (in addition to those listed abo\'C); Gala (1424). Ascalon (1524). Jaffa (1523). Tanis (0626). Arsuf (l522), Caesarea (1521), Haifa (1620). Acre (1619), Tyre (1618), and Hebron (1725). There lITe no unils in Iheseci t ics: they are simply par! of " Falimid T erri tory."

(25.321 TheSl ri~n s

Aleppu (2407) Rid ... on. Emir of Aleppo: IS Army Strength Points, 15 BCJ.ants

Ihn' aS(' us (2 11 11) Shams ai-Malik Duqoq; Alabeg Toghe/ki". 10 Army Strength Points. 30 Bczllnls

An tioch (19011) Yoghi-Siyan, 10 Army Strength Points, 25 Bezants

Jrruswlem (111231 Soqmo n, the OrtOQid Emir of Amida: /llIohzi; 25 Army Strength Points; The True Cross. 25 Betants

H:.trn:.t h (21 11 ) Emir of HUllluh; 10 Army Sirength Points, 110 Bczanls

Homs (22 13) Joruh,ed Dobo, Emir of Horns: 10 ArmyStrength Point5, 5 Bezants

Tripuli ( 11114) Emir of Tripoli; 10 Army Strength Poinls . 10 BelOlntS

Harrnc (2 1011)5 Army Strength POilllS. no Bc,.an's

Ridwall, Emir of Aleppo, controls aU cities nOTlh of 1812-2314 to SI. SymCOIl-Ravendan-Alcppo (inclusive).

Duqaq controls Tripoli. Damascus. Baalbek, Beiru!. Sidon. T iberias, Nablus, Jerusalem. and Ramlah .

(25.JJI Th~ Mosull"urks

Off I(wme-mwp. wn~ ... herf hChHCn lllOl -l90 1 Hosor!. Emir of Cappadociu; 10 Army Slrength Points,5 Bezallts

S:.tmUSll lw (2503) Bolduk. Emir of Samosata; IS Army Strength Poinl~. 10 Iklant '

Tar~ u s ( 1506) Emir 0/ TOflil /s; 10 AmI) Strength Pain's, 10 Bezolllts

(25.34] Mosun 'urk Reinforcements

On the May I, 1098 Game·Turn, the Army of Ker­bogho, Atabeg of Mosul arrilCS. along ... ,th a se· cond Leader. Wo.!:\"ob ibn-Mahmud. The Army is 50 Army Sirength Point' strong, and it may enter any .... here on any hex alont/lhe Eastern edge of the game-map. It c3rries a Field Tre,mITY of 10 Bezants.

[25.41 I N ITJAlD~PlOYMENT; Armenians (Firsl Crusade)

Marrsh (2003) Tho/Olll, 2 Arm y Strcngth P0l11t5 Ryban U20J) Kogh Vosil. 2 Army Strength Point~ EdesslI (2405) Tlmnls. S Army Strength Poil1t~

and 25 Belants (t"Ontrols B'rejik) ,\Ieli lcne (2301) Gobriel. 2 Army Strength PoitUs I .. ampr"n ( 1405) Osh;". 5 Army Strength Poill!l Pprt~jpt'rl ( 1705) COr!Han/ine. 2 Army Stren~th

Points

[25.5] SP ECIAL FIRSTGAME·TURN RULES: .' irsl Crusade

125.51) On the first Game·Turn (August I. 1(97). there is no Diplomacy Pha'e. nor is there any Ran­dom Evcnls Phase. Players simply write their moves and comple!e them.

125.521 On the first Game-Tllrn (only) all Crusaders anll BUlimides have a MOlcmelll Allowance of 10. (This w,lI. of course. incr~ase

their Attrition .)

[25.6] MUl TI· PlAYER ASSIG NMENTS 12S.to 1) The basic - and beSt - configuration for The First Crusade is sn'en P layers. divided as follows: the i'atimid, Ihe Syrian, the Mosul Turk, the Sicilian Norman. the German. the Southern Frank. and Ihe Northern Frank and Norman.

125.621 For eighl Players , lhe Syrians arc split bet, "een Rid"anand Duqaq.

125.6J! For six P layers. the Fatimid Player is eliminated. e)lcepl thai starting .... ith the April I, 1099 Game·T urn the Muslli Player eomrols a Fatimid Army of 80 Army Strength Points. plus al -Afdal, in Cairo. No Player may emer Egypt un­lilthat Game-Turn.

125.641 For Jive P layers, one Player takes the Sicilian Normans plus the Northern Franks and Normans, a second Player takes the GermallS plus the Southern Frank ~. f-. luslims as in Case 25.61.

(25.651 For fOllr Players, combine Ca~es 25.6J and 2~.64.

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[26.0) VICTORY CONDITIONS: The Firsf Crusade

CASES:

126.IJ SCIlt-:nUl.EOI-· V)(,,'ORV POINTS

[26. 11 1 Players re~he Vkmry Points for con_ lrollmg (17 .J) dti~ under the rollo," 109 schC'dule (5«CaSt' 26.2):

C;rj'J

J t",SlI~m (1823) /o.nll l)('h (1908)

~:d (,SSM (150S) I.url }' oor Ulif's

Vic-lOr}' " oinu Crusadn 25; Muslim 10 Crusader 15; Muslim 10

Lr>rl Thrrf Cit}

"fHI T .. u Cil) L,.rl Onr Cit}

• 10 (other than J CTll ­salem, Antioch) ) ,

[26. 111 T he Trtll' Cross i. "orlh fi~e Victory PoullS 10 the Cru.>adcr '" ho ha~ II al Ihe end of Ihe game: it is wonh nmhing (0 the Muslims. The True Cross may nOI be mo"cd by II "'I uslim P layer.

IUd] VARIABLE VIGrOR\' CONDITIONS: Ktrbogha

The Mosul Turk determines his own Victory Con. dmons, under the r('§lriclions hstC'd belov. , He [('Cords In wrilmg .... hal tities he will go after prIOr 10 Slarllng the game. He may nOt ~how them to anyone at anytime. He may reveal ~uch inform. alion in a Diplomacy Phase (whelher it is lme or nOl is up to 1 he olher Players' beheO. Once pIcked. rh~ cirk's are Kerbogha's Victory Condil ions. Kerbogha may pick up 10 SI): of rhe Cili~ lislw belo ... . He ra:ci,cs lhe \'lc10ry PoinlS for con· rrollmg those Citiesas lislW belo .. '.

