From 66888ec763698f5621860596876ff20c99b796dc Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Wed, 15 Dec 2021 01:14:21 +0100 Subject: Clean up Columbia games rule book HTML. --- info/rules.html | 2144 +++++++++++++++++++++++++++---------------------------- 1 file changed, 1049 insertions(+), 1095 deletions(-) diff --git a/info/rules.html b/info/rules.html index a910465..c24e8f4 100644 --- a/info/rules.html +++ b/info/rules.html @@ -11,1397 +11,1351 @@ p{position:absolute;white-space:pre;margin:0;font-family:Gentium Basic}
+

CRUSADER REX

INTRODUCTION

-

Crusader Rex is a game covering the

-

Third Crusade. One player commands the

-

Franks, the other commands the Saracens.

+

Crusader Rex is a game covering the

+

Third Crusade. One player commands the

+

Franks, the other commands the Saracens.

Game Turns

-

The game is played in a series of six

-

years starting at 1187. Within each year

-

are six (6) Game Turns. Each Game Turn

-

has four (4) Phases, played in the sequence

+

The game is played in a series of six

+

years starting at 1187. Within each year

+

are six (6) Game Turns. Each Game Turn

+

has four (4) Phases, played in the sequence

given:

[1] Card Phase

-

Both players start every year with six

-

(6) cards. Each Game Turn they both play

-

one (1) card face down. The cards are then

+

Both players start every year with six

+

(6) cards. Each Game Turn they both play

+

one (1) card face down. The cards are then

revealed to determine play order. See 4.0.

[2] Move Phase

-

Player 1 completes all movement and

+

Player 1 completes all movement and

then Player 2 moves. See 5.0.

[3] Battle Phase

Battles/Sieges are resolved one by

one in the order chosen by Player 1.

See 6.0.

[4] Draw Phase

-

Both players draw one (1) block from

+

Both players draw one (1) block from

their Draw Pool (except during 1187).

1.0 MAPBOARD

-

The mapboard depicts the Levant,

-

from Antioch south to Egypt. The Frank

-

player sits on the western edge of the map;

+

The mapboard depicts the Levant,

+

from Antioch south to Egypt. The Frank

+

player sits on the western edge of the map;

the Saracen player sits opposite.

1.1 TOWNS

-

The map shows the key towns of the

-

12th Century. They govern the movement

+

The map shows the key towns of the

+

12th Century. They govern the movement

and location of blocks.

1.11 Town Rating

-

Town Rating is the number of shields

-

near a town's name. Most towns have 1-4

+

Town Rating is the number of shields

+

near a town's name. Most towns have 1-4

shields. Minor towns have no shields.

1.12 Town Control

-

Saracen towns are in Syria and Egypt.

-

They are friendly to the Saracen unless

+

Saracen towns are in Syria and Egypt.

+

They are friendly to the Saracen unless

occupied by Frank blocks.

-

Frank towns are within the realms of

-

Antioch, Tripoli, and Jerusalem. They

-

are friendly to the Frank unless occupied

+

Frank towns are within the realms of

+

Antioch, Tripoli, and Jerusalem. They

+

are friendly to the Frank unless occupied

by Saracen blocks.

-

Masyaf is the Kingdom of the Assassins

+

Masyaf is the Kingdom of the Assassins

and cannot be entered by other blocks.

-

IMPORTANT: Changes to town control

-

are effective instantly. Occupying any

-

vacant enemy town makes it immediately

-

friendly, but it instantly reverts to enemy

-

control if vacated.

-

Towns have two playable areas: castle

-

and field. In a siege, one player defends

-

the castle, while the other defends the field.

+

IMPORTANT: Changes to town control

+

are effective instantly. Occupying any

+

vacant enemy town makes it immediately

+

friendly, but it instantly reverts to enemy

+

control if vacated.

+

Towns have two playable areas: castle

+

and field. In a siege, one player defends

+

the castle, while the other defends the field.

1.13 Home Seats

-

The town named on a block is its home

-

seat (starting location). Matching shields on

-

the map are alternate seats.

-

Example: Bohemond's home seat is

+

The town named on a block is its home

+

seat (starting location). Matching shields on

+

the map are alternate seats.

+

Example: Bohemond's home seat is

Antioch. Latakia is an alternate seat.

1.14 Ports

-

A town with an anchor symbol is a

+

A town with an anchor symbol is a

port. Tripoli and Tyre are fortified ports.

-

Sea Movement (5.4) is possible

-

between friendly ports.

+

Sea Movement (5.4) is possible

+

between friendly ports.

1.15 Unplayable Towns

-

Some locations like Bethlehem or

-

Nazareth are shown on the map only for

-

historical interest. They are not playable.

+

Some locations like Bethlehem or

+

Nazareth are shown on the map only for

+

historical interest. They are not playable.

1.2 VICTORY CITIES

-

Seven (7) towns are Victory Cities.

-

The Saracen starts play controlling Aleppo,

-

Damascus, and Egypt; the Frank controls

-

Antioch, Tripoli, Acre, and Jerusalem.

-

The object of the game is to control

-

a majority of the seven (7) Victory Cities

-

after the year 1192 is played. A sudden

-

death victory occurs if one player controls

-

all seven Victory Cities at the end of any

+

Seven (7) towns are Victory Cities.

+

The Saracen starts play controlling Aleppo,

+

Damascus, and Egypt; the Frank controls

+

Antioch, Tripoli, Acre, and Jerusalem.

+

The object of the game is to control

+

a majority of the seven (7) Victory Cities

+

after the year 1192 is played. A sudden

+

death victory occurs if one player controls

+

all seven Victory Cities at the end of any

Game Turn.

-

NOTE: A besieged Victory City is still

-

controlled by the castle defender for victory

-

purposes.

-

CRUSADER REX

+

NOTE: A besieged Victory City is still

+

controlled by the castle defender for victory

+

purposes.

Rulebook Organization

-

This rulebook is formatted so that the sidebar

-

(this column) contains designer and historical

-

notes to help you understand and enjoy this

-

game.

+

This rulebook is formatted so that the sidebar

+

(this column) contains designer and historical

+

notes to help you understand and enjoy this

+

game.

Fog-of-War

-

Surprise is an exciting aspect of Crusader Rex.

-

Blocks generally stand upright facing the owner.

-

This promotes bluff and innovative strategies

-

because players are uncertain of the strength or

+

Surprise is an exciting aspect of Crusader Rex.

+

Blocks generally stand upright facing the owner.

+

This promotes bluff and innovative strategies

+

because players are uncertain of the strength or

identity of an enemy block.

Battle Sites

-

The main battles of the period are shown on

-

the map for interest, red for Frank victories and

+

The main battles of the period are shown on

+

the map for interest, red for Frank victories and

green for Saracen victories.

Names & Places

-

Modern day translations of names and places

-

from the Crusading era can vary. When

-

confronted with spelling choices, we have

-

generally deferred to Lyons & Jackson’s Saladin:

-

The Politics of Holy War.

+

Modern day translations of names and places

+

from the Crusading era can vary. When

+

confronted with spelling choices, we have

+

generally deferred to Lyons & Jackson’s Saladin:

+

The Politics of Holy War.

Town Control

-

Because changes to town control are effective

-

instantly, retreat/regroup options may change

-

during a game turn as a result of enemy moves,

-

retreats, or regroups. It is also possible to

-

occupy a vacant enemy town with one move,

-

making it friendly, and then immediately muster

-

or sea-move there with another move.

+

Because changes to town control are effective

+

instantly, retreat/regroup options may change

+

during a game turn as a result of enemy moves,

+

retreats, or regroups. It is also possible to

+

occupy a vacant enemy town with one move,

+

making it friendly, and then immediately muster

+

or sea-move there with another move.

The Early Crusades

-

The Crusades began on November 27, 1095, when

-

Pope Urban II called upon Christendom to reclaim

-

the holy land. Although Jerusalem had been under

-

relatively benign Muslim rule for over 400 years,

-

Urban II decried a rising tide of deprivations

-

and desecrations by “the enemies of Christ.” Less

-

than four years later, the Franks completed a long

-

and bloody march to Jerusalem, whereupon they

-

slaughtered every Jew and Muslim they found in

-

the city. Independent kingdoms and principalities

-

were established in Jerusalem, Tripoli, Antioch, and

-

Edessa (modern-day Armenia), which collectively

-

became known as “Outremer” – the lands over the

+

The Crusades began on November 27, 1095, when

+

Pope Urban II called upon Christendom to reclaim

+

the holy land. Although Jerusalem had been under

+

relatively benign Muslim rule for over 400 years,

+

Urban II decried a rising tide of deprivations

+

and desecrations by “the enemies of Christ.” Less

+

than four years later, the Franks completed a long

+

and bloody march to Jerusalem, whereupon they

+

slaughtered every Jew and Muslim they found in

+

the city. Independent kingdoms and principalities

+

were established in Jerusalem, Tripoli, Antioch, and

+

Edessa (modern-day Armenia), which collectively

+

became known as “Outremer” – the lands over the

sea.

-

The Crusader States prospered for 45 years until

-

Zangi, the Atabeg of Aleppo, conquered the County

-

of Edessa. The new military hero of Islam was

-

soon murdered by a servant. Zangi’s young son Nur

-

al-Din took command and braced his Emirate for

-

the inevitable Frank counterattack.

-

Pope Eugenius III launched the 2nd Crusade on

-

March 31, 1146. German, French, and English

-

armies under the command of King Louis VII of

-

France and King Conrad III of Germany opted to

-

strike first at Damascus, then an ally of Outremer

-

and an enemy of Aleppo! Their assault upon

-

Damascus was broken when Nur al-Din’s forces

-

swooped down from the north. The Crusaders

-

retreated in panic, and the 2nd Crusade ended in

-

disaster. The Zangid Empire under Nur al-Din now

+

The Crusader States prospered for 45 years until

+

Zangi, the Atabeg of Aleppo, conquered the County

+

of Edessa. The new military hero of Islam was

+

soon murdered by a servant. Zangi’s young son Nur

+

al-Din took command and braced his Emirate for

+

the inevitable Frank counterattack.

+

Pope Eugenius III launched the 2nd Crusade on

+

March 31, 1146. German, French, and English

+

armies under the command of King Louis VII of

+

France and King Conrad III of Germany opted to

+

strike first at Damascus, then an ally of Outremer

+

and an enemy of Aleppo! Their assault upon

+

Damascus was broken when Nur al-Din’s forces

+

swooped down from the north. The Crusaders

+

retreated in panic, and the 2nd Crusade ended in

+

disaster. The Zangid Empire under Nur al-Din now

controlled Aleppo and Damascus.

-

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc.

-

1

+

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc.

+

1

VERSION 2.0

+

CRUSADER REX

2.0 ARMIES

-

The wooden blocks represent Frank

-

(orange) and Saracen (green) forces. There

-

is also one Assassin (black) block.

-

A sheet of die-cut labels is included.

-

One label must be attached to the face of

-

each block. Lightly position each label,

-

ensure it is straight, and then press firmly

-

to the block.

+

The wooden blocks represent Frank

+

(orange) and Saracen (green) forces. There

+

is also one Assassin (black) block.

+

A sheet of die-cut labels is included.

+

One label must be attached to the face of

+

each block. Lightly position each label,

+

ensure it is straight, and then press firmly

+

to the block.

• Green labels on green blocks

• Tan labels on orange blocks

• Black label on the black block.

