CRUSADER REX

1.11 Town Rating Rulebook Organization Town Rating is the number of shields This rulebook is formatted so that the sidebar near a town's name. Most towns have 1-4 (this column) contains designer and historical shields. Minor towns have no shields. notes to help you understand and enjoy this game. 1.12 Town Control Fog-of-War Saracen towns are in Sy r i a and Eg y p t . Surprise is an exciting aspect of Crusader Rex. They are friendly to the Saracen unless Blocks generally stand upright facing the owner. occupied by Frank blocks. This promotes bluff and innovative strategies because players are uncertain of the strength or Frank towns are within the realms of identity of an enemy block. An t i o c h , Tr i p o l i , and Je r u s a l e m . They are friendly to the Frank unless occupied Battle Sites by Saracen blocks. The main battles of the period are shown on the map for interest, red for Frank victories and Masyaf is the Kingdom of the Assassins green for Saracen victories. and cannot be entered by other blocks. Names & Places IMPORTANT: Changes to town control Modern day translations of names and places are effective instantly. Occupying any from the Crusading era can vary. When vacant enemy town makes it immediately confronted with spelling choices, we have friendly, but it instantly reverts to enemy generally deferred to Lyons & Jackson’s : control if vacated. The Politics of Holy War. INTRODUCTION Towns have two playable areas: castle Town Control Crusader Rex is a game covering the and field. In a siege, one player defends Because changes to town control are effective . One player commands the the castle, while the other defends the field. instantly, retreat/regroup options may change Fr a n k s , the other commands the Sa r a c e n s . during a game turn as a result of enemy moves, 1.13 Home Seats retreats, or regroups. It is also possible to Game Turns The town named on a block is its home occupy a vacant enemy town with one move, The game is played in a series of six seat (starting location). Matching shields on making it friendly, and then immediately muster or sea-move there with another move. years starting at 1187. Within each year the map are alternate seats. are six (6) Game Turns. Each Game Turn Example: Bohemond's home seat is has four (4) Phases, played in the sequence . Latakia is an alternate seat. given: 1.14 Ports The Early The Crusades began on November 27, 1095, when [1] Card Phase A town with an anchor symbol is a Pope Urban II called upon Christendom to reclaim Both players start every year with six port. Tripoli and Tyre are fortified ports. the holy land. Although had been under (6) cards. Each Game Turn they both play Sea Movement (5.4) is possible relatively benign Muslim rule for over 400 years, one (1) card face down. The cards are then between friendly ports. Urban II decried a rising tide of deprivations revealed to determine play order. See 4.0. and desecrations by “the enemies of Christ.” Less 1.15 Unplayable Towns than four years later, the completed a long [2] Move Phase Some locations like or and bloody march to Jerusalem, whereupon they Player 1 completes all movement and Nazareth are shown on the map only for slaughtered every Jew and Muslim they found in then Player 2 moves. See 5.0. the city. Independent kingdoms and principalities historical interest. They are not playable. were established in Jerusalem, Tripoli, Antioch, and [3] Battle Phase Edessa (modern-day Armenia), which collectively Battles/Sieges are resolved one by 1.2 Victory CITIES became known as “Outremer” – the lands over the one in the order chosen by Player 1. Seven (7) towns are Victory Cities. sea. See 6.0. The Saracen starts play controlling Al e p p o , The prospered for 45 years until Da m a s c u s , and Eg y p t ; the Frank controls Zangi, the Atabeg of Aleppo, conquered the County [4] Draw Phase An t i o c h , Tr i p o l i , Ac r e , and Je r u s a l e m . of Edessa. The new military hero of was Both players draw one (1) block from The object of the game is to control soon murdered by a servant. Zangi’s young son Nur their Draw Pool (except during 1187). al-Din took command and braced his Emirate for a majority of the seven (7) Victory Cities the inevitable Frank counterattack. after the year 1192 is played. A sudden 1.0 MAPBOARD death victory occurs if one player controls Pope Eugenius III launched the 2nd Crusade on March 31, 1146. German, French, and English The mapboard depicts the Levant, all seven Victory Cities at the end of any armies under the command of King Louis VII of from Antioch south to Egypt. The Frank Game Turn. France and King Conrad III of Germany opted to player sits on the western edge of the map; NOTE: A besieged Victory City is still strike first at , then an ally of Outremer the Saracen player sits opposite. controlled by the castle defender for victory and an enemy of Aleppo! Their assault upon purposes. Damascus was broken when Nur al-Din’s forces 1.1 TownS swooped down from the north. The Crusaders The map shows the key towns of the retreated in panic, and the 2nd Crusade ended in disaster. The Zangid Empire under Nur al-Din now 12th Century. They govern the movement controlled Aleppo and Damascus. and location of blocks.