C/f)' Poinll O f)' {'()ims lconium (0803) Ihr~nf t! (08) , · ... rsus (15061 l Anrlol'h (1908) 10 MrH trne (2101) 1 Ihmah(2 111) , t,d cs~a ( 505) , Ilt'ms (2213) , Aleppo 12401 ) , llamaseus U1I8) " H • • r ndan (2206) , bllkia ( 11110) , The olhcr t.l uslim Plalers simply IOlal points for Cihes cOlltrolled. a~ per Case 26.11 .

[26.3) CRUSAI)ER VICTORY CONUITIONS

126.3 II l!ach Crusader/l'la)'er delermines his 0" n Victory CondItions. He makes thIS determmation - and "rilcs il do .... n - as soon as AntiOCh falb, or by January. 1099 - .... hlette'cr occurs first.

126.32 1 Each Crusader ~ecrelly chooses eIght Cities; these Ci ties arc his Viewry condi tions. He gets nOcrWit for olherCilit'$ (see Case :1.6.11 ).

126.331 On March II . 1099. each Crusader Player re~eals 10 the other Crusader Players (bUl nol 10 Ihe Muslims) .... hal his conditions are. If no Pla)'er has chosen Jerusalem. Ihen each Player may add Jerusalem as a condlllon. I f one or more Players hal chosen )emsalem. lhe Players not chrn;ing Jerusalem su rf cr Desertion.

126.341 All Ployers suffeTing [:>e~ertion lose 20":. of Iheir Force, roundl'd up. Deserling Army Slrenglh POInt~ are di§lribUlW amongst Playcrs loml for Jerusalem; any odd Army Snenglh PoinlS ate eliminated. Remember. none of Ihi~ IS revealed 10 lhe Muslims.

126.351 A Crusader loses ant point for each CilY he has chO!iCn lhal he docs n()t hold al Ihe end of Ihegame.

126.361 The Ployer wlIlt Ihe mQst l'Olnts wins.

[27.0) ORDERS Of BATTLE

,"ole: Players are advised 10 make phOlo­copies of the Crusader Orders of Ban lc prior 10 playi ng the game. Keep the original page clea n so that furt her copies can be made.

121. 1] OKlJEROt"8ATTU:: FirslCrusade Norlhern Franks lind Normans (67 Army Strt'ngfh POints) RobertIafixh 100001 0["1 RobertJOkN'~ [ 10000 Slephen/O Blois 01 WalterIOSt·""" 00000 Girardl6W'71o!1f 000000 IftJjlISt Pol 000000 EwnwdluPtia II DO CarolAsn ] [ , [' __ DO

Guerinl~ ID At~H/HestW 0 [ [) AlbeylGrdrnesd n [) [ 1vo/6rrJmesri n r [ AllutlOloQues [1

H\9IlCt VmGtls , 1 Drogo/Nesio (l-mbaldl VI!rIdeui WilfiamlVct MeU!

Skilian Normans(JOArmy Sirength Points)

BehemondI r.ili1to [10 Tancred[ rlt"M'o L RidIanII SaIemo Raru'lISaIemo GeoffreylRsynoob G\II1trdlAtrMJO Robert/SotnIwBI

""'-" ,""",oJe......

]

AIlerardJCIJgnano HunplveyIMr SdJso [l

""'".­WlliamlGrrJmesd

[ [10 DOD

JO '0

Gcrmllns (43 Army Sirctlgth Pvints)

Godfrey/8or.*J 10000 BaktwinJ~ 10 Eustace/a BIgne I

BlktwirUle Boug 1 Herryl&dl 000 n 0 RainaldlCt roti DO Warner/Gray JDDD

""""...... 0 [ J 0 0 Como/Moot. )0 Peter/5tmfr 0 BlldMtlHaiMJk OnolStisilry

Soolhern Franks (JO Ar",y Strength Poinls)

Ra\'fl1Ol1d/O rools8 0[' ID OOO OOClD Adhemar /Montei 0 fmt:s.lmbt/Montei LJODODO RarnbaldlCt (bge .J [IOU u GastuJlBeam 0 0 0 0 GerardlR0uss.b7 'IODOOD boafdle. L: nOD Raymoodlle ftvel DO Will-Hugh/Mantei DOD WJiIIm/lblgIe r [ 0

121.:1.) OROEROt' 8AlTtE T hird C nlsade

Kingdom ()j J~f/uulem Bohemtni!.4nOOa'I 0 C' ] 80hem00i1 rrjJol 00

A lI~gionct' /0 Guy()/ Lusigmm

Guy/Kg .n;" -....,.,. GeoffreyJlIqwI Humphrey! rDI'DII --

(" 100 Cl,

A lIegio ll("e /() Ctmrud 0/ M on/errat

Conrad/Mnfrat Baian/.IbeIi? -­WamerlNalb Geoffrey/lbtiln

00000 JOO

[l

10

F Il! ne h (A II French SIIpporl M on/t'rrol)

Philip/Kg frllllCtJ

Hurit/Dk Stgndy Herwy/Ct DInfJ9fI PIlipICt fixh _,,,,,,,,,,, WIiomJ"" "" ~IClermont

WiliamliJJab.l John1fMf91Y AIm/St·1t)' 0",,,,_ AItlreyJCJemmt Narjot/ rawy R.,m."IT~ Geoffreyl..A:WMlr .... ,Sm Henri/Bas GuylOanPere _lima Er.trd1&i!tN ",.,,""" ...

DOD 00000 ooooor 1000 10

J

O[ DO DO o C·

[

OO[ DO ]

n, r It:'

[ID!

English (All EnKltsh Sllpport King Gil)')

Richard lIeN /eln 100 I [l fJ [l [J 0 BaldwirtlAcM Ctbr [lC Atlbw/Qwgny n --GnlJIiu 6tId WtiamlftMux

"""'""""" Wiiam/ft>rrers DO Simon/Mantb7 Il n Germans lind "' ll'mish

L.eopoId/£» AlIStT '1 Ono/Oath L' Jameslld Am!!