-

The blocks add surprise and secrecy

-

to the game. When standing upright,

-

block type and strength is hidden from the

+

The blocks add surprise and secrecy

+

to the game. When standing upright,

+

block type and strength is hidden from the

opponent.

2.1 BLOCK DATA

-

Blocks have numbers and symbols

+

Blocks have numbers and symbols

defining movement and combat abilities.

2.11 Strength

-

The current strength of a block is the

-

number of pips on the top edge when

-

the block is standing upright. Strength

-

determines how many six-sided dice (d6)

-

are thrown for a block in combat.

-

For example, roll 4d6 (four six-sided

-

dice) for a block at strength 4; roll 1d6 for

+

The current strength of a block is the

+

number of pips on the top edge when

+

the block is standing upright. Strength

+

determines how many six-sided dice (d6)

+

are thrown for a block in combat.

+

For example, roll 4d6 (four six-sided

+

dice) for a block at strength 4; roll 1d6 for

a block at strength 1.

-

Blocks vary in maximum strength.

-

Some blocks have four steps, some three

-

steps, and some only two steps. For each

-

hit taken in combat, the block’s strength

-

is reduced one step by rotating the block

-

90 degrees counter-clockwise. The sidebar

-

shows a block at strength 1, 2, and 3.

+

Blocks vary in maximum strength.

+

Some blocks have four steps, some three

+

steps, and some only two steps. For each

+

hit taken in combat, the block’s strength

+

is reduced one step by rotating the block

+

90 degrees counter-clockwise. The sidebar

+

shows a block at strength 1, 2, and 3.

2.12 Combat Ratings

-

The Combat Rating is indicated by a

-

letter and number, such as A1 or B2. The

-

letter determines initiative for combat.

-

All A blocks attack first, then all B blocks,

-

then all C blocks. The number indicates

-

firepower, which is the maximum roll that

+

The Combat Rating is indicated by a

+

letter and number, such as A1 or B2. The

+

letter determines initiative for combat.

+

All A blocks attack first, then all B blocks,

+

then all C blocks. The number indicates

+

firepower, which is the maximum roll that

will score a hit.

-

Example: a block rated B1 only scores a

-

hit for each “1” rolled, but a block rated B3

+

Example: a block rated B1 only scores a

+

hit for each “1” rolled, but a block rated B3

scores one hit for each 1, 2, or 3 rolled.

2.13 Move Rating

-

A block’s Move Rating indicates how

-

many towns a block may move along

-

roads.

-

2.2 FRANKS

-

Frank blocks contain a mix of knights,

+

A block’s Move Rating indicates how

+

many towns a block may move along

+

roads.

+

2.2 FRANKS

+

Frank blocks contain a mix of knights,

infantry, and archers.

2.21 Outremers

-

Ten (10) blocks represent

-

the Christian feudal lords of

-

the Kingdom of Jerusalem,

-

Principality of Antioch, and County of

-

Tripoli.

+

Ten (10) blocks represent

+

the Christian feudal lords of

+

the Kingdom of Jerusalem,

+

Principality of Antioch, and County of

+

Tripoli.

2.22 Military Orders

-

Seven (7) blocks represent

-

the elite fighting orders of the

+

Seven (7) blocks represent

+

the elite fighting orders of the

Hospitallers and Templars.

2.23 Turcopoles

-

Two (2) blocks represent

-

Syrian light horse employed by

-

the Franks.

+

Two (2) blocks represent

+

Syrian light horse employed by

+

the Franks.

2.24 Crusaders

-

Nine (9) blocks represent the

-

English, French, and German

+

Nine (9) blocks represent the

+

English, French, and German

forces of the Third Crusade.

2.25 Pilgrims

-

Three (3) blocks represent

-

numerous small groups of

-

warriors who came to the Holy

-

Land. Three prominent sources are named,

+

Three (3) blocks represent

+

numerous small groups of

+

warriors who came to the Holy

+

Land. Three prominent sources are named,

but pilgrims came from Castile to Jutland.

2.3 SARACENS

-

Saracen blocks contain a mixture of

+

Saracen blocks contain a mixture of

light horse, horsebow, and infantry.

2.31 Emirs

-

Nineteen (19) blocks represent

-

Saladin and the Muslim lords

+

Nineteen (19) blocks represent

+

Saladin and the Muslim lords

loyal to him.

2.32 Nomads

-

Twelve (12) blocks (Arabs,

-

Kurds, Turks) represent a

-

variety of irregular forces from

+

Twelve (12) blocks (Arabs,

+

Kurds, Turks) represent a

+

variety of irregular forces from

off-map regions.

2.4 Assassins

-

The black block represents

-

the Assassins. It is deployed

-

in Masyaf and used to attack

-

an enemy block when the

-

Assassin event card is played.

-

CRUSADER REX

+

The black block represents

+

the Assassins. It is deployed

+

in Masyaf and used to attack

+

an enemy block when the

+

Assassin event card is played.

The Military Orders

-

The Templars and Hospitallers were the military

-

elite of Christendom. Members were primarily minor

-

nobility recruited from all over Europe, although

-

the majority came from France. They were deeply

-

religious, highly trained, well disciplined, and

-

ferocious in battle.

-

The Order of St. John of the Hospital of Jerusalem

-

was founded by Italian merchants prior to the

-

crusading era as a charitable medical organization.

-

Once under the supervision of Benedictine monks,

-

it evolved into an autonomous religious institution

-

with a distinct military caste by around 1160.

-

“The Poor Fellow-Soldiers of Jesus Christ,” on

-

the other hand, were founded by nine crusading

-

knights in 1119 as a religious order dedicated to the

-

protection of pilgrims. Their headquarters at the

-

al-Aqsa mosque on the southern edge of the Temple

-

Mount (known to the crusaders as the Temple of

+

The Templars and Hospitallers were the military

+

elite of Christendom. Members were primarily minor

+

nobility recruited from all over Europe, although

+

the majority came from France. They were deeply

+

religious, highly trained, well disciplined, and

+

ferocious in battle.

+

The Order of St. John of the Hospital of Jerusalem

+

was founded by Italian merchants prior to the

+

crusading era as a charitable medical organization.

+

Once under the supervision of Benedictine monks,

+

it evolved into an autonomous religious institution

+

with a distinct military caste by around 1160.

+

“The Poor Fellow-Soldiers of Jesus Christ,” on

+

the other hand, were founded by nine crusading

+

knights in 1119 as a religious order dedicated to the

+

protection of pilgrims. Their headquarters at the

+

al-Aqsa mosque on the southern edge of the Temple

+

Mount (known to the crusaders as the Temple of

Solomon) earned them the name “The Templars.”

-

By the time of the 3rd Crusade, the religious orders

-

had become fearsome military powers and were the

-

wealthiest landowners in Outremer. Their leaders

-

treated the Kings, Princes, and Emirs of the Middle

-

East as sovereign equals.

-

Members who fell into enemy hands were generally

-

executed. The military orders refused to pay

-

ransom. “I wish to purify the land of these two

-

monstrous orders,” declared Saladin, “whose

-

practices are of no use, who will never renounce

-

their hostility, will render no service as slaves,

-

and are all that is worst in this infidel race.” Two

-

hundred and thirty were executed en masse a few

-

days after capture at the Battle of Hattin.

-

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc.

-

2

-

VERSION 2.0

-

Strength 3

+

By the time of the 3rd Crusade, the religious orders

+

had become fearsome military powers and were the

+

wealthiest landowners in Outremer. Their leaders

+

treated the Kings, Princes, and Emirs of the Middle

+

East as sovereign equals.

+

Members who fell into enemy hands were generally

+

executed. The military orders refused to pay

+

ransom. “I wish to purify the land of these two

+

monstrous orders,” declared Saladin, “whose

+

practices are of no use, who will never renounce

+

their hostility, will render no service as slaves,

+

and are all that is worst in this infidel race.” Two

+

hundred and thirty were executed en masse a few

+

days after capture at the Battle of Hattin.

+

STEP REDUCTION

Strength 1

Strength 2

-

STEP REDUCTION

-

STRENGTH

+

Strength 3

+

BLOCK DATA

+

STRENGTH

(4)

-

BATTLE

-

RATING

-

(A2)

-

MOVE

+

MOVE

(3)

-

BLOCK DATA

-

HOME

-

CASTLE

-

(Hama)

NAME

(Taqi Al Din)

+

HOME

+

CASTLE

+

(Hama)

+

BATTLE

+

RATING

+

(A2)

+

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc.

+

2

+

VERSION 2.0

+

CRUSADER REX

3.0 DEPLOYMENT

-

Both sides set-up their blocks at their

-

designated seats. Blocks are deployed at

-

full strength.

-

3.1 FRANK DEPLOYMENT

-

Outremers, Turcopoles, and Military

-

Orders start at their named seat or any

-

alternate seat. Castle Limits cannot be

-

exceeded during deployment. The Frank

-

player must make Seat adjustments before

-

the Saracen player draws his Nomads.

-

Examples: Lord Balian may be

-

deployed at Nablus or Ascalon. Any one

+

Both sides set-up their blocks at their

+

designated seats. Blocks are deployed at

+

full strength.

+

3.1 FRANK DEPLOYMENT

+

Outremers, Turcopoles, and Military

+

Orders start at their named seat or any

+

alternate seat. Castle Limits cannot be

+

exceeded during deployment. The Frank

+

player must make Seat adjustments before

+

the Saracen player draws his Nomads.

+

Examples: Lord Balian may be

+

deployed at Nablus or Ascalon. Any one

Templar may be deployed in Amman.

-

The 12 remaining blocks (Crusaders

-

and Pilgrims) are placed face-down off

-

map as a Draw Pool.

+

The 12 remaining blocks (Crusaders

+

and Pilgrims) are placed face-down off

+

map as a Draw Pool.

3.2 SARACEN DEPLOYMENT

-

Emir blocks start at their noted seats,

-

except Saladin can be exchanged with any

-

other block of his family. Hence, Saladin

-

has Damascus as a seat, but may switch

-

with the al-Aziz block from Egypt or the

+

Emir blocks start at their noted seats,

+

except Saladin can be exchanged with any

+

other block of his family. Hence, Saladin

+

has Damascus as a seat, but may switch

+

with the al-Aziz block from Egypt or the

al-Zahir block from Aleppo.

-

The 12 remaining blocks are nomads

-

(Arabs, Kurds, Turks). They are placed

-

face-down off map as a Draw Pool. Four

-

(4) of them are immediately drawn and

-

deployed at their appropriate seats.

+

The 12 remaining blocks are nomads

+

(Arabs, Kurds, Turks). They are placed

+

face-down off map as a Draw Pool. Four

+

(4) of them are immediately drawn and

+

deployed at their appropriate seats.

4.0 THE CARDS

-

The game has twenty-two (22) Move

-

and five (5) Event cards. At the beginning

-

of each year, all cards are shuffled and six

-

(6) are dealt out face-down to each player.

+

The game has twenty-two (22) Move

+

and five (5) Event cards. At the beginning

+

of each year, all cards are shuffled and six

+

(6) are dealt out face-down to each player.

Players may then examine their cards.

4.1 CARD PLAY

-

Both players start a Game Turn by

-

playing one card face-down. The cards are

-

then revealed. The player with the higher

-

card is Player 1 that Game Turn. Resolve

+

Both players start a Game Turn by

+

playing one card face-down. The cards are

+

then revealed. The player with the higher

+

card is Player 1 that Game Turn. Resolve

ties with a 2d6 die-roll. Reroll ties.