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc. 1 VERSION 2.0 CRUSADER REX

2.0 ARMIES 2.2 FRANKS The Military Orders Frank blocks contain a mix of , The Templars and Hospitallers were the military The wooden blocks represent Fr a n k infantry, and archers. elite of Christendom. Members were primarily minor (orange) and Sa r a c e n (green) forces. There nobility recruited from all over Europe, although is also one As s a s s i n (black) block. 2.21 Outremers the majority came from France. They were deeply religious, highly trained, well disciplined, and A sheet of die-cut labels is included. Ten (10) blocks represent ferocious in battle. One label must be attached to the face of the Christian feudal lords of each block. Lightly position each label, the , The Order of St. John of the Hospital of Jerusalem , and County of was founded by Italian merchants prior to the ensure it is straight, and then press firmly crusading era as a charitable medical organization. Tripoli. to the block. Once under the supervision of Benedictine monks, • Green labels on green blocks 2.22 Military Orders it evolved into an autonomous religious institution with a distinct military caste by around 1160. • Tan labels on orange blocks Seven (7) blocks represent • Black label on the black block. the elite fighting orders of the “The Poor Fellow-Soldiers of Jesus Christ,” on the other hand, were founded by nine crusading The blocks add surprise and secrecy Hospitallers and Templars. knights in 1119 as a religious order dedicated to the to the game. When standing upright, protection of pilgrims. Their headquarters at the block type and strength is hidden from the 2.23 Turcopoles Two (2) blocks represent al-Aqsa mosque on the southern edge of the Temple opponent. Mount (known to the crusaders as the Temple of Syrian light horse employed by Solomon) earned them the name “The Templars.” 2.1 block DATA the Franks. By the time of the 3rd Crusade, the religious orders Blocks have numbers and symbols had become fearsome military powers and were the defining movement and combat abilities. 2.24 Crusaders Nine (9) blocks represent the wealthiest landowners in Outremer. Their leaders treated the Kings, Princes, and Emirs of the Middle 2.11 Strength En g l i s h , Fr e n c h , and Ge r m a n East as sovereign equals. The current strength of a block is the forces of the Third Crusade. number of pips on the top edge when Members who fell into enemy hands were generally the block is standing upright. Strength 2.25 Pilgrims executed. The military orders refused to pay ransom. “I wish to purify the land of these two determines how many six-sided dice (d6) Three (3) blocks represent numerous small groups of monstrous orders,” declared Saladin, “whose are thrown for a block in combat. practices are of no use, who will never renounce warriors who came to the Holy For example, roll 4d6 (four six-sided their hostility, will render no service as slaves, Land. Three prominent sources are named, dice) for a block at strength 4; roll 1d6 for and are all that is worst in this infidel race.” Two but pilgrims came from Castile to Jutland. a block at strength 1. hundred and thirty were executed en masse a few days after capture at the . Blocks vary in maximum strength. 2.3 SARACENS Some blocks have four steps, some three Saracen blocks contain a mixture of steps, and some only two steps. For each light horse, horsebow, and infantry. hit taken in combat, the block’s strength is reduced one step by rotating the block 2.31 Emirs Nineteen (19) blocks represent 90 degrees counter-clockwise. The sidebar Saladin and the Muslim lords shows a block at strength 1, 2, and 3. loyal to him. Step Reduction 2.12 Combat Ratings The Combat Rating is indicated by a 2.32 Nomads Twelve (12) blocks (Arabs, letter and number, such as A1 or B2. The Kurds, Turks) represent a letter determines initiative for combat. variety of irregular forces from All A blocks attack first, then all B blocks, Strength 1 Strength 2 Strength 3 off-map regions. then all C blocks. The number indicates firepower, which is the maximum roll that 2.4 Assassins will score a hit. The b l a c k block represents BLOCK DATA Example: a block rated B1 only scores a the Assassins. It is deployed Strength hit for each “1” rolled, but a block rated B3 in Masyaf and used to attack (4) scores one hit for each 1, 2, or 3 rolled. an enemy block when the MOVE 2.13 Move Rating Assassin event card is played. (3) A block’s Move Rating indicates how many towns a block may move along roads. NAME (Taqi Al Din) BATTLE HOME RATING CASTLE (A2) (Hama)

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc. 2 VERSION 2.0 CRUSADER REX