DESIGN CREDITS Game DeSign and l:>e,clopmcnt: HichlHrl Hftl/. Ph)'sical S).'it~ms and Graphics: Kedmond A. ~imonst'n Special Assislance: Tom Walft) ,," . John Gau tier Pla~tt'$lers: Kohn! UeVito. Ton) Dt\ 110. Darol Ma,,"Orr. Jim lI alpert , Ua", Ihtpt rt . .. hilip L . .. ·• Tom " r«orini, .. hllip Srl!on Special Testing: The Starr or Ptrfldious Albion (t:nl/.land) l nd mtmlwrs or the l't nns) h-anIM Wlrgamers <': I"b ProdUCliou: Huhr rt A. Drgnl, Katt IIIgglns. Manrrcd F. Mllkuhn , Normll.n Purl. !Joh H)er

Rll

Page 12: Turn, [3.0J GAME EQUIPMENT RUspigames.net/PDFv2/Crusades.pdf · R2 [3.3) GAMECHARTSANDTA8LfS Visual aids 3rc pro~ided for the Players tosimplify and illustrate certain game mechanics.

R12

COUNTER DESIGNATIONS HRST CRUSA D£ Nortltnn .' llInks .nd Normans: Robert / Cl Flndrs: Robert J 1. CornIe de Flanders; Roberl/Dk Nrmndy: Rober! I [ CUTlhosc. U ue df.' Normanay: Slephen/ Cl BlOIs: Stephen, Corm!' de Blois 1'1 ChaTlres: Waller / Cr 51-Vly: Wall,-r, Comlt.' de SainI-Valery; Girard / Goumay: Girard de Gour­nay; Hugh/ St. Pol: Hugh de 51. Pol; E'-crard/ l c PUiIS: Everard de Le PuilS; Caro/ Asini: same; Ralph Carder: Ra lph / Garader: ~ame: Guerin/ Gueronat: same: Arnulf Hesdins: Arnulf d'Hesdins; Aubrey/Grdmesnl: Aubrey de Grand­mesni1: h-o/ Grdmsnl: 1\'0 de Grandmesnil: AT­nul l / Choqucs: Bishop Arnulf de Choques (" M alecornc"): H ugh/ Cr Vmdos: H ugh Le f\laisne, Comle de Vermadnois: Drogo/ Neste: Drogo de Nesle: Clrmbald/ Vendeuil: Clarambald de Vcndeuil; William/ Vct Melun; William, Vicomte de Melun (The Carpenter), Sicilign Nor. mins: Bohemond/ Taranto: Bohemond of Taran· 10; Tancred / Taranto: Tancred of Taranto: Richard / Salerno: Richard of the Pri!1cipate: Ra inuif/ Salerno: Ra inulf of Salerno: Geof· frey/ Rsgnoulo; Geoffrey, Count of Rossignuolo: Gerard/ Arrano: Bi~hop Gerard of Arrano; Robert / Sourdeval: Robert de Sourde.al; Boel/ Chartres: Boe! dc Chartres; Herman/ Can· nae: Herman de Cannae: Alberard / Cagnano: Alberard de Cagnano; Humphrey/ Mt Sebso: Humphrey of Mome Scabioso: Roger/ Bnllille; Roger de BarnviUe: Wi1liam/Grdme~nl: William de Grandmesnil. Germllns: Godfreyl Bouillon: Godfrey of Bouillon, Duke of Lo"'er Lorraine: Baldwin/ Boulogne: Baldwin of Boulogne: Eustace/ O Bigne: Eustace, Count of IJoulogne: Baldwin/ Le Bourg: Baldwin of Rethel, Lord of Le Bourg; Henry/ Eseh: Hellry of Esch: Raillald/ O Toul: Rainald, Count of Toul; Warner/ Gray: Warner of Gray: Dudo/ Konr·Sbg: Dudo of Konz· Saarburg; Conon/ Montaigu: Canon of Mon. taigu; Peter/ Stenay: Peter of Stenay; Bald"in / Hainault: Baldwin of Hai nauh: 0110/ StTsbrg: Ot· 10, Bishop of Strasbourg. SOulhl'Tn Franks: Ray­mond/ Ct Toube: Raymond IY de Saint-Gilles, Comte de Toulouse et Marqui~ de Pron'nce: Adhemar/ Montdl: Adhemar de Momeil. Bishop of Le Puy; Francs· Lmbt / Montei!: Francis Lambert de r.'lonteil. Lord of Pe)rins; Ram· bald/ Ct Ornge: Rambald. Comte d'Orauge: Ga~ ·

ton/ Beam: Gaston, vicomte de Beam: Gerardi Rou.\slon; Gerard, COmte de Roussilon: hoard / Gap: [soard de Gap: Raymond / Le Forez: Ra,'mond de Le Forez; Wm·Hugh/ Montcil : William- Hugh de Momeil: William/ Orange: William, BishopofOrangc.

TIfJRIJ CRUSA UE

Kin):dom or Jnusalem: Gu~/Kg J rs[m: Guy 01 Lusignan. Kmg of Jerusalem: Amalric / J er~lm; Amalric of Lusignan, Constable of J er u_~alcm: Geoffre~/ Lu.\gllan: Geoffrc~, Count of Lusignan: Humphrey/ Toron: Humphre,· of Toron; Robert / Sable: Robert of Sablc, Grand Master of the Knights Tcmplar; Conrad/ Mnfrat: Conrad, Marquis of Monferrat: Balian / lbelin: Balian of lbelin; Reynald / Sidon: Re,'nald Gar· nier, Lord of Sidon: Warner/ Nablus: Warner of Nablu~. Grand r.l aster of the Knights Hospital: Geoffrey/ Donjon: Geoffrey of Donjon, Grand Master of the Knights Hospilal: Bohcmond/ Antioch: Bohemond [II. P rince of Antioch; BohemondiTrilJOli: Bohemond IV, Governor of TrilJOli. t' rench: Philip/ Kg France: Philip II Augustus, King of France; Hugh / Dk Brgnd,: Hugh III , Du~ de Burgundy: Henri/ Ct Chmpgn: Henri de Champagne, Comte de Troyes; Philip/ Ct Flndrs: Philip d'Alsace. Comte de F[anders: Peter/ Courtney: Peter de Courtney,