4.2 Move Cards

-

Move cards enable Group Moves (5.2),

+

Move cards enable Group Moves (5.2),

Musters (5.3), or Sea Moves (5.4).

4.2 Event Cards

-

Event cards give a player a special

-

action as noted on the card. Events are

-

executed before Moves.

-

If both players play Event cards, the

-

Game Turn is cancelled, including siege

-

attrition and the draw phase.

+

Event cards give a player a special

+

action as noted on the card. Events are

+

executed before Moves.

+

If both players play Event cards, the

+

Game Turn is cancelled, including siege

+

attrition and the draw phase.

5.0 MOVEMENT

-

A Move card allows any combination

+

A Move card allows any combination

of Group Moves, Musters, or Sea Moves.

-

Blocks move up to their Move Rating

-

along roads that connect towns, but must

+

Blocks move up to their Move Rating

+

along roads that connect towns, but must

stop in a town defended by enemy blocks.

-

Each block can only move once per

-

movement phase. Players are not required

-

to use all their moves but they cannot be

+

Each block can only move once per

+

movement phase. Players are not required

+

to use all their moves but they cannot be

saved.

5.1 ROAD/ATTACK LIMITS

-

Road limits apply to group moves,

+

Road limits apply to group moves,

musters, retreats, and regroups.

-

Major Road (thick): Four (4) blocks

+

Major Road (thick): Four (4) blocks

maximum per movement phase.

-

Minor Road (dashed): Two (2) blocks

+

Minor Road (dashed): Two (2) blocks

maximum per movement phase.

-

NOTE: Road limits apply separately to

-

each player. Player 1 can use a road and

-

then Player 2 can use the same road.

+

NOTE: Road limits apply separately to

+

each player. Player 1 can use a road and

+

then Player 2 can use the same road.

5.2 GROUP MOVES

-

A group is all blocks located in one

-

castle, even a single block. For 1 Move,

-

any/all blocks in a group can move to 1 or

-

more towns within their move rating.

+

A group is all blocks located in one

+

castle, even a single block. For 1 Move,

+

any/all blocks in a group can move to 1 or

+

more towns within their move rating.

5.3 MUSTERS

-

A Muster allows several groups to

-

move to the same friendly town for

-

1 Move. Designate one friendly town

-

and move any/all blocks with enough

+

A Muster allows several groups to

+

move to the same friendly town for

+

1 Move. Designate one friendly town

+

and move any/all blocks with enough

movement to reach that town.

-

Example: 4 blocks in Jerusalem, 1 in

-

Jaffa, 2 in Tiberias, and 2 in Beirut all

-

move to Acre, the designated muster town.

-

Musters cannot start a new battle, or

-

respond to a battle started by Player 1, but

-

you can muster at (or pass through) a town

+

Example: 4 blocks in Jerusalem, 1 in

+

Jaffa, 2 in Tiberias, and 2 in Beirut all

+

move to Acre, the designated muster town.

+

Musters cannot start a new battle, or

+

respond to a battle started by Player 1, but

+

you can muster at (or pass through) a town

you are besieging.

5.4 SEA MOVES

-

Either player may make Sea Moves

-

between friendly ports. Remember

-

that Tripoli/Tyre are still friendly to a

-

besieged defender. Each Sea Move costs

+

Either player may make Sea Moves

+

between friendly ports. Remember

+

that Tripoli/Tyre are still friendly to a

+

besieged defender. Each Sea Move costs

one (1) Move per block.

-

NOTE: English Crusaders may attack by

-

Sea (7.22).

+

NOTE: English Crusaders may attack by

+

Sea (7.22).

5.5 PINNING

-

Attacking blocks (excluding Reserves)

-

prevent an equal number of defending

-

blocks (Player 2) from moving. Player

-

2 chooses which blocks are pinned.

-

Unpinned blocks can move/attack, muster,

-

or sea move normally, except they cannot

+

Attacking blocks (excluding Reserves)

+

prevent an equal number of defending

+

blocks (Player 2) from moving. Player

+

2 chooses which blocks are pinned.

+

Unpinned blocks can move/attack, muster,

+

or sea move normally, except they cannot

depart via any road that the Attacker used.

-

CRUSADER REX

Saladin & The Ayyubid Empire

-

Salah al-Din Yusuf ibn-Ayyub (shortened by the

-

Franks as “Saladin”) was a Kurd born into high

-

places. His father was the Governor of Tikrit in

-

modern day Iraq, and a shrewd political advisor

-

to both Zangi and Nur al-Din. His father’s brother

-

– Shirkuh – was a veteran general of the Zangid

-

Sultanate and commander of Nur al-Din’s military

-

expedition in 1164 against Fatmid (Shiite) Egypt.

-

The young Saladin joined his uncle on this bloody

-

but successful conquest. When Shirkuh died of

-

illness in 1169, the 31 year-old Saladin inherited

-

control of Egypt.

-

Tensions gradually rose between Saladin and his

-

nominal lord in Damascus. Open war between the

-

two loomed, but Nur al-Din died from an untimely

-

illness in 1174. Saladin quickly marched an army

-

into Damascus and seized power from the regency

+

Salah al-Din Yusuf ibn-Ayyub (shortened by the

+

Franks as “Saladin”) was a Kurd born into high

+

places. His father was the Governor of Tikrit in

+

modern day Iraq, and a shrewd political advisor

+

to both Zangi and Nur al-Din. His father’s brother

+

– Shirkuh – was a veteran general of the Zangid

+

Sultanate and commander of Nur al-Din’s military

+

expedition in 1164 against Fatmid (Shiite) Egypt.

+

The young Saladin joined his uncle on this bloody

+

but successful conquest. When Shirkuh died of

+

illness in 1169, the 31 year-old Saladin inherited

+

control of Egypt.

+

Tensions gradually rose between Saladin and his

+

nominal lord in Damascus. Open war between the

+

two loomed, but Nur al-Din died from an untimely

+

illness in 1174. Saladin quickly marched an army

+

into Damascus and seized power from the regency

governing in the name of Nur al-Din’s 11 year-

-

old son, al-Salih. Civil war ensued, but Zangid

-

loyalists were no match for Saladin’s political savvy

-

or military strength. By 1186, Saladin controlled

-

Egypt, Syria, most of the old County of Edessa,

-

and all important city-states of Mesopotamia except

-

Baghdad.

-

Saladin had a mixed reputation among his Islamic

-

contemporaries. Many lionized him as a wise and

-

compassionate ruler, a deeply devout Sunni Muslim,

-

and the greatest hero in Arab history. Nearly

-

as many, however, disparaged him as a cynical

-

opportunist and power-hungry usurper more bent

-

on war against fellow Muslims than the Crusader

-

kingdoms.

-

The 3rd Crusade was called by Pope Gregory VIII

-

in 1187 after Saladin defeated a Christian army

-

at Hattin (near Tiberias) and then seized the entire

-

Kingdom of Jerusalem except Tyre.

+

old son, al-Salih. Civil war ensued, but Zangid

+

loyalists were no match for Saladin’s political savvy

+

or military strength. By 1186, Saladin controlled

+

Egypt, Syria, most of the old County of Edessa,

+

and all important city-states of Mesopotamia except

+

Baghdad.

+

Saladin had a mixed reputation among his Islamic

+

contemporaries. Many lionized him as a wise and

+

compassionate ruler, a deeply devout Sunni Muslim,

+

and the greatest hero in Arab history. Nearly

+

as many, however, disparaged him as a cynical

+

opportunist and power-hungry usurper more bent

+

on war against fellow Muslims than the Crusader

+

kingdoms.

+

The 3rd Crusade was called by Pope Gregory VIII

+

in 1187 after Saladin defeated a Christian army

+

at Hattin (near Tiberias) and then seized the entire

+

Kingdom of Jerusalem except Tyre.

EVENT CARDS (Clarifications)

-

Assassin: choose any one enemy block, reveal

-

it, and fire the assassin block once. The assassin

-

is then returned to Masyaf with no enemy return

-

fire. Assassin can target a besieged (no double

-

defense) or besieging block. Can be played and

-

used in a Winter Turn.

-

Guide: increases road limits to 4/8. It also

-

allows these higher limits for Retreats and

-

Regroups in the same game turn.

-

Intrigue: cannot be played in the first Game

+

Assassin: choose any one enemy block, reveal

+

it, and fire the assassin block once. The assassin

+

is then returned to Masyaf with no enemy return

+

fire. Assassin can target a besieged (no double

+

defense) or besieging block. Can be played and

+

used in a Winter Turn.

+

Guide: increases road limits to 4/8. It also

+

allows these higher limits for Retreats and

+

Regroups in the same game turn.

+

Intrigue: cannot be played in the first Game

Turn of a year.

-

Jihad: the attack bonus applies to storming

-

or field battles. You may choose any 1 battle,

-

not necessarily involved with the move made,

-

but you must declare the Jihad location before

+

Jihad: the attack bonus applies to storming

+

or field battles. You may choose any 1 battle,

+

not necessarily involved with the move made,

+

but you must declare the Jihad location before

Player 2 moves.

-

Manna: Add one step to three different friendly

-

blocks, even if besieged or besieging. The blocks

-

can be in different locations.

+

Manna: Add one step to three different friendly

+

blocks, even if besieged or besieging. The blocks

+

can be in different locations.

Pinning

-

4 blocks are attacking via one road, while

-

another 2 blocks are attacking the same castle

-

via another road. If 5 blocks are defending, 4 of

-

them are pinned by the main attack, but 1 block

-

(defender’s choice) is unpinned.

-

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc.

-

3

+

4 blocks are attacking via one road, while

+

another 2 blocks are attacking the same castle

+

via another road. If 5 blocks are defending, 4 of

+

them are pinned by the main attack, but 1 block

+

(defender’s choice) is unpinned.

+

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc.

+

3

VERSION 2.0

+

CRUSADER REX

6.0 COMBAT

-

After all movement is complete,

-

Battles and/or Sieges occur where enemy

-

blocks are located in the same town. They

-

are resolved, one by one, in a sequence

+

After all movement is complete,

+

Battles and/or Sieges occur where enemy

+

blocks are located in the same town. They

+

are resolved, one by one, in a sequence

chosen by Player 1.

6.1 COMBAT DEPLOYMENT

-

Before any blocks are revealed in any

-

battle, the Defender decides where to

-

deploy blocks. Blocks can be deployed in

-

the Field to fight a battle, or in the Castle,

+

Before any blocks are revealed in any

+

battle, the Defender decides where to

+

deploy blocks. Blocks can be deployed in

+

the Field to fight a battle, or in the Castle,

subject to Castle Limit (6.52).

-

Blocks deployed in the Castle cannot

-

Retreat or fight in a Field Battle except

+

Blocks deployed in the Castle cannot

+

Retreat or fight in a Field Battle except

by Sally (6.55), and are subject to Siege

Attrition (6.57).

-

NOTE: Because both players move before

-

combat, the Frank player can be defender

-

in some battles while the Saracen is the

+

NOTE: Because both players move before

+

combat, the Frank player can be defender

+

in some battles while the Saracen is the

defender in other battles.

6.2 COMBAT TURNS

-

Each Battle/Siege is fought over a

-

maximum of three combat rounds. This

-

can be three rounds of Battle, three rounds

-

of Siege, or any combination, such as two

-

Battle rounds and 1 Siege round.

