CRUSADER REX
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.
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
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.
• 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.
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.
STEP REDUCTION
Strength 1
Strength 2
Strength 3
BLOCK DATA
STRENGTH
(4)
MOVE
(3)
NAME
(Taqi Al Din)
HOME
CASTLE
(Hama)
BATTLE
RATING
(A2)
Copyright © 2005-11 Jerry Taylor & Columbia Games Inc.
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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
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.
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.
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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
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.
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
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
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).
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
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
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.
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
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.
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.
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.
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
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
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
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