Com Ie de Nevers; William/ Les Brs: William de Les Barres; Ralph / Clermont: Ralph de Clermont; William/ Chalon: William, Comte de Chalon: John/ Fonlign,': John, Comte de Fontigny: A]a in/ St·Vlry: Alain de Saint· Valery: Dreux/ Mello: Dreul( de Mello; Aubrey/Clement: Aubrey Clement, Marshall of France; Narjnl / Touvy: Narjot de Tou\')'; Raymond/ Turenne: Raymoud de Turenue; Geoffreyl Joinville: Geoffrey de 10in_ "ille; Jolin / Sees: Jolin, Comte de Sees; Henri / Bas; Henri, Comic de Uas: Guy/ Dampicre: Guy de Dampiere: RobeTi/Dreu~: Roben, Comte de Dreux; Erard/Brienne: Erard. Comte de Brienne: Phitip/ Bshp Bvs: Philip de Dreux. Bishop of Beauvais, English: Richard IICr·de· Ln: Richard [ Coeur-de-Lion. King of England. Lord of Ireland, Duke of Normand,· and Aquitaine. and Count of Anjou. Maine and Tourraine; Baldwin/ Achb Oby: Baldwin, Archbishop of Canterbury; An· drew/ Chvgny: Andrcw of Chau~igny: Hilbert / Sa1i5bury: Huben·Walter, Bishop of Salisbury: Garin/ fitl Grid: Garin fill. Gerland: William/ Preau.\: William of Preaux: Hugh/ Gournay: Hugh de Gournay; William/ Ferrers: William de Ferrers, Earl of Derby; Simon/ Montfort: Simon de Monlfort. Gnmlln lind Hemish; Leopold / Dk Austr: Leopold, Duke of Austria; 01l0/ Ct Gldrs: 0110, Count of Guelders; James/ Ld Avsnes: James, Lord of Avcsnes.

BIBLIOGRAPHY A HislOry of The Crusades, Valuml's I and II,

edited by Kenneth Sellon. General Editor (Unh. of Wisconsin Press. 1969) A magnificent "ork, "ilh a marvelous Ga;.eteer and index. In· valuable. (There are six volumes altogether),

A HistOf)' of the Crusades, Volrllnes I and III, by Sle,'en Runciman (Cambridge University Press, New York. 1955) Runciman is an exceptional writer, and this book reads like a novel, II also containse.,cellent information. A major source.

The Epic of the Crusades by Rene Grousset (Orion Press, New York, J970: translaled) The classic French Crusade scholar's massiH "ork in an abbre.iated form. Riddled with some unusual prejudices (mostlr Gallic;n flavor) and hun by Iheinept transla tion.

CfusadinR Warfare by R.C. Smail (Cambridge Uni,ersilY Press, Ne" York, 1956) A game desigl1er'~ delight. Good information on tactics, "'capons. methods. et aL

DESIGNER'S NOTES The original conccpt of Tlrt' CfIIsaill's was a multi. map, many·countered bash with cards. tables and a ",hole hosl of items. Aftn being informed that th<' game "a, destined for an issue of S&T, some immediale rcthinkin~ had 10 be done.

T he fir~t problem "as ",hat area to cover . I had ",anted to U.~C almost all of Asia Minor. from Turkey 10 A!e~and r ia. bUI Ihi, ~cale "as im· praclical for an issue game (100 much water: I already got burnt on that item in Constanlinople). So I "hittled the area do", n to what you see no" . Thi~ of cour~e eliminated the interesti ng opening of the First Cru.\ade - and some other Crusadc~ aswell - but made the task much easier.

The idea to use large hexes ([think Ihis i. the firsl is,ue game to u,e the 2Smm hnes) occured when tad ling the problem of Zones of Influence for the cities. Using the larger he~es enabled me 10 place

cilies and cast les within a hex - thus e1iminali ng a lot of problems with Siege - and also made cities and eaSlles quite importanl positionally. Controll· ing cities Ihus becomes of major importance, and an army ",ill be hard·pressed to mO"e anywhere without a string of cities and castlc5 behind it. Players "III notice Ihis immediately in both Crusades, just as they "ill quickly realize the im­portance of Antioch in The First Crusade.

The Movement ~nd A Urilion Syslem was dt"veloped OH, se,eral "eek s of playtt'5ting, II originally involved a lot of die· rolling, ~one of which remains, The idea to use a foraging system came from the research, which emphasized not the spet"d or mancu"crability of armies (both of which "'ere relatively non·ex;stem in t his era). but rather Iht" necessit), for armies to feed Ihemsel,es, With this in mind, [abandoned the standard idea ofter· rain costing .ariable lJOiU15 and changed 10 a SIa lic mOH'ment rate which is adjusted solely by the pla}ers , bascd on the size of the arm)' and the ty'pc of terrain (ill terms of supply' l. The bigger the Force and the farther it moves in a gi~cn period, the more it "ill loslto Attrition.

T he Combal rul~s are fa irly standard. e.xcepl to note lhal units may pass through enem,' units (unless the enemy is on Defend) with(lul harm bCl;au.\e pitched batlles were quite rare in lhi, era, and they were usually fought only whcn both sides desired it . Battles were rarely fought simply for the sake of h3' Ing battk, Thus, both sides must desire combat for it to occur. Players should note here that the Combat C RT includes resuhs that will be the equi,alent of a Hattin·style rout. Such a disaster can quickly end 3 game, ,0 "atch your· self,

The First Crusade- the multi-Player game - "as designed first. Thus Ihe rules for Guile, Visions, econornks, etc., all "'erc dc' eloped quite carlyon . So ",a.\ the Random Events Table. although I hadn't Intended 10 really use or.e (dt'5pite Play· tester Charhe Va5e~'s slalement . "What's a Berg game "'ilhout a Random Flents Table ... 1 .... [ uch of this could be considered "chrome" - certainl) the Vbions rules can be om riled. But ~' hrome add, nalor, ;lnd Tire Crusades deals " 'ith an era "'ith a great deal of romance and flavor. I don't believe in limply putting strength poinls on a game·map and saying "The first Player to eontrol 1eru,alem or capture Wilhelm ,'on Einbudt ""ns," The game b mcant to elucidate a ~ well as enlenain. and it is my desire that. "ithin Ihe parameters of the system, Ihe players , hould find out as much as they' can aboul "hat they are playing " nh.