-

In Battles, the attacker must retreat

-

all blocks at the end of the third round

-

if there are any defenders in the field. In

-

Sieges, the attacker may retreat or stay on

+

Each Battle/Siege is fought over a

+

maximum of three combat rounds. This

+

can be three rounds of Battle, three rounds

+

of Siege, or any combination, such as two

+

Battle rounds and 1 Siege round.

+

In Battles, the attacker must retreat

+

all blocks at the end of the third round

+

if there are any defenders in the field. In

+

Sieges, the attacker may retreat or stay on

Siege.

-

Each block can Fire OR Retreat once

-

per Combat Round. The sequence of

-

combat turns depends on combat ratings.

-

All “A” blocks fire first, then all “B” blocks,

-

and finally all "C" blocks. Defending “A”

-

blocks fire before Attacking “A” blocks, and

-

so on. Individual blocks of one player with

+

Each block can Fire OR Retreat once

+

per Combat Round. The sequence of

+

combat turns depends on combat ratings.

+

All “A” blocks fire first, then all “B” blocks,

+

and finally all "C" blocks. Defending “A”

+

blocks fire before Attacking “A” blocks, and

+

so on. Individual blocks of one player with

the same initiative fire in any order.

-

Example: Conrad (B3) and Turcopole

-

(A2) attack Zangi (B2) and a Kurd (C2).

-

The sequence for each combat round is:

-

Turcopole, Zangi, Conrad, and Kurd.

-

After all blocks have taken one battle

-

turn to fire or retreat, this ends Combat

-

Round 1. Repeat the sequence for Combat

-

Rounds 2 and 3, except with Siege

-

Combat, a siege declaration occurs at the

+

Example: Conrad (B3) and Turcopole

+

(A2) attack Zangi (B2) and a Kurd (C2).

+

The sequence for each combat round is:

+

Turcopole, Zangi, Conrad, and Kurd.

+

After all blocks have taken one battle

+

turn to fire or retreat, this ends Combat

+

Round 1. Repeat the sequence for Combat

+

Rounds 2 and 3, except with Siege

+

Combat, a siege declaration occurs at the

beginning of each new round.

6.3 COMBAT FIRES

-

Blocks fire by rolling as many dice as

-

their current Strength. A hit is scored for

-

each die roll equal to or lower than the

+

Blocks fire by rolling as many dice as

+

their current Strength. A hit is scored for

+

each die roll equal to or lower than the

block’s Combat Rating.

6.31 Combat Hits

-

Enemy blocks cannot be targeted

-

individually. Each hit is applied to the

-

strongest enemy block at that instant. If two

-

or more blocks share the highest Strength,

-

the owner chooses which to reduce.

+

Enemy blocks cannot be targeted

+

individually. Each hit is applied to the

+

strongest enemy block at that instant. If two

+

or more blocks share the highest Strength,

+

the owner chooses which to reduce.

6.32 Knights' Charges

-

In field battles, Frank/Crusader

-

knights (all are "B" blocks) have the

-

tactical option to Knights’ Charge. Each

-

block must declare this tactic before firing

-

in their combat turn. The effect is to

-

increase firepower by one (B2=B3), but to

-

take one hit for each “6” rolled to reflect

+

In field battles, Frank/Crusader

+

knights (all are "B" blocks) have the

+

tactical option to Knights’ Charge. Each

+

block must declare this tactic before firing

+

in their combat turn. The effect is to

+

increase firepower by one (B2=B3), but to

+

take one hit for each “6” rolled to reflect

disorganization, blown horses, etc.

-

Knights may charge when they Sally,

+

Knights may charge when they Sally,

but not when Storming.

6.33 Harrying

-

In field battles, Saracen Nomads and

-

the Frank Turcopoles have the tactical

-

option to Fire and Retreat (but not

-

Withdraw). Each block must declare this

-

tactic before firing in their combat turn.

-

Harrying blocks fire and then immediately

-

retreat subject to normal retreat limits

-

and locations. Blocks cannot Harry when

+

In field battles, Saracen Nomads and

+

the Frank Turcopoles have the tactical

+

option to Fire and Retreat (but not

+

Withdraw). Each block must declare this

+

tactic before firing in their combat turn.

+

Harrying blocks fire and then immediately

+

retreat subject to normal retreat limits

+

and locations. Blocks cannot Harry when

storming.

6.34 Eliminated Blocks

-

Most eliminated blocks come back into

-

play eventually. Place eliminated blocks

-

in the Draw Pool face-up. They cannot be

+

Most eliminated blocks come back into

+

play eventually. Place eliminated blocks

+

in the Draw Pool face-up. They cannot be

drawn during the current year.

-

Some blocks are permanently

-

eliminated and never go to the draw pool.

-

Franks: Crusaders and Military

+

Some blocks are permanently

+

eliminated and never go to the draw pool.

+

Franks: Crusaders and Military

Orders are permanently eliminated.

-

Saracens: Saladin and the 4 blocks of

-

his family are permanently eliminated.

-

WARNING: Permanent elimination

-

applies in all cases, including Winter

+

Saracens: Saladin and the 4 blocks of

+

his family are permanently eliminated.

+

WARNING: Permanent elimination

+

applies in all cases, including Winter

Attrition, Assassination, Siege Attrition, etc.

6.4 REINFORCEMENTS

6.41 Main Attack Road

-

When attacking via two or more

-

roads, one road (attacker choice) must

-

be declared the Main Attack. Blocks

+

When attacking via two or more

+

roads, one road (attacker choice) must

+

be declared the Main Attack. Blocks

attacking along other roads are Reserves.

-

Reinforcements do not fire, retreat, or

-

take hits in Round 1. They arrive and take

-

normal combat turns at the beginning of

-

Round 2.

-

IMPORTANT: Battlefield Control changes

-

if the Attacker wins in Round 1 before

-

Defending reserves arrive. The Attacker is

-

now the Defender for Rounds 2 and 3.

-

CRUSADER REX

+

Reinforcements do not fire, retreat, or

+

take hits in Round 1. They arrive and take

+

normal combat turns at the beginning of

+

Round 2.

+

IMPORTANT: Battlefield Control changes

+

if the Attacker wins in Round 1 before

+

Defending reserves arrive. The Attacker is

+

now the Defender for Rounds 2 and 3.

The Assassins

-

The Assassins were extremist members of a Shiite

-

Ismaili sect dedicated to the destruction of Sunni

-

power in the Middle East. The term “Assassin”

-

derived from the Arabic word Hashishyun. The

-

Hashishi (users of hashish) were drug-crazed

-

fanatics who served as an early form of suicide

-

killer. By the middle of the 12th Century, the

-

Assassins claimed 40,000 followers living in secure

-

mountain strongholds.

-

Rashid al-Din Sinan, the fabled “Old Man of the

-

Mountain” during the 3rd Crusade, was perhaps the

-

greatest leader of this bloody sect. Sinan, like his

-

predecessors, hated both the Franks and Saladin's

-

Ayyubid Empire and played both against the other.

-

In 1175, the leaders of Aleppo paid Sinan to

-

assassinate Saladin, a feat which would surely have

-

succeeded save for the heroics of Yazkuj in Saladin’s

-

defense. In 1177, the Zangi Vizier of Aleppo caught

-

the Assassins’ knife, as did the Vizier of Baghdad

-

the following year. In 1192, the Assassins murdered

-

Conrad of Montferrat before his coronation as King

+

The Assassins were extremist members of a Shiite

+

Ismaili sect dedicated to the destruction of Sunni

+

power in the Middle East. The term “Assassin”

+

derived from the Arabic word Hashishyun. The

+

Hashishi (users of hashish) were drug-crazed

+

fanatics who served as an early form of suicide

+

killer. By the middle of the 12th Century, the

+

Assassins claimed 40,000 followers living in secure

+

mountain strongholds.

+

Rashid al-Din Sinan, the fabled “Old Man of the

+

Mountain” during the 3rd Crusade, was perhaps the

+

greatest leader of this bloody sect. Sinan, like his

+

predecessors, hated both the Franks and Saladin's

+

Ayyubid Empire and played both against the other.

+

In 1175, the leaders of Aleppo paid Sinan to

+

assassinate Saladin, a feat which would surely have

+

succeeded save for the heroics of Yazkuj in Saladin’s

+

defense. In 1177, the Zangi Vizier of Aleppo caught

+

the Assassins’ knife, as did the Vizier of Baghdad

+

the following year. In 1192, the Assassins murdered

+

Conrad of Montferrat before his coronation as King

of Jerusalem.

-

Losses from the Assassin card represent the disorder

+

Losses from the Assassin card represent the disorder

and demoralization caused by an Assassin attack.

Combat Fires Example

-

Saladin at strength 4 rolls 4 dice. His combat rating

-

is A3, meaning all rolls of 1, 2, & 3 are hits. Rolls of

-

4, 5, & 6 are misses. If the dice rolled are 1, 2, 4, &

-

5, Saladin scores two hits and two misses

+

Saladin at strength 4 rolls 4 dice. His combat rating

+

is A3, meaning all rolls of 1, 2, & 3 are hits. Rolls of

+

4, 5, & 6 are misses. If the dice rolled are 1, 2, 4, &

+

5, Saladin scores two hits and two misses

Combat Hits Example

-

Frank 3-step block rolls two hits against one

-

2-step and one 3-step Saracen blocks. The first

-

hit must be taken on the 3-step Saracen block

-

because it has the most steps. The Saracen

-

player may apply the second hit to either block

-

because they both now have two steps.

+

Frank 3-step block rolls two hits against one

+

2-step and one 3-step Saracen blocks. The first

+

hit must be taken on the 3-step Saracen block

+

because it has the most steps. The Saracen

+

player may apply the second hit to either block

+

because they both now have two steps.

Combat Reserves Example

-

The Saracen has 2 blocks in Nablus, 2 in

-

Baisan, and 2 in Hebron. All three groups

-

attack Jerusalem. The Attacker declares the

-

Nablus-Jerusalem road the main attack road.

-

The blocks from Nablus and Baisan using this

-

road are the Main Attack. The 2 Hebron blocks

-

use another road and will arrive as reserves in

+

The Saracen has 2 blocks in Nablus, 2 in

+

Baisan, and 2 in Hebron. All three groups

+

attack Jerusalem. The Attacker declares the

+

Nablus-Jerusalem road the main attack road.

+

The blocks from Nablus and Baisan using this

+

road are the Main Attack. The 2 Hebron blocks

+

use another road and will arrive as reserves in

round 2.

Optional Rules

-

[ ] IRON BRIDGE: The road section from

-

Antioch to Harim has a special move limit of 3

-

blocks in either direction.

+

[ ] IRON BRIDGE: The road section from

+

Antioch to Harim has a special move limit of 3

+

blocks in either direction.

[ ] Forced Marches

-

Blocks can increase their move +1 by

+

Blocks can increase their move +1 by

force-marching. Place a die on each block force-

-

marching. After all normal movement is done,

+

marching. After all normal movement is done,

roll one die for each block:

1-3: lose one step

4-6: no effect

-

Unless eliminated by step loss, the block

-

always completes the extra move. Force

+

Unless eliminated by step loss, the block

+

always completes the extra move. Force

marching is permitted to Muster.

-

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc.

-

4

+

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc.

+

4

VERSION 2.0

+

CRUSADER REX

6.42 Defender Response

-

Blocks moved by Player 2 to reinforce

-

a battle started by Player 1 are reserves,

-

arriving at the beginning of round 2.

-

This applies to blocks using one road to

-

reinforce; those using other roads arrive at

+

Blocks moved by Player 2 to reinforce

+

a battle started by Player 1 are reserves,

+

arriving at the beginning of round 2.

