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+

INTRODUCTION

+

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

+

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

+

revealed to determine play order. See 4.0.

+

[2] Move Phase

+

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

+

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 Saracen player sits opposite.

+

1.1 TOWNS

+

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

+

shields. Minor towns have no shields.

+

1.12 Town Control

+

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

+

by Saracen blocks.

+

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.

+

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

+

Antioch. Latakia is an alternate seat.

+

1.14 Ports

+

A town with an anchor symbol is a

+

port. Tripoli and Tyre are fortified 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.

+

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

+

Game Turn.

+

NOTE: A besieged Victory City is still

+

controlled by the castle defender for victory

+

purposes.

+

CRUSADER REX

+

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.

+

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

+

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

+

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.

+

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.

+

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

+

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

+

controlled Aleppo and Damascus.

+

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

+

1

+

VERSION 2.0

+
+
+

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.

+

• 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

+

opponent.

+

2.1 BLOCK DATA

+

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

+

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.

+

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

+

will score a hit.

+

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,

+

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.

+

2.22 Military Orders

+

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.

+

2.24 Crusaders

+

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,

+

but pilgrims came from Castile to Jutland.

+

2.3 SARACENS

+

Saracen blocks contain a mixture of

+

light horse, horsebow, and infantry.

+

2.31 Emirs

+

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

+

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 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

+

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

+

Strength 1

+

Strength 2

+

STEP REDUCTION

+

STRENGTH

+

(4)

+

BATTLE

+

RATING

+

(A2)

+

MOVE

+

(3)

+

BLOCK DATA

+

HOME

+

CASTLE

+

(Hama)

+

NAME

+

(Taqi Al Din)

+
+
+

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

+

Templar may be deployed in Amman.

+

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

+

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.

+

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.

+

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

+

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

+

4.2 Move Cards

+

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.

+

5.0 MOVEMENT

+

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

+

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

+

saved.

+

5.1 ROAD/ATTACK LIMITS

+

Road limits apply to group moves,

+

musters, retreats, and regroups.

+

Major Road (thick): Four (4) blocks

+

maximum per movement phase.

+

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.

+

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.

+

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

+

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

+

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

+

one (1) Move per block.

+

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

+

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

+

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.

+

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

+

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

+

Player 2 moves.

+

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

+

VERSION 2.0

+
+
+

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

+

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,

+

subject to Castle Limit (6.52).

+

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

+

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

+

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

+

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

+

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

+

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.

+

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

+

disorganization, blown horses, etc.

+

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

+

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

+

drawn during the current year.

+

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

+

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

+

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

+

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

+

of Jerusalem.

+

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

+

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.

+

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

+

round 2.

+

Optional Rules

+

[ ] 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

+

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

+

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

+

marching is permitted to Muster.

+

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

+

4

+

VERSION 2.0

+
+
+

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

+

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

+

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

+

combat next combat round.

+

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

+

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

+

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.

+

6.53 Siege Declarations

+

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

+

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

+

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

+

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.

+

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

+

blocks from Jaffa to help defend Jerusalem.

+

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

+

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

+

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,

+

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

+

no longer have double defense.

+

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

+

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

+

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

+

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.

+

6.57 Siege Attrition

+

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

+

+

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

+

Attrition losses apply only on rolls of 1.

+

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.

+

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

+

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

+

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

+

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.

+

6.7 REGROUPS

+

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

+

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

+

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

+

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 –

+

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.

+

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

+

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

+

VERSION 2.0

+
+
+

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.

+

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

+

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.

+

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;

+

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.

+

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.

+

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.

+

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

+

FRANK COMMANDERS

+

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

+

Land and most of his army returned home.

+

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

+

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

+

French forces after the departure of King Philip.

+

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

+

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

+

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

+

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,

+

but his political acumen was faulty.

+

ROBERT – Robert of Normandy, Richard’s most

+

loyal supporter.

+

WALTER – Walter Grenier, Lord of Caesarea.

+
+
+

8.0 WINTER

+

8.1 WINTER TURN

+

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.

+

They may occupy vacant towns.

+

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.

+

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

+

eliminated.

+

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.

+

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

+

player.

+

CREDITS

+

Game Design: Tom Dalgliesh

+

+

Jerry Taylor

+

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

+

Cover

+

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

+

6.0

+

+

Combat Hits

+

6.31

+

+

Combat Ratings

+

2.12

+

+

Combat Reserves

+

6.4

+

+

Combat Turns

+

6.2

+

+

Double Defense

+

6.54

+

+

Harrying

+

6.33

+

+

Knights' Charges

+

6.32

+

Blocks

+

2.0

+

Cards

+

4.0

+

Castle Limit

+

6.52

+

Crusaders

+

2.24, 7.2

+

Double Defense

+

6.54

+

Deployment

+

3.0

+

Draws

+

7.0

+

+

Draw Pools

+

7.1

+

+

Winter Turn

+

8.1

+

Franks

+

2.2

+

+

Deployment

+

3.1

+

+

Draws

+

7.2

+

Military Orders

+

2.22

+

+

Eliminations

+

6.34

+

Movement

+

5.0

+

+

Groups

+

5.2

+

+

Musters

+

5.3

+

+

Pinning

+

5.7

+

+

Sea Moves

+

5.4

+

Pilgrims

+

2.25, 7.24

+

Ports

+

1.14

+

+

Tripoli & Tyre

+

6.51, 6.57

+

Regroups

+

6.7

+

Replacements

+

8.3

+

Retreats

+

6.6

+

+

Withdraw

+

6.63

+

Roads

+

5.1

+

Saracens

+

2.3

+

+

Deployment

+

3.2

+

+

Draws

+

7.3

+

Sea Movement

+

5.4

+

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

+

6.54

+

Towns

+

1.1

+

Victory Cities

+

1.2

+

Wintering

+

8.0

+

+

Winter Campaigns

+

8.2

+

+

Winter Replacements

+

8.4

+

+

Winter Supply

+

8.3

+

+

Winter Turn

+

8.1

+

+

Year End

+

8.5

+
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