A "ord about the Order of Ballle" The reason that the Crusader" hale OB sheets and the Mu,lims don't is quite simple: this is how "I' sok. 00 the eounler·mi~ problem , (The original mix W3s

some 325 counters), In addition, the Crusade" in Ihe game were chosen mostly by whim of the Designer (aside from the oblious leaders). Who could resist Drogo of Nesle or Dudo of Kon/·Saar. burg. In essence, these Crusadcr. are represen· tati~e of the res t of their ilk; they ~re not e,clush c,

Finally, the Fim Crusade Yictory coudilions "ere decided only after much soul· searchrng. They are somewh'l1 unusual. Ho",ncr, the)" do reflect the idea that although the First Crusade is a mulli· plaY'er game. Ihe situation seems 10 fosler a l!feat deal o f "team pia} " . Thus, ira,ing pla~er, keep their goals senet helps to stimulmecompetition.

The t"O game~ are quite different in play, Tlte Third Crusade is a falt · mo,ing Freddy the Great· , tylc game. After the first 2·3 turns. in "hich the players feci each other out. the game moves quit~ rapidly. T he First Crusade is another 'i tory, as noted abo'e . Togelher, The ('rll ,wile,I' ~ hould pro· ,ide an enlerraining' ie" of an e.~citlng period.

Page 13: Turn, [3.0J GAME EQUIPMENT RUspigames.net/PDFv2/Crusades.pdf · R2 [3.3) GAMECHARTSANDTA8LfS Visual aids 3rc pro~ided for the Players tosimplify and illustrate certain game mechanics.

_L Copyright © 1978, I Simulations Publications, Inc. , New York, N ,Y , 10010

~ "1=l '191z=fBlldwinFhHny +' RIinIIId Robert

THE.CRUSAD? I COUNTERS_ (Front)

~ Kerbogha I Hasan Egypt 2 \ ' Egypt 3 '\ Egypt 4 Balduk I Wassab I ~ =!j u~ e!J ~~'

; 5T~.3T2 21"3 11'1 11'2 4T3

~ w ... ~ Dudo + Conan ~ P8IIr +,Blldwinffi Dno 1 Watter ~ ~ ~ t:r e:s 'e:t 'e"I a.ll~ 1't 1 11" 1 11" 1 1'f IIi' 1 (1)tl 1 T 2

.1lt .......... ~

31'4

Stephl!fl

~-21'2

I = ~I :l~ Itt tTl

NORTHERN FRANKS

! ; i~ ...... ~ Ftn1:t1J1111

1111m1111dH &alan II Caro . _ D :::........iiiiiiI-~ ~~ ':Ja~ ~ ~ [ F'"1

~4~3 , '5+4 l~l 1"2 1"1 till ':il

Ralph J Guerin, r;."w _,

I ~t 1 tfi I

ArnuK HtsdN

11'1

Hugh I ~v""--I

3T2

Everard ] l.~ c::;: I TI

Aubrey '\

G _ _

IT1-

~ 6tI!IIII .... ""'-' ~ .... I Ivo

• ~ :;I ~C=:;I ~ C::ll~ = ~ ~ =:::l ~ C ::I~~ 1 ~ 11 ~ 1 1 " 1 1 ~ 1 (1)tl t f I

O~ l Clrmba, Id 1\ , William I ArnuK :::J v~ C ' ~..v".'/~ c CJoritI!!! I

1 TIl i' 1 I 1 of 1 (1)tl

II Bohemond I Tancred I RicMrd

~ l6T;o4 ST:t"4 ' 1;2

RainuK S8AImo

11"2

Geoffrey Ibgnu%

11'2

Robert S<iurdml

1 T 1

EngiInd 1

~ :.2

~ I BOO, I I Herman I Alberard Iii Ci)anres CMmae c.g-

IT2 I tt l IT-I

Field Treasury

Field Treasury

I '

Field Treasury

Field Treasury

\

Fie~ Treasury

Field Treasury

Humphrey \ R~er MrScMo 8m'lllle

ITt . 1 1" 1

1

4 Field

Treasury

10 Field

Treasury

'I 5 Field Treasury

~ 1

Field Treasury

William Grdmesnl

11' 1

Field Treasury

'7

Field Treasury

I Gerard Ar_

(1)t l

Pisa

...Q. 2

Frisian

~ 2

ByzIm 1

~ 2

Byztm 2

~ 2

Genoa Onmrk 1

~ ~ 2 2

Norman Venice

~ ~ 2 2

Byztm 3

~ 2

Onmrk 2

~ 2

Flemish

~ 2

I Crusad, er CONTpn

1 Cr' ~ '"' truS3de~ 1 CI !der 1 Crusader 1 Crusader lM''TROL tONTr'lL C""TROL CONTro'c "f'''T~OI

Crusa ler I Cr aIler I Crc·' 1 Crusader COr-tTPOl CONTROL CONTROL CONTROL

I T

( ~GNTII I "aller I Crusader I CI Ider I Crosal

CONTPOL CONTnOL COnRO 1

a~ 1 ".r·os • .;1 I Crusader 1 Crusader I Crusa(" OrITROl t;Otmn COT10' -~'ITRr' ..n''T"lOL

Egypt 1

~ 2~4 I 1~2 1~2 1~2

Emir ofTo=

1~1 ~

2 ~ ~ ' ~

2 2 I 2 YEAR

a~Afdal Emir t, Emir rl Egypt 5 Egypt 6 II Egypt 7 I Egypt

8 1 Egypt 9 1 Egypt 10

t-r- - ~ ~ I ~ ~ ~ ~ :: 4~2 1~ 1 I 1~1 2 2 2 2 2 , 2 , ~ J 5

GAME­TURN

~ ~1-I-ftik-M-r~I~I-o-uq-aq~l~Y-ag-h~~l--~-qm-an~l-T-~-ht--kn ~--~~--------~-----~---­SNMI C8J I8J u

50 C8J 25 2~1 3~3 1~2 2~2 1~2 50 50 25

~ I Jlghazi -l Emir J Jaran.ed I Emir ] Ridwan I C8J I [Z"I C8J I C8J I C8J I ~ 1~2 ;~2l-1-:;'2 ;~ 1 2~3 , 25 25 15 15 15 rn