+

This applies to blocks using one road to

+

reinforce; those using other roads arrive at

the beginning of Round 3.

6.5 SIEGE COMBAT

-

Unlike field battles, which end after

-

three combat rounds, sieges may continue

-

for several Game Turns. The besieger may

-

remain on siege after the three combat

-

rounds. Sieges cannot occur at towns

-

rated ø (no shield), only field battles. Siege

+

Unlike field battles, which end after

+

three combat rounds, sieges may continue

+

for several Game Turns. The besieger may

+

remain on siege after the three combat

+

rounds. Sieges cannot occur at towns

+

rated ø (no shield), only field battles. Siege

combat can occur in three ways:

• Existing sieges.

-

• New siege if the Defender does not

-

deploy any blocks in a field battle.

-

• When a field battle ends, victorious

-

attacking blocks may begin siege

+

• New siege if the Defender does not

+

deploy any blocks in a field battle.

+

• When a field battle ends, victorious

+

attacking blocks may begin siege

combat next combat round.

-

Sieges require a Siege Declaration

-

(6.53) at the beginning of each combat

+

Sieges require a Siege Declaration

+

(6.53) at the beginning of each combat

round, besieger first.

6.51 Siege Control

-

Besieged blocks defend a castle, but

-

besieging blocks defend the field. The

-

besieger controls ports except Tripoli and

-

Tyre, which are fortified ports controlled

+

Besieged blocks defend a castle, but

+

besieging blocks defend the field. The

+

besieger controls ports except Tripoli and

+

Tyre, which are fortified ports controlled

by the besieged player.

-

IMPORTANT: Blocks in a siege are not

-

revealed until they Storm or Sally. Once

-

revealed, blocks must remain face-up until

-

they are no longer storming or sallying. The

+

IMPORTANT: Blocks in a siege are not

+

revealed until they Storm or Sally. Once

+

revealed, blocks must remain face-up until

+

they are no longer storming or sallying. The

besieger must always keep one block face-

up to indicate which player is the besieging.

6.52 Castle Limit

-

Town Rating (1.11) limits the number

-

of blocks that can defend inside a castle.

-

Additional blocks must defend the field

-

outside the castle.

-

Castle Limit is also the maximum

-

number of blocks that can Storm a castle.

+

Town Rating (1.11) limits the number

+

of blocks that can defend inside a castle.

+

Additional blocks must defend the field

+

outside the castle.

+

Castle Limit is also the maximum

+

number of blocks that can Storm a castle.

6.53 Siege Declarations

-

In existing and new sieges, the

-

besieging player makes a Siege Declaration

+

In existing and new sieges, the

+

besieging player makes a Siege Declaration

at the beginning of each siege round:

-

1. Storm: the besieger declares and reveals

-

which blocks are storming, subject to

-

the Castle Limit.

-

2. Siege: The besieger declines to Storm.

-

The besieged player may declare a Sally

-

(6.55) with any/all blocks, causing a

+

1. Storm: the besieger declares and reveals

+

which blocks are storming, subject to

+

the Castle Limit.

+

2. Siege: The besieger declines to Storm.

+

The besieged player may declare a Sally

+

(6.55) with any/all blocks, causing a

field battle this round.

-

The besieger may decline to Storm in

-

one round, then do so in a future round

-

when possible. However, if both players

+

The besieger may decline to Storm in

+

one round, then do so in a future round

+

when possible. However, if both players

agree to pass, proceed to Siege Attrition.

6.54 Storming

-

After storming blocks are revealed,

-

a round of combat is fought against the

-

besieged blocks in the normal sequence of

-

combat turns. A storming block may fire

-

OR withdraw back to the field on its turn.

-

Double Defense: Blocks defending a

-

castle require two hits to lose one step.

-

Each "half-hit" has no effect, except the

-

next hit must be taken on that block. A

-

half-hit carries forward from one Combat

-

Round to the next, but is recovered if

-

storming ends (even if storming resumes

+

After storming blocks are revealed,

+

a round of combat is fought against the

+

besieged blocks in the normal sequence of

+

combat turns. A storming block may fire

+

OR withdraw back to the field on its turn.

+

Double Defense: Blocks defending a

+

castle require two hits to lose one step.

+

Each "half-hit" has no effect, except the

+

next hit must be taken on that block. A

+

half-hit carries forward from one Combat

+

Round to the next, but is recovered if

+

storming ends (even if storming resumes

in a later round).

-

CRUSADER REX

Fragile Alliances

-

Saladin’s hold on power was tenuous. He faced

-

external threats from emirs in Turkey, Armenia, and

-

Baghdad. Egypt and Iraq smoldered with sedition

-

and vanquished Zangi loyalists had to be watched

-

carefully.

-

Frankish Outremer was a seething cauldron of

-

intrigue and tension. King Guy was bitterly opposed

-

by the Hospitallers, Count Raymond of Tripoli, and

-

Baldwin’s widow Maria Comnena, a princess of

-

the Byzantium Empire – all of whom thought the

-

new king a weak interloper. After the disaster at

-

Hattin, with King Guy a captive, internecine conflict

-

continued with Conrad of Montferrat seeking the

-

crown.

-

The Crusaders were also at each other’s throat.

-

Richard’s last-minute rejection of Philip’s sister

-

as his bride (because she had been the mistress of

-

his father, Henry II) so soured relations that the

-

French King spent only four months in Palestine

-

before sailing home to plot the seizure of Richard's

-

extensive holdings in Normandy, Anjou, and

-

Aquitaine. Three times thereafter the French army

-

under the Duke of Burgundy abandoned the field

-

and twice the French refused to fight – once in

-

September 1191 when Richard proposed invasion

-

of Egypt and again in June 1192 when Richard

-

proposed a march on Jerusalem.

+

Saladin’s hold on power was tenuous. He faced

+

external threats from emirs in Turkey, Armenia, and

+

Baghdad. Egypt and Iraq smoldered with sedition

+

and vanquished Zangi loyalists had to be watched

+

carefully.

+

Frankish Outremer was a seething cauldron of

+

intrigue and tension. King Guy was bitterly opposed

+

by the Hospitallers, Count Raymond of Tripoli, and

+

Baldwin’s widow Maria Comnena, a princess of

+

the Byzantium Empire – all of whom thought the

+

new king a weak interloper. After the disaster at

+

Hattin, with King Guy a captive, internecine conflict

+

continued with Conrad of Montferrat seeking the

+

crown.

+

The Crusaders were also at each other’s throat.

+

Richard’s last-minute rejection of Philip’s sister

+

as his bride (because she had been the mistress of

+

his father, Henry II) so soured relations that the

+

French King spent only four months in Palestine

+

before sailing home to plot the seizure of Richard's

+

extensive holdings in Normandy, Anjou, and

+

Aquitaine. Three times thereafter the French army

+

under the Duke of Burgundy abandoned the field

+

and twice the French refused to fight – once in

+

September 1191 when Richard proposed invasion

+

of Egypt and again in June 1192 when Richard

+

proposed a march on Jerusalem.

Battle of Jerusalem

-

The Saracen player attacks Jerusalem from

-

Hebron with 4 blocks (main attack) and from

-

Jericho with 2 blocks. The Frank (Player 2) has

-

2 blocks defending Jerusalem, and now moves 3

+

The Saracen player attacks Jerusalem from

+

Hebron with 4 blocks (main attack) and from

+

Jericho with 2 blocks. The Frank (Player 2) has

+

2 blocks defending Jerusalem, and now moves 3

blocks from Jaffa to help defend Jerusalem.

-

Battle Deployment: Frank deploys both

-

defending blocks in the castle. This avoids a field

+

Battle Deployment: Frank deploys both

+

defending blocks in the castle. This avoids a field

battle, but lets the Saracen besiege the castle.

-

Combat Round 1: Saracen declares a Storm

-

with 3 blocks, the maximum that can storm

-

Jerusalem. Defending and Storming blocks fire

-

in their respective Combat Turns. Defender has

+

Combat Round 1: Saracen declares a Storm

+

with 3 blocks, the maximum that can storm

+

Jerusalem. Defending and Storming blocks fire

+

in their respective Combat Turns. Defender has

Double Defense.

-

Combat Round 2: Reserve blocks for both

-

players arrive. Frank Reserves cause a field

-

battle, so the besieging blocks cannot Storm.

-

This allows the 2 besieged blocks to also Sally.

-

for round 2. This round of field battle involves,

-

6 Saracens defending against 5 Franks. The

-

Saracens, inflict severe losses on the Franks.

-

The weakened knights all charge causing

-

considerable damage, but not enough to break

-

the Saracen defenders.

-

Combat Round 3: Saracen fire eliminates all

-

but 1 Frank. This block withdraws into the castle

-

on its combat turn, ending Round 3.

-

Summary: Jerusalem is held by one weak

-

Frank and is likely to fall next Game Turn. The

-

Franks might have done better to deploy in the

-

field, reinforced by 3 reserves arriving for Round

-

2. This would have given them the advantage of

-

defense, including the chance to make knights

-

charges on rounds 1 and 2 before most Saracens

-

could fire.

-

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc.

-

5

+

Combat Round 2: Reserve blocks for both

+

players arrive. Frank Reserves cause a field

+

battle, so the besieging blocks cannot Storm.

+

This allows the 2 besieged blocks to also Sally.

+

for round 2. This round of field battle involves,

+

6 Saracens defending against 5 Franks. The

+

Saracens, inflict severe losses on the Franks.

+

The weakened knights all charge causing

+

considerable damage, but not enough to break

+

the Saracen defenders.

+

Combat Round 3: Saracen fire eliminates all

+

but 1 Frank. This block withdraws into the castle

+

on its combat turn, ending Round 3.

+

Summary: Jerusalem is held by one weak

+

Frank and is likely to fall next Game Turn. The

+

Franks might have done better to deploy in the

+

field, reinforced by 3 reserves arriving for Round

+

2. This would have given them the advantage of

+

defense, including the chance to make knights

+

charges on rounds 1 and 2 before most Saracens

+

could fire.

+

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc.

+

5

VERSION 2.0

Battle of Jerusalem

-

At the beginning of each subsequent

-

siege round, the besieger can add reserve

-

blocks from the field to the storming blocks,

-

subject to the Castle Limit. However, if all

-

storming blocks are eliminated or withdraw,

+

CRUSADER REX

+

At the beginning of each subsequent

+

siege round, the besieger can add reserve

+

blocks from the field to the storming blocks,

+

subject to the Castle Limit. However, if all

+

storming blocks are eliminated or withdraw,

the current siege round ends immediately.

6.55 Sallying

-

If the besieger declines to storm, the

-

castle defender may declare a Sally with

-

any/all blocks, causing a field battle this

-

round. After sally blocks are revealed, one

-

round of combat is fought with all blocks

-

currently defending the field.

-

IMPORTANT: Sallying blocks are

-

attacking if they initiate a field battle or

-

assist a relief force. But if they join current

-

defenders in the field, the sallying blocks are

-

still defenders. In either case, sallying blocks

+

If the besieger declines to storm, the

+

castle defender may declare a Sally with

+

any/all blocks, causing a field battle this

+

round. After sally blocks are revealed, one

+

round of combat is fought with all blocks

+

currently defending the field.

+

IMPORTANT: Sallying blocks are

+

attacking if they initiate a field battle or

+

assist a relief force. But if they join current

+

defenders in the field, the sallying blocks are

+

still defenders. In either case, sallying blocks

no longer have double defense.

-

Sallying blocks cannot retreat. They

-

may withdraw to the castle on their combat

-

turn, and must withdraw after combat

+

Sallying blocks cannot retreat. They

+

may withdraw to the castle on their combat

+

turn, and must withdraw after combat

round 3 if they haven't won the field battle.

-

Some blocks may sally while others

-

stay in the castle. Such blocks may sally to

-

join a field battle at the beginning of a later

+

Some blocks may sally while others

+

stay in the castle. Such blocks may sally to

+

join a field battle at the beginning of a later

combat round.

6.56 Relief Forces

-

A player may try to relieve an existing

-

siege by attacking the besiegers. This

-

causes a field battle and prevents Storming

-

this round. Blocks in the castle may Sally to

+

A player may try to relieve an existing

+

siege by attacking the besiegers. This

+

causes a field battle and prevents Storming

+

this round. Blocks in the castle may Sally to

assist the relief force.

-

Main Attack relief forces sent by

-

Player 1 arrive for Round 1; those of

-

Player 2 arrive for Round 2. Relief forces

-

using other road(s) arrive one round later,

-

meaning Round 2 for Player 1, and Round

-

3 for Player 2. Players can Storm or Sally in

+

Main Attack relief forces sent by

+

Player 1 arrive for Round 1; those of

+

Player 2 arrive for Round 2. Relief forces

+

using other road(s) arrive one round later,

+

meaning Round 2 for Player 1, and Round

+

3 for Player 2. Players can Storm or Sally in

round(s) before relief forces arrive.

-

Relief forces are attacking and the

-

besiegers are on defense. Relief force

-

blocks can Fire or Retreat normally, but

-

cannot Withdraw into the castle.

+

Relief forces are attacking and the

+

besiegers are on defense. Relief force

+

blocks can Fire or Retreat normally, but

+

cannot Withdraw into the castle.

6.57 Siege Attrition

-

Besieged blocks are subject to a

-

Siege Attrition roll each Game Turn. The

+

Besieged blocks are subject to a

+

Siege Attrition roll each Game Turn. The

besieged player rolls 1d6 for each block:

-

-

1-3: Lose 1 step

-

+

1-3: Lose 1 step

4-6: No effect

-

TYRE & TRIPOLI: These towns had

-

castles at the end of narrow causeways

-

with an attached fortified port. They could

-

be supplied by sea when under siege. Siege

+

TYRE & TRIPOLI: These towns had

+

castles at the end of narrow causeways

+

with an attached fortified port. They could

+

be supplied by sea when under siege. Siege

Attrition losses apply only on rolls of 1.

-

Also see winter campaign 8.2.

+

Also see winter campaign 8.2.

6.6 RETREATS

-

Each block may retreat or withdraw

-

instead of firing on its normal Combat

-

Turn. Harrying (6.33) blocks can fire and

-

retreat on the same turn.

-

Neither player can retreat to an

-

enemy-occupied town, nor to an

-

unresolved (new) battle. Retreat off-map is

-

not permitted.

-

Blocks that cannot retreat when

-

required are eliminated.

+

Each block may retreat or withdraw

+

instead of firing on its normal Combat

+

Turn. Harrying (6.33) blocks can fire and

+

retreat on the same turn.

+

Neither player can retreat to an

+

enemy-occupied town, nor to an

+

unresolved (new) battle. Retreat off-map is

+

not permitted.

+

Blocks that cannot retreat when

+

required are eliminated.

6.61 Retreat Roads

-

Per combat round, a maximum of four

-

(4) blocks may retreat along a major road,

-

and two (2) block along a minor road.

-

Attacking blocks must retreat to

-

friendly or vacant adjacent towns, via

-

road(s) used to enter the battle. Defending

+

Per combat round, a maximum of four

+

(4) blocks may retreat along a major road,

+

and two (2) block along a minor road.

+

Attacking blocks must retreat to

+

friendly or vacant adjacent towns, via

+

road(s) used to enter the battle. Defending

blocks may retreat via any other roads.

-

When both players enter a battle along

-

the same road, only Player 2 may retreat

-

along that road.

-

CAUTION: When attacking as Player

-

1, leaving a strong force to protect your

+

When both players enter a battle along

+

the same road, only Player 2 may retreat

+

along that road.

+

CAUTION: When attacking as Player

+

1, leaving a strong force to protect your

retreat town is recommended.

6.62 Siege Retreats

-

Besieged blocks can never retreat.

-

Blocks fighting in the field can withdraw

-

into the castle, if friendly, subject to castle

-

limits. Blocks attacking or defending the

-

field can also retreat normally.

-

Blocks may Retreat to an adjacent

-

siege provided the field is friendly. Such

-

blocks can participate normally in any

+

Besieged blocks can never retreat.

+

Blocks fighting in the field can withdraw

+

into the castle, if friendly, subject to castle

+

limits. Blocks attacking or defending the

+

field can also retreat normally.

+

Blocks may Retreat to an adjacent

+

siege provided the field is friendly. Such

+

blocks can participate normally in any

combat occuring later in the Game Turn.

6.63 Withdrawing

-

Withdrawals are retreats between

-

the field and the castle. Instead of firing,

-

a block in the field can withdraw to the

-

castle or a storming block can withdraw to

-

the field. Withdrawals not subject to road

-

limits, just castle limits.

+

Withdrawals are retreats between

+

the field and the castle. Instead of firing,

+

a block in the field can withdraw to the

+

castle or a storming block can withdraw to

+

the field. Withdrawals not subject to road

+

limits, just castle limits.

6.7 REGROUPS

-

When a field or siege battle ends,

-

whether by retreat, elimination, or attrition

-

the victor may Regroup any/all victorious

+

When a field or siege battle ends,

+

whether by retreat, elimination, or attrition

+

the victor may Regroup any/all victorious

blocks to any adjacent friendly or vacant

-

town(s). Normal road limits apply.

-

Blocks may Regroup to an adjacent

-

siege provided the field is friendly. Such

-

blocks can participate normally in any

+

town(s). Normal road limits apply.

+

Blocks may Regroup to an adjacent

+

siege provided the field is friendly. Such

+

blocks can participate normally in any

combat occuring later in the Game Turn.

-

NOTE: Regrouping is optional. When a

-

field battle ends, the victor may Regroup

-

some blocks and lay siege with others, if

-

applicable.

-

CRUSADER REX

+

NOTE: Regrouping is optional. When a

+

field battle ends, the victor may Regroup

+

some blocks and lay siege with others, if

+

applicable.

Richard the Lionheart

-

Richard Plantagenet, the King of England, Duke

-

of Normandy, and Earl of Anjou, was arguably

-

the greatest military leader in medieval history and

-

the deadliest knight of the Middle Ages. The name

-

“Lionheart” was well earned and widely known

-

even before his adventure in the Holy Land, but

-

his campaigns in Outremer were the zenith of his

-

career. An emir from Aleppo wrote to Saladin that

-

“Never have we seen his like or met his peer. He is

-

ever foremost of the enemy at each outset; he is first

-

as befits the pick and flower of knighthood. It is he

-

who maims our folk. No one can resist him or rescue

-

a captive from his hands.”

-

While Richard far outshone Saladin as a warrior,

-

Saladin was a far better student of men. The English

-

King made enemies of many powerful allies such as

-

King Philip, Conrad of Montferrat, and Leopold of

+

Richard Plantagenet, the King of England, Duke

+

of Normandy, and Earl of Anjou, was arguably

+

the greatest military leader in medieval history and

+

the deadliest knight of the Middle Ages. The name

+

“Lionheart” was well earned and widely known

+

even before his adventure in the Holy Land, but

+

his campaigns in Outremer were the zenith of his

+

career. An emir from Aleppo wrote to Saladin that

+

“Never have we seen his like or met his peer. He is

+

ever foremost of the enemy at each outset; he is first

+

as befits the pick and flower of knighthood. It is he

+

who maims our folk. No one can resist him or rescue

+

a captive from his hands.”

+

While Richard far outshone Saladin as a warrior,

+

Saladin was a far better student of men. The English

+

King made enemies of many powerful allies such as

+

King Philip, Conrad of Montferrat, and Leopold of

Austria.

Barbarossa’s Crusade

-

The 67 year-old Frederick Barbarossa had ruled

-

the Holy Roman Empire for almost four decades

-

and was one of the most powerful and respected

-

monarchs of his day. Despite the Emperor’s age and

-

past disputes with the pope, Barbarossa reacted to

-

the debacle at Hattin by rallying 15,000 men and

-

3,000 knights – the flower of the German nobility –

+

The 67 year-old Frederick Barbarossa had ruled

+

the Holy Roman Empire for almost four decades

+

and was one of the most powerful and respected

+

monarchs of his day. Despite the Emperor’s age and

+

past disputes with the pope, Barbarossa reacted to

+

the debacle at Hattin by rallying 15,000 men and

+

3,000 knights – the flower of the German nobility –

for war in Outremer.

-

The German army was forced to cut its way through

-

armies fielded by the Byzantine Empire and the

-

Sultanate of Rum, and it did so with fearful effect.

-

Saladin was so alarmed that he called-off his

-

campaign against Tyre and Tripoli and dismantled

-

castles and city walls as far south as Ascalon to

-

deny Barbarossa’s army any comfort or supply.

-

In an amazing twist of fate, however, Barbarossa

-

drowned while crossing a river near Tarsus on June

-

10, 1190. Internal dissension quickly broke out,

-

and when the army finally staggered into Antioch,

-

an epidemic swept the city – a final blow that

-

convinced all but a few thousand Germans to return

-

home. By October 1190, the remaining Germans led

-

by Leopold of Austria reached Acre and provided

-

King Guy with meager reinforcements for his

-

depleted army.

-

Saladin had been spared from fighting a formidable

-

foe. In Crusader Rex, he may not be so lucky.

+

The German army was forced to cut its way through

+

armies fielded by the Byzantine Empire and the

+

Sultanate of Rum, and it did so with fearful effect.

+

Saladin was so alarmed that he called-off his

+

campaign against Tyre and Tripoli and dismantled

+

castles and city walls as far south as Ascalon to

+

deny Barbarossa’s army any comfort or supply.

+

In an amazing twist of fate, however, Barbarossa

+

drowned while crossing a river near Tarsus on June

+

10, 1190. Internal dissension quickly broke out,

+

and when the army finally staggered into Antioch,

+

an epidemic swept the city – a final blow that

+

convinced all but a few thousand Germans to return

+

home. By October 1190, the remaining Germans led

+

by Leopold of Austria reached Acre and provided

+

King Guy with meager reinforcements for his

+

depleted army.

+

Saladin had been spared from fighting a formidable

+

foe. In Crusader Rex, he may not be so lucky.

Leopold's Flag

-

The Austrian flag is said to date from the Third

-

Crusade. After a fierce battle, Leopold's white

-

surcoat was stained blood red, except for a stripe

+

The Austrian flag is said to date from the Third

+

Crusade. After a fierce battle, Leopold's white

+

surcoat was stained blood red, except for a stripe

under his belt.

Declarations and Retreats

-

Declarations are always made at the beginning

-

of combat rounds. They allow players to engage

-

enemy forces by Storm or Sally. Retreats

-

and Withdrawals are made during the round on

-

a block's combat turn. In effect, it is relatively

-

easy to start a storm or sally, but withdrawing

-

from them is not as easy.

-

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc.