Inlnlnlnlnlnln\nlnlm\ Inlnln\n\mlnln\m ml~1

)

ARMY STRENGTH POfflTS

C8J C8J C8J C8J C8J C8JC8J C8J C8J C8J - \ 110 110 I 5 1 5 I 5 5 1 5 1 5 I 5 I 5

\'1'1'1'1 rl'IDID\Dl;1 cb ~ 1;JK~asil1 ::l~ t;:: " !r;~ I THE I ........... --..... ........... ,. ... TRUE

0-1 ' 0-1 0-1 ' X 5 CROSS 'I- ~

:J ~ :::l ~ . -' ~ '- ~t """ Osrptd Osrptd Osrptd Osrptd Osrptd Gabriel1 Oshin 1~Cnstntne- .:. ~ I I I I I 0-1 0-1 0-1 , 1 , Jf

ARMENIANS

-- ~! --------------------- ~~~

Page 14: Turn, [3.0J GAME EQUIPMENT RUspigames.net/PDFv2/Crusades.pdf · R2 [3.3) GAMECHARTSANDTA8LfS Visual aids 3rc pro~ided for the Players tosimplify and illustrate certain game mechanics.

THECRUSADI£SI COUNTERS (Back) --- - + Egypt 4 Egypt 3 1 Egypt 2 Egypt 1 I afMujah.d a~Mansur )

1~ 1~ ~ F I 2~ 2~ 1

Egypt 10 Egypt 9 Egypt B Egypt 7 Egypt 6 Egypt 5 III

~ IF F F- F ~ 8dOm

1 2~

SARACENS

Saphadin afAfdal az-Zahir Saladin I:8:l I:8:l I:8:l I:8:l I:8:l ~.1 ~,,,,,,

20 20 20 10 10 2~ 2~ 2~ 3~ - -

I:8:l I:8:l Taki Kara-Kush Imad afAziz

l._ I:8:l I:8:l I:8:l _. -~- .... adOlf] ..

10 10 10 5 5 2~ 2~ 2~ 2~ ------

_ _ ~- ! pl Guy Conrad Amalric Warner _ Robert Geoffrey 1

I:8:l I:8:l I:8:l I:8:l C8:I C8:I C8:I r r r Kg .him 1 M,,,,, JersIm Ns/Jlus S8bIe Oonjon I 5 5 5 5 5 5 5 2~ 1 3 \f 21"' 3 ~ 3!fl 2 'Ef

Geoffrey Balian Humphrey Reynald J Bohemond Bohemond C8:I C8:I C8:I C8:I C8:I [8J C8:I C8:I C8:I C8:I I Ip jp l.~ __

I_ I (belin

I ~Ef Sidon An_ Tripoi

1 1 1 1 1 1 1 3 3 3 1 ttl 2 ffi 1 ~ 1 ffi 1 \f .. -. -- ----.[..

I Onmrk 2 Onmrk Genoa

/ ~ C8:I [8J C8:I C8:I [8J r C8:I r [8J f l , ~ p ~ 3 3 2 2 2 1 1 Flemish Venite Norman

I ~ C8:I C8:I C8:I C8:I C8:I [8J

I r r r r I ~ p P 1 1 1 1 1 1 I J 1 I -- - -

-- - .. _.#_ .. - - - -I Mosul I Leo a c!:= lac cb Mosul I Mosul Fatimid Fatimid Fatimid I Fatimid I Fatimid Fatimid Fatimid I 1826 1811 2113 1817 =..!U ~_....:::I CONTROL CONTROL I CONTROL CONTROL CONTROL CONTROL CONTROL CONTROL CONTROL CONTROL

n Mosul Mosul Mosul Syrian Syrian S.... S.... I S.... I S,,", I"" ~ CONTROL CONTROL I CONTROL CONTROL CONTROL CONTROL I CONTROL CONTROL CONTROL . CONTROl_

+

Page 15: Turn, [3.0J GAME EQUIPMENT RUspigames.net/PDFv2/Crusades.pdf · R2 [3.3) GAMECHARTSANDTA8LfS Visual aids 3rc pro~ided for the Players tosimplify and illustrate certain game mechanics.

(6.4IJ HEX / AITRITION VALUE TABLE

Type of Hex Fertile Variable

Barren City/Castle

Attrition Points

000 Two

Three None

FORMATION ADJUSTMENTS

Muslim/Saracen Crusader Formation

Formation E F 0 D

C + 1+2+3 + 5

F - 1 0 + 1 +3

D - 2 - \ nc 0

- 4 - 3 0 + 2

Effects arc column adjustments vis Q

vis Crusader. no .. no combat.

m F.

/

]

1 , 5

6

ml,'

/

]

1 , 5

6

COMBAT FORMATION TABLE M US LIM/SARACEN Commander's Combat Rating

I 2 3 4 ODD 0 o 0 0 0 D

D

o o

D

o o F

o F

F

E

F

F

E

E

CR USA DER Commander's Combat Rating

I 2 3 4 5

D

D

D

I

D

D

F

C

I

D

D

F

C

C

D

D

F

C C

C

(6.49J MOVEMENT/ AITRITION LOSS TABLE

pQlf"rs

/ ]

3 , 5 6

7

8 9

/0

/I

11

/1 14

15

/6 17

/ 8 19 or more

Slrtnglh PolnlS in Group

1·10 11·20 21·30 31·40 41-50 51·60 61-80 81-11011 1+

1-S 6-10 II -IS 16·20 21·30 31-4{l 41-60 61·80

o a o a o a o o a

2

o a o o a o

I

2

2

2

2

a a a o o

I

2

2 2

2

2

3

3

o a o a

I

2

2

2

2

2 2

3

3

3

o o a

I

2 2

2

2

2

2

l

l

3

4

o o

2

2

2

2

3

3

3

3

3

4

6

o

I

2

2

2

2

3

3 3

4

4

4 , 6

8

o

2

2

2

3

3

3 3

4 4

4 4 , , 6

8

iO

I

2

2

3

3

3

4

4

4 , , 6

6 7

8

9

iO

15

Number results are Strength Points eliminated. Groups of Strength Points larger Ihan Ihe totals in lhe righI-hand column arc resolved on the right-hand column.

(9.54J LAND COMBAT RESULTS TABLE

(1O.6J SIEGE ASSAULT TABLE Combat Ra tio (Attacker to Defender)

2· 1 o/E or less

/

]

1 , 5

6

3· 1

s

4· '

s s

,.,

s s s

6· '

s s s s

- _ Siege unsuccessful; S .. Siege successful.

' ·1 7-1 o r more

s s s s s

s s s s s s

[10.71 SIEGE AITRITION

DI~:

/ O· ] O·

1 0

• 0

5 0 6 2

Hex Level

2

O· o

2

2 l

3

o I

2

3 3 ,

City

I

I

2 2

3

4

/I .. Number of Strength Points lost; • _ Roll on next higher level staning next Game-Turn.

I 10

DIE 4

I 10 3

I 10 2

Combat Ratio (Attacker Strength to Defender Strength)

I 1.5 1.75 2 2.5 3 to to M to M W W

4 10 I

5 or more 10

(9.87J LEADER CASUALTY TABLE

1.511 I 1 1 1 I

2Sr2/10 20r/IO 2Or/IO IOr125 Srl2S

20r/l0 20r/lS S/30r S/30r

20r/ 15 15120r

"" 2

/I

I]

Vlclor Loser

Killed

Killed

Killed

Captured

/

]

1 ,

50r3/0

4Or3/0

40r3/ 5

4Or2l5

JOrl S

JOr/IO

SOr3/S

4Or3/S

JOr31S

JOr2lS

2Sri S

20r/ l 0

4Or2l5

30r21S

30r2l1O

25r/i0

2Or/ IO

IS/lSr

25r2/5

20r/\0

20r/ 15

20r/iS

IS/ lOr

10120r

ISI20r 10120r

15r/15

10120r

IOI2Or

SI 2Sr

15r/ 15

ISrl20r

IOI2Sr

SI2Sr

512Sr2

:;/30r2

IOr/ 15

10120r

SI2Sr

5125r

S/ 3Or2

!il30r2

[5r120

5120r

!il30r

5/JOr

S/ 4Or2

* 130r2

5125r2 * /3Or2

5/30r2 * I4Or3

* 14Or2 * / 4Or3

* 150r3 0lSOr3

- = No Effect

5

6

20/ 30r IOI2Sr

I012Sr2 10/2Sr2 512Sr2

Res Ul!5 to left of sin h Ipply to A llld:u ; resul l.!! to right of 51ash apply to Defender. /I = percentage of forced 105t (at least); r _ Must Retreat that number of hexes without entering Enemy-occupied hex, city. If Clnnot lose

100;. for each hex cannot retreat. (May stop in friendly city 2·3-4 level) * = Lose Ihe percentage of Strength Points shown on die· roll, but never more than SOft. Attacker is Force with highest rated leader. [fsame, die·roll de<:ides.

fi&··-;,oC .: : ... ~ ..

(20.I J RANDOM EVENTS TABLE: First Crusade

'"' DI~·

/

]

1 , 5

6

2

14 4

3 14

2

4

3

9

14 , 14

Firs t Die

3

7

14 I

6 , 4

4

4

13 14 8 3 6

, 7

10 8

14

14 ,

6

II

6

12 14 2

For explanation of numbers, Crusader Player consull.!! Deus Vult (20.2); Muslim Player con· suits Insh 'Alluh (20.3) .

FIRST CRUSADE [20.2] DEUS VULT! I . Visions See Case 20.4 2. PlagueSeeCasc20.5 3. Treachery Point The Player re<:ei~es one Treachery Poin!, which must be assigned immediately to a specific Leader. See Case 21.3. 4. Dissension See Case24.3. 5,6 . Fleel Arrives The Player gets one of the four Fluts (see Case 2S.2). The Fleet is placed in Famagusta. If all Fleets arc already assigned, count thiscvent as "Nothing Happens." 7. Supplies from Cyprus The Player receives ~O Bennu in Famagusta. U's his problem to get them to where he is. S. Supplies from BYVlntium Same as 11. except BezanlS may be placed in 0 101, if so desired. See 111 2. 9. Lroder Abandons Crusade Player rolls one die for each Leader he controls. On a roll of 6 , tha t Leader.

TURN RECORD TRACK

and hi$ retinue, goes home. The Player may "pay" hi! Leader to stay: 10 BezarHs for the Leader, plus five for each Army Strength Point in his retinue that he wishes to keep. (The total is up to the Player and his finances .) A minimum of one Leader is affe<:led . 10. Lroder Falls !II Same .as 119 and 14.1 (~4). However, the effect cannot be prevented by paymerH. II . Armenian Revolt Any Armenian Forces under the Player' s cOnlrol revolt and return to the City of origin immediately. If City is occupied, they may be placed in a non·alisned or non-occupied A(menian city. Other· wise, the revolt fails and they are eliminated. 12. Byzantines !nsulted; Go Home All Byzantine Forces are removed and IS becomes Nothing Happen· ed. (Set- also, Case 22.3). 13. Assassinalion The Player may al1empl to Assassinate a Muslim Leader. Set- Case 14.3; except that the die roll is compared 10 the target's Guile Raling. If the attempt fails. that Player's chosen Com­mander loses one Guile Point from his Rat ing. 14. Nothing (Do not roll again this Game-Turn.)

[20.3] INSH 'ALLAH ! I . Reinforcements Player r~eives J Army Strength Points in any City under his Control. In addition to other reinforcements he might receive. 2,3,4 . Dissension See Deus Vufl, ~4 .

5. Trtaehery POint See Deus Vull, #3. 6. ArmenianRevoltSeeDeus Vult, III. 7. Tribute The Caliph of Baghdad demands -and r~eives _ tribute from the Player. The Player gi~es 2~'" of all his Bezants to the Caliph (simply temoving them from the game.) They may come from any FriendlyTreasury. S. PlagueSet-Case20.S. 9. Jihad! All the Player'$ forces are inspired by religious fervor to "Kill the Infidel. " All Leaders may move one extra hex; there is a one column adjustment in his favor in all combat (Land or Naval) this Game· Turn; and he adds one to his die roll for any Sieges (or subllaets from the oplJO$ing besieging Player). 10. Caravan af Damascus SO Bezants to the Player who controls Damascus. at Damascus, in the Income

MONTH Jan (Winter)

F,b (Winler)

Mar I (Ra in)

Mar II Mar II Apr I Apr II May . May II Jun I Jun II Jul I Julll Au g . I Aug II Sep I Sep II

Phase. However, any other Player occupying any hex of the Damascus Caravan Route al the end of a Com· bat Phase will grab the money Instead . 11 . Caravan Of Homs Same as N 10. but restrictions ap· ply to Horns and the Horns Caravan Route. 12. Caravan at Aleppo Same as NIO, but restrictions apply to Aleppo and the Aleppo Caravan Route. \3 . AS$assinalion See Deus VUlf I I 3. 14. Nothing (Do nOI roll again this Game-Turn.)