-

6

+

Declarations are always made at the beginning

+

of combat rounds. They allow players to engage

+

enemy forces by Storm or Sally. Retreats

+

and Withdrawals are made during the round on

+

a block's combat turn. In effect, it is relatively

+

easy to start a storm or sally, but withdrawing

+

from them is not as easy.

+

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc.

+

6

VERSION 2.0

+

CRUSADER REX

7.0 DRAWS

-

There are no block draws in 1187.

-

Starting in 1188, each player draws ONE

-

block per Draw Phase, except the Winter

-

Turn. Player 1 draws and deploys first.

+

There are no block draws in 1187.

+

Starting in 1188, each player draws ONE

+

block per Draw Phase, except the Winter

+

Turn. Player 1 draws and deploys first.

7.1 DRAW POOLS

-

Each player maintains an off-map area

-

where blocks are kept face-down. Some

-

blocks start the game in the Draw Pool

-

and eliminated blocks are generally placed

+

Each player maintains an off-map area

+

where blocks are kept face-down. Some

+

blocks start the game in the Draw Pool

+

and eliminated blocks are generally placed

there. Exceptions, see 6.34.

7.2 FRANK DRAWS

7.21 Crusaders

-

When drawn, German, French, and

-

English blocks are placed face-up in their

-

matching staging space on the west edge of

-

the mapboard. After all three blocks of any

-

nation have been drawn, those blocks are

-

eligible to move in a future game turn. Not

-

all need move at the same time.

+

When drawn, German, French, and

+

English blocks are placed face-up in their

+

matching staging space on the west edge of

+

the mapboard. After all three blocks of any

+

nation have been drawn, those blocks are

+

eligible to move in a future game turn. Not

+

all need move at the same time.

7.22 English & French

English or French blocks require one

-

Sea Move to move each block from their

-

staging area to a Friendly port.

-

Richard's Sea-Legs: The three (3) English

-

blocks can Sea Move to attack an enemy

-

port. If combined with any other attack(s)

-

on the same town, the English must be the

-

Main Attack. Retreat by sea is prohibited;

+

Sea Move to move each block from their

+

staging area to a Friendly port.

+

Richard's Sea-Legs: The three (3) English

+

blocks can Sea Move to attack an enemy

+

port. If combined with any other attack(s)

+

on the same town, the English must be the

+

Main Attack. Retreat by sea is prohibited;

the attackers can retreat normally by road.

7.23 Germans

-

German blocks require one move

-

per block to enter at any/all of Aleppo,

-

Antioch, or St. Simeon, subject to road

-

limits. They can attack these towns if they

-

are enemy-occupied, but cannot retreat

-

off-map.

+

German blocks require one move

+

per block to enter at any/all of Aleppo,

+

Antioch, or St. Simeon, subject to road

+

limits. They can attack these towns if they

+

are enemy-occupied, but cannot retreat

+

off-map.

7.24 Pilgrims

-

Pilgrims are deployed in a friendly

-

port. If none, return the block to the Draw

-

Pool and forfeit the Draw. Remember that

-

the ports of Tripoli and Tyre are friendly to

-

the besieged player, but castle limits apply.

+

Pilgrims are deployed in a friendly

+

port. If none, return the block to the Draw

+

Pool and forfeit the Draw. Remember that

+

the ports of Tripoli and Tyre are friendly to

+

the besieged player, but castle limits apply.

7.25 Outremers

-

Outremers (and Turcopoles) are

-

deployed at full strength in their home or

-

alternate seats unless enemy occupied, or

-

at strength 1 in any friendly town.

+

Outremers (and Turcopoles) are

+

deployed at full strength in their home or

+

alternate seats unless enemy occupied, or

+

at strength 1 in any friendly town.

7.3 SARACEN DRAWS

-

Saracen draws are deployed at full

-

strength in their home or alternate seats,

-

unless enemy occupied, or at strength 1 in

-

any friendly town.

-

CRUSADER REX

-

SARACEN EMIRS

-

AL-ADIL – Saladin’s younger brother and Lord

-

of Egypt. Also known as “Safadin”.

-

AL-AFDAL – Saladin’s eldest son and Lord of

-

Damascus.

-

AL-AZIZ – Saladin’s second son and Sultan of

-

Egypt. He ruled Egypt after the death of Saladin

-

in 1193 and took the name Uthman.

-

AL-MASHTUB – a Mosul Kurd and Grand

-

Emir, longtime ally of Saladin. Captured by the

-

Franks when Acre surrendered in 1191.

-

AL-ZAHIR – Saladin’s third son and Lord of

-

Aleppo.

-

BAHRAM – Lord of Baalbek.

-

JURDIK – Mameluke, and longtime ally of

-

Saladin.

-

KEUKBURI – Lord of Sumaiset, al-Ruha, and

-

Harran. Commanded the Saracen Left Wing at

-

the Battle of Hattin.

-

QAIMAZ – Ayyubid commander in Banyas.

-

QARA-QUSH – the Turkish word for

-

"Eagle", a slave who became a talented

-

military commander in Egypt and the Sudan.

-

Commanded at Acre and surrendered to King

-

Philip in 1191.

-

SALADIN – Salah al-Din Yusuf Ibn-Ayyub,

-

founder of the Ayyubid Empire.

-

SANJAR – Lord of Jazirat, a rich emirate

-

northeast of Aleppo.

-

SHIRKUH – 16 year-old son of Nasir al-Din

-

Muhammad (Saladin’s Uncle) and Lord of

-

Homs.

-

SULAIMAN – Lord of Artah.

-

TAQI AL-DIN – Saladin’s nephew and greatest

-

general. Commanded the Saracen Right Wing at

-

the Battle of Hattin.

-

TUMAN – Emir of Homs, a former ally of

-

Zangi.

-

YAZKUJ – Lord of Ashtera, a former Mameluke

-

of Saladin’s Uncle Shirkuh.

-

YUZPAH – Ayyubid military commander in

-

Egypt.

-

ZANGI – Prince of Sinjar, and former Atabeg of

-

Aleppo and Mosul. A rival of Saladin for power

-

in Syria.

-

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc.

-

7

-

VERSION 2.0

+

Saracen draws are deployed at full

+

strength in their home or alternate seats,

+

unless enemy occupied, or at strength 1 in

+

any friendly town.

FRANK COMMANDERS

-

BALIAN – Balian of Ibelin, Lord of Nablus.

-

Negotiated favorable terms for citizens of

+

BALIAN – Balian of Ibelin, Lord of Nablus.

+

Negotiated favorable terms for citizens of

Jerusalem after capture by Saladin in 1187.

-

BARBAROSSA (Redbeard) – Frederick I, the

-

67 year-old Emperor of the Holy Roman Empire.

-

He drowned in 1190 before reaching the Holy

+

BARBAROSSA (Redbeard) – Frederick I, the

+

67 year-old Emperor of the Holy Roman Empire.

+

He drowned in 1190 before reaching the Holy

Land and most of his army returned home.

-

BOHEMOND – Bohemond III, Prince of

+

BOHEMOND – Bohemond III, Prince of

Antioch.

-

CONRAD – Conrad of Montferrat, feared

-

warrior and claimant to the throne of the

-

Kingdom of Jerusalem. Murdered by the

-

Assassins in 1192.

-

FREDERICK – Frederick of Swabia, son of

+

CONRAD – Conrad of Montferrat, feared

+

warrior and claimant to the throne of the

+

Kingdom of Jerusalem. Murdered by the

+

Assassins in 1192.

+

FREDERICK – Frederick of Swabia, son of

Emperor Frederick Barbarossa.

-

KING GUY – Guy of Lusignan who married

-

Sibylla, sister to King Baldwin IV. He

-

outmaneuvered Raymond for the throne in

-

1186 after the premature death of Baldwin from

-

leprosy. Captured and ransomed by Saladin after

-

Hattin. King Guy never regained his throne,

-

being shunted off to be Lord of Cyprus, where

-

his descendants ruled long after Christian

-

Outremer perished.

-

HUGH – Duke of Burgundy and commander of

+

KING GUY – Guy of Lusignan who married

+

Sibylla, sister to King Baldwin IV. He

+

outmaneuvered Raymond for the throne in

+

1186 after the premature death of Baldwin from

+

leprosy. Captured and ransomed by Saladin after

+

Hattin. King Guy never regained his throne,

+

being shunted off to be Lord of Cyprus, where

+

his descendants ruled long after Christian

+

Outremer perished.

+

HUGH – Duke of Burgundy and commander of

French forces after the departure of King Philip.

-

JAMES – Count of Flanders, a tough Alsatian

-

who took the green cross as his badge of

+

JAMES – Count of Flanders, a tough Alsatian

+

who took the green cross as his badge of

crusade.

-

JOSSELIN – A notable Crusader family and the

-

titular Count of Edessa (Saracen controlled after

-

1164). Josselin led the rearguard at the Battle of

-

Hattin. He survived that battle, but is thought to

+

JOSSELIN – A notable Crusader family and the

+

titular Count of Edessa (Saracen controlled after

+

1164). Josselin led the rearguard at the Battle of

+

Hattin. He survived that battle, but is thought to

have perished during the Siege of Acre.

-

LEOPOLD – Leopold of Austria. Commanded

-

German forces at Siege of Acre. Insulted

-

by Richard, Leopold returned the favor by

-

imprisoning and holding the English king for

+

LEOPOLD – Leopold of Austria. Commanded

+

German forces at Siege of Acre. Insulted

+

by Richard, Leopold returned the favor by

+

imprisoning and holding the English king for

ransom when he returned home through Austria.

-

PHILIP – King Philip Augustus Capet of France,

-

a brother-in-law yet deadly rival of the English

-

king. Conspired to seize Plantagenet lands while

-

Richard remained in the Holy Land.

-

RAYMOND – Raymond III, Count of Tripoli,

-

and Lord of Galilee (though marriage), former

-

regent of the Kingdom of Jerusalem, and

-

opponent of King Guy. Raymond was a friend of

-

Saladin and many suspected him of treason.

-

REYNALD – Reynald of Châtillon, former Prince

-

of Antioch (through marriage) and present Lord

-

of Oultrejordain. This bloodthirsty and ferocious

-

warrior, a close ally of King Guy, was personally

+

PHILIP – King Philip Augustus Capet of France,

+

a brother-in-law yet deadly rival of the English

+

king. Conspired to seize Plantagenet lands while

+

Richard remained in the Holy Land.

+

RAYMOND – Raymond III, Count of Tripoli,

+

and Lord of Galilee (though marriage), former

+

regent of the Kingdom of Jerusalem, and

+

opponent of King Guy. Raymond was a friend of

+

Saladin and many suspected him of treason.

+

REYNALD – Reynald of Châtillon, former Prince

+

of Antioch (through marriage) and present Lord

+

of Oultrejordain. This bloodthirsty and ferocious

+

warrior, a close ally of King Guy, was personally

executed by Saladin after Hattin.

-

REYNALD – Reynald Garnier, Lord of Sidon.

-

RICHARD – Richard I, the Plantagenet King of

-

England known as “The Lionheart”. His military

-

prowess and personal bravery were remarkable,

+

REYNALD – Reynald Garnier, Lord of Sidon.

+

RICHARD – Richard I, the Plantagenet King of

+

England known as “The Lionheart”. His military

+

prowess and personal bravery were remarkable,

but his political acumen was faulty.

-

ROBERT – Robert of Normandy, Richard’s most

+

ROBERT – Robert of Normandy, Richard’s most

loyal supporter.

WALTER – Walter Grenier, Lord of Caesarea.