THIRD C RUSADE (14 .1] CRUSADER RANDOM EVENTS 1,2,3. Phillip Goes Home. Remove the King of France pl"s Philip, Comte de Flanders; William de Les Barres; Pete t de Courtney; Dreux de Mello; and Aubrey Clemen!. 4. Leader Falls 111. Roll one die for roc:h Leader. If a 6 is rolled, that Leader is ill. (Only one Leader falls ill). Roll a 2nd die. A result of I·~ is the number of turns he is removed from the pme; on a 6. he dics. Return r~overed Leader to any Friendly ei ly or Force.

OCI. Oct II Nov (Ra in)

0 " IYEAR (Winter)

5. Political A rguments. The supporters of King Guy may nO! combine Forces with the suppOrters of Conrad of Monferra!. (fhey both claimed the Kingship of Jerusa lem.) They will defend together if attacked, but cannot combine in an attack or siege. Player must choose one side or the other, if a choice is ne<:essary. 6 . Assassinalion. SceCase 14.3.

[14.2] SARACEN RANDOM EVENTS

I. Leader Fall!; III. Same as Case 14. 1/4 . 2,3 Truce. Saladin and Richard ask for a parlay, and a Truce is declared. No Movement orCombat allowed; but there is no Amition penalty for failure to move. Applicable only after Richard reaches the mainland. 4. Local Revolt in Hamah. Saladin must send a Force of 10 Army Strength Points to Hamah immediately. where il must $pend one full Game-Turn. It is then fru to move elsewhere. 5. Locol Revolt in Edcssa. Same as '4, above; except Force goes to Edessa. 6. Assassination. Set- Cue 14.3.

1097 1098 11099 11191 1192

0 ·, ... , F"W' O

O V,,',bl.

Ri"er

COastal or fT\ Lake Hex \lj

PO,I @

B Lmll di) Clly

. (Slacking: 10)

Level 2 C ity

(Stacking: 25)

r- --, L.~., 3 I c - I CIty 1QLJ::UhJ I (Stacking: 25)

Level 4 City

(Stacking: 40)

~ ,, '<: -~ ~ ~ "'~ . ::t::"::~ ~ ":;; " u r:::t::r:::t:: ""' ;;; <:;) <:;) r:::t:: .: " ,,"- !;,

~ ~~ ;:: "

~ ... -~ ~ ~ ~ ~ ~ \:) r:::t:: b

5~ ",,,-1..:1 ~ " ~ w. :a

~ ::':: Ot.

~ ~ ~ 2 .., u c ;;; ~ g

~ ~ " ~ :;; (j

~ ... ~ g ~ "t: ~

" ~ u ... ~ :t: .: ... ~ o to

~ ,, ­, . ", "' ~ _Q 31 ~ . " -" . :t ~ u

" -'" " \:) E ~ ~ ."g

o l:l:: U t.

(12.49J NAVAL COMBAT RESULTS TABLE

1

6

a rlO/­

,1-

ri iO

10Ir

-I,

-/r lO

Fleet Combat DlfrerenUal (Attacker minus Defender)

rlO/­

'1-r / lO

-I,

-I ,

-/rlO

2

rlO/­

riiO

IO/ rlO

-I,

-/rlO

-/r lO

3 r/ lO

rl lO

lO/ rlO

-/rlO - / rlO

IO/r20

4 rl lO

IO/ rlO

20/ r20

-/rlO IO/ r20 -/r20

, 6 70' more

IOlr lO IO/r20 - / rlO

20/r20

- / rlO IO/r20

-/r20

-/r30

-/r IO

- / rlO

-/r20

- / r30

-/r4O

-/rlO

-/r20

-/r30

- / r4O

-/r50

Resuluto the left of slash apply to Attacker; results to right of slash apply to Defender. r = Retreat to nearest Friendly port; I = Percentage of Fleet Strength Points eliminated.

(20.66J PLAGUE/ MUSLIM REINFORCEMENT CHART

Plague

Cairo

A lexand ria

Damietta

P elusium

H ebron

Asealon

Ram!ah

Jerusalem

Jaffa

Nablus

Caesarea

Haifa

Acre

T yre

Damascus

Sidon

Beirul

Tripoli

DICE

II J]

IJ

14 /5 /, ] /

22

23

" 15 16

1/ 1]

33

l ' 15 16

Musli m Reinl (Army Strength I'oint$)

Damielta (10)

Cairo ( 10)

Cairo (10)

Cairo (10)

Cairo (10)

Cairo (15)

Cairo (IS)

Cairo (1 5)

Cairo (15)

Cairo ( 15)

Cairo ( 15)

Alexandria (10)

Alexandria (15)

P elusium (15)

Pctusium (10)

Gaza (10)

A scalon ( 10)

Ascalon ( 15)

Plague

Horns

Tortosa

Latakia

H amah

SI. Symeon

Gaza

Antioch

Harene

Aleppo

Ravendan

Edessa

Samosata

Melitene

Parlzepert

Tarsus

Lampron

!conium

Famagusta

J)fCE

41 41

'1 44

" 46

5/ 5]

51

" 55

" 6/ 61

61

" 65 66

Muslim Reinf (Army Strength P oints)

Jerusalem (10)

J erusalem (15)

Acre (10)

Tyre (10)

Harenc (]O) Horns (10)

Tarsus (IS)

A nlioch (IS)

Antioch (I:;)

Samosata (IS)

Damascus (IS)

Damascus ( 15)

Edessa (20)

Edessa (20)

Hamah (IS)

Hamah (15)

Aleppo (IS)

Aleppo (IS