+

SARACEN EMIRS

+

AL-ADIL – Saladin’s younger brother and Lord

+

of Egypt. Also known as “Safadin”.

+

AL-AFDAL – Saladin’s eldest son and Lord of

+

Damascus.

+

AL-AZIZ – Saladin’s second son and Sultan of

+

Egypt. He ruled Egypt after the death of Saladin

+

in 1193 and took the name Uthman.

+

AL-MASHTUB – a Mosul Kurd and Grand

+

Emir, longtime ally of Saladin. Captured by the

+

Franks when Acre surrendered in 1191.

+

AL-ZAHIR – Saladin’s third son and Lord of

+

Aleppo.

+

BAHRAM – Lord of Baalbek.

+

JURDIK – Mameluke, and longtime ally of

+

Saladin.

+

KEUKBURI – Lord of Sumaiset, al-Ruha, and

+

Harran. Commanded the Saracen Left Wing at

+

the Battle of Hattin.

+

QAIMAZ – Ayyubid commander in Banyas.

+

QARA-QUSH – the Turkish word for

+

"Eagle", a slave who became a talented

+

military commander in Egypt and the Sudan.

+

Commanded at Acre and surrendered to King

+

Philip in 1191.

+

SALADIN – Salah al-Din Yusuf Ibn-Ayyub,

+

founder of the Ayyubid Empire.

+

SANJAR – Lord of Jazirat, a rich emirate

+

northeast of Aleppo.

+

SHIRKUH – 16 year-old son of Nasir al-Din

+

Muhammad (Saladin’s Uncle) and Lord of

+

Homs.

+

SULAIMAN – Lord of Artah.

+

TAQI AL-DIN – Saladin’s nephew and greatest

+

general. Commanded the Saracen Right Wing at

+

the Battle of Hattin.

+

TUMAN – Emir of Homs, a former ally of

+

Zangi.

+

YAZKUJ – Lord of Ashtera, a former Mameluke

+

of Saladin’s Uncle Shirkuh.

+

YUZPAH – Ayyubid military commander in

+

Egypt.

+

ZANGI – Prince of Sinjar, and former Atabeg of

+

Aleppo and Mosul. A rival of Saladin for power

+

in Syria.

+

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc.

+

7

+

VERSION 2.0

+

CRUSADER REX

8.0 WINTER

8.1 WINTER TURN

-

The sixth and final card played in each

-

year is a Winter Turn, used to move blocks

+

The sixth and final card played in each

+

year is a Winter Turn, used to move blocks

to winter quarters.

-

Blocks move normally, except they

-

cannot start or reinforce battles/sieges.

+

Blocks move normally, except they

+

cannot start or reinforce battles/sieges.

They may occupy vacant towns.

-

There is no battle phase, siege

-

attrition, or draw phase.

+

There is no battle phase, siege

+

attrition, or draw phase.

8.2 WINTER CAMPAIGNS

-

If Winter Campaign is played in

-

the Winter Turn, determine turn order

-

normally. The Winter Campaign player

-

can maintain one (1) siege over the winter.

-

No movement or combat is allowed, but

-

Winter Siege Attrition is harsher: 1-4 is a

-

hit (1-2 in Tripoli/Tyre). The victor of a

-

winter siege can regroup normally.

-

NOTE: The Winter Campaign card is a

-

special Move card and is not canceled by

-

an Event card. It may be played anytime

-

as a normal Move "1" card. If played as

-

Move 1 in the Winter Turn, see 8.1.

+

If Winter Campaign is played in

+

the Winter Turn, determine turn order

+

normally. The Winter Campaign player

+

can maintain one (1) siege over the winter.

+

No movement or combat is allowed, but

+

Winter Siege Attrition is harsher: 1-4 is a

+

hit (1-2 in Tripoli/Tyre). The victor of a

+

winter siege can regroup normally.

+

NOTE: The Winter Campaign card is a

+

special Move card and is not canceled by

+

an Event card. It may be played anytime

+

as a normal Move "1" card. If played as

+

Move 1 in the Winter Turn, see 8.1.

8.3 WINTER SUPPLY LIMITS

-

A town can supply blocks equal to its

-

Town Rating. That is, Acre, Town Rating

-

3, can support up to three blocks in winter.

-

Minor towns (no shield) can supply one

-

(1) block in winter. Excess blocks (owner

-

choice) and all besieging blocks are

+

A town can supply blocks equal to its

+

Town Rating. That is, Acre, Town Rating

+

3, can support up to three blocks in winter.

+

Minor towns (no shield) can supply one

+

(1) block in winter. Excess blocks (owner

+

choice) and all besieging blocks are

eliminated.

-

NOTE: Blocks eliminated in winter can be

-

drawn next year. Place them face-down in

+

NOTE: Blocks eliminated in winter can be

+

drawn next year. Place them face-down in

the Draw Pool.

8.4 WINTER REPLACEMENTS

-

Each town provides replacement

-

points (RPs) equal to its Town Rating. For

-

example, Ascalon provides two (2) RPs,

-

which can never be transferred to another

-

town. Blocks gain one step per RP. Multiple

-

steps on the same block are allowed.

-

All blocks wintering in the enemy

-

kingdom require 2 RPs to gain 1 step.

-

Hence, in Ascalon, Saracen blocks gain

-

only one step for both RPs. Neither player

-

gains replacements for towns under siege.

+

Each town provides replacement

+

points (RPs) equal to its Town Rating. For

+

example, Ascalon provides two (2) RPs,

+

which can never be transferred to another

+

town. Blocks gain one step per RP. Multiple

+

steps on the same block are allowed.

+

All blocks wintering in the enemy

+

kingdom require 2 RPs to gain 1 step.

+

Hence, in Ascalon, Saracen blocks gain

+

only one step for both RPs. Neither player

+

gains replacements for towns under siege.

8.5 YEAR END

Advance the year. Turn over face-up

-

blocks in the Draw Pool. Reshuffle all

-

cards back into the deck and start the next

-

year by dealing out six (6) cards to each

+

blocks in the Draw Pool. Reshuffle all

+

cards back into the deck and start the next

+

year by dealing out six (6) cards to each

player.

CREDITS

-

Game Design: Tom Dalgliesh

-

+

Game Design:

+

Tom Dalgliesh

Jerry Taylor

-

Art/Graphics: Karim Chakroun

-

+

Art/Graphics:

+

Karim Chakroun

Martin Scott (Cards)

-

-

Developer: Grant Dalgliesh

-

Contributors: Forrest Atterberry

-

-

Nick Benedict

-

-

Peter Bogdasarian

-

-

Rob Buccheri

-

-

Leonard Coufal

-

-

Dan Dolan

-

-

Ron Draker

-

-

Stuart Pierce

-

-

Bill Powers

-

-

Dan Raspler

-

-

Cody Sandifer

-

-

Cal Stengel

-

-

Justin Thompson

-

-

Jeff White

+

Developer:

+

Grant Dalgliesh

+

Contributors:

+

Forrest Atterberry

+

Nick Benedict

+

Peter Bogdasarian

+

Rob Buccheri

+

Leonard Coufal

+

Dan Dolan

+

Ron Draker

+

Stuart Pierce

+

Bill Powers

+

Dan Raspler

+

Cody Sandifer

+

Cal Stengel

+

Justin Thompson

+

Jeff White

Cover

-

Richard the Lionheart

+

Richard the Lionheart

© Chris Collingwood, Cranston Fine Arts

-

CRUSADER REX

-

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc.

-

8

-

VERSION 2.0

-

Columbia Games, Inc

-

POB 3457, Blaine

-

WA 98231 USA

-

360/366-2228

-

800/636-3631 (toll free)

-

For game updates and discussion, see:

-

www.columbiagames.com

INDEX

-

Assassins

-

2.4

-

Combat

+

Assassins

+

2.4

+

Combat

6.0

-

-

Combat Hits

+

Combat Hits

6.31

-

-

Combat Ratings

+

Combat Ratings

2.12

-

-

Combat Reserves

+

Combat Reserves

6.4

-

-

Combat Turns

+

Combat Turns

6.2

-

-

Double Defense

+

Double Defense

6.54

-

-

Harrying

+

Harrying

6.33

-

-

Knights' Charges

+

Knights' Charges

6.32

-

Blocks

+

Blocks

2.0

-

Cards

+

Cards

4.0

-

Castle Limit

-

6.52

-

Crusaders

+

Castle Limit

+

6.52

+

Crusaders

2.24, 7.2

-

Double Defense

+

Double Defense

6.54

-

Deployment

+

Deployment

3.0

-

Draws

-

7.0

-

-

Draw Pools

-

7.1

-

-

Winter Turn

+

Draws

+

7.0

+

Draw Pools

+

7.1

+

Winter Turn

8.1

-

Franks

-

2.2

-

-

Deployment

-

3.1

-

-

Draws

+

Franks

+

2.2

+

Deployment

+

3.1

+

Draws

7.2

-

Military Orders

-

2.22

-

-

Eliminations

+

Military Orders

+

2.22

+

Eliminations

6.34

-

Movement

-

5.0

-

-

Groups

-

5.2

-

-

Musters

-

5.3

-

-

Pinning

-

5.7

-

-

Sea Moves

+

Movement

+

5.0

+

Groups

+

5.2

+

Musters

+

5.3

+

Pinning

+

5.7

+

Sea Moves

5.4

-

Pilgrims

+

Pilgrims

2.25, 7.24

-

Ports

-

1.14

-

-

Tripoli & Tyre

+

Ports

+

1.14

+

Tripoli & Tyre

6.51, 6.57

-

Regroups

+

Regroups

6.7

-

Replacements

+

Replacements

8.3

-

Retreats

+

Retreats

6.6

-

-

Withdraw

-

6.63

-

Roads

+

Withdraw

+

6.63

+

Roads

5.1

-

Saracens

-

2.3

-

-

Deployment

-

3.2

-

-

Draws

+

Saracens

+

2.3

+

Deployment

+

3.2

+

Draws

7.3

-

Sea Movement

+

Sea Movement

5.4

-

Seats

+

Seats

1.13

-

Sieges

-

6.5

-

-

Castle Limit

-

6.52

-

-

Relief Forces

-

6.56

-

-

Sallying

-

6.55

-

-

Siege Attrition

-

6.57, 8.2

-

-

Siege Control

-

6.51

-

-

Siege Declarations

-

6.53

-

-

Storming

+

Sieges

+

6.5

+

Castle Limit

+

6.52

+

Relief Forces

+

6.56

+

Sallying

+

6.55

+

Siege Attrition

+

6.57, 8.2

+

Siege Control

+

6.51

+

Siege Declarations

+

6.53

+

Storming

6.54

-

Towns

+

Towns

1.1

-

Victory Cities

+

Victory Cities

1.2

-

Wintering

-

8.0

-

-

Winter Campaigns

+

Wintering

+

8.0

+

Winter Campaigns

8.2

-

-

Winter Replacements

-

8.4

-

-

Winter Supply

-

8.3

-

-

Winter Turn

-

8.1

-

-

Year End

+

Winter Replacements

+

8.4

+

Winter Supply

+

8.3

+

Winter Turn

+

8.1

+

Year End

8.5

+

Columbia Games, Inc

+

POB 3457, Blaine

+

WA 98231 USA

+

360/366-2228

+

800/636-3631 (toll free)

+

For game updates and discussion, see:

+

www.columbiagames.com

+

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc.

+

8

+

VERSION 2.0

-- cgit v1.2.3