3.0 DEPLOYMENT 5.0 MOVEMENT Saladin & The Ayyubid Empire Salah al-Din Yusuf ibn-Ayyub (shortened by the A Move card allows any combination Both sides set-up their blocks at their Franks as “Saladin”) was a Kurd born into high designated seats. Blocks are deployed at of Group Moves, Musters, or Sea Moves. places. His father was the Governor of Tikrit in full strength. Blocks move up to their Move Rating modern day Iraq, and a shrewd political advisor along roads that connect towns, but must to both Zangi and Nur al-Din. His father’s brother 3.1 FRANK DEPLOYMENT stop in a town defended by enemy blocks. – Shirkuh – was a veteran general of the Zangid Outremers, Turcopoles, and Military Sultanate and commander of Nur al-Din’s military Orders start at their named seat or any Each block can only move once per expedition in 1164 against Fatmid (Shiite) Egypt. alternate seat. Castle Limits cannot be movement phase. Players are not required The young Saladin joined his uncle on this bloody exceeded during deployment. The Frank to use all their moves but they cannot be but successful conquest. When Shirkuh died of saved. illness in 1169, the 31 year-old Saladin inherited player must make Seat adjustments before control of Egypt. the Saracen player draws his Nomads. 5.1 Road/ATTACK LIMITS Tensions gradually rose between Saladin and his Examples: Lord Balian may be Road limits apply to group moves, nominal lord in Damascus. Open war between the deployed at or Ascalon. Any one musters, retreats, and regroups. two loomed, but Nur al-Din died from an untimely Templar may be deployed in . illness in 1174. Saladin quickly marched an army Major Road (thick): Four (4) blocks into Damascus and seized power from the regency The 12 remaining blocks (Crusaders maximum per movement phase. governing in the name of Nur al-Din’s 11 year- and Pilgrims) are placed face-down off Minor Road (dashed): Two (2) blocks old son, al-Salih. Civil war ensued, but Zangid map as a Draw Pool. maximum per movement phase. loyalists were no match for Saladin’s political savvy or military strength. By 1186, Saladin controlled 3.2 SARACEN DEPLOYMENT NOTE: Road limits apply separately to Egypt, Syria, most of the old , Emir blocks start at their noted seats, each player. Player 1 can use a road and and all important city-states of Mesopotamia except except Saladin can be exchanged with any then Player 2 can use the same road. . other block of his family. Hence, Saladin Saladin had a mixed reputation among his Islamic has Da m a s c u s as a seat, but may switch 5.2 Group Moves contemporaries. Many lionized him as a wise and with the al-Aziz block from Eg y p t or the A group is all blocks located in one compassionate ruler, a deeply devout Sunni Muslim, al-Zahir block from Al e p p o . castle, even a single block. For 1 Move, and the greatest hero in Arab history. Nearly as many, however, disparaged him as a cynical The 12 remaining blocks are nomads any/all blocks in a group can move to 1 or more towns within their move rating. opportunist and power-hungry usurper more bent (Arabs, Kurds, Turks). They are placed on war against fellow Muslims than the Crusader face-down off map as a Draw Pool. Four kingdoms. (4) of them are immediately drawn and 5.3 MUSTERS A Muster allows several groups to The 3rd Crusade was called by Pope Gregory VIII deployed at their appropriate seats. in 1187 after Saladin defeated a Christian army move to the same friendly town for at Hattin (near Tiberias) and then seized the entire 1 Move. Designate one friendly town Kingdom of Jerusalem except Tyre. 4.0 THE CARDS and move any/all blocks with enough The game has twenty-two (22) Mo v e movement to reach that town. EVENT CARDS (Clarifications) and five (5) Ev e n t cards. At the beginning Example: 4 blocks in Jerusalem, 1 in Assassin: choose any one enemy block, reveal of each year, all cards are shuffled and six , 2 in Tiberias, and 2 in all it, and fire the assassin block once. The assassin (6) are dealt out face-down to each player. move to Acre, the designated muster town. is then returned to Masyaf with no enemy return Players may then examine their cards. fire. Assassin can target a besieged (no double Musters cannot start a new battle, or defense) or besieging block. Can be played and respond to a battle started by Player 1, but used in a Winter Turn. 4.1 Card Play you can muster at (or pass through) a town Both players start a Game Turn by Guide: increases road limits to 4/8. It also you are besieging. allows these higher limits for Retreats and playing one card face-down. The cards are Regroups in the same game turn. then revealed. The player with the higher 5.4 Sea Moves Intrigue: cannot be played in the first Game card is Pl a y e r 1 that Game Turn. Resolve Either player may make Sea Moves Turn of a year. ties with a 2d6 die-roll. Reroll ties. between friendly ports. Remember Jihad: the attack bonus applies to storming that Tripoli/Tyre are still friendly to a 4.2 Move Cards or field battles. You may choose any 1 battle, besieged defender. Each Sea Move costs Move cards enable Group Moves (5.2), not necessarily involved with the move made, one (1) Move per block. Musters (5.3), or Sea Moves (5.4). but you must declare the Jihad location before NOTE: English Crusaders may attack by Player 2 moves. 4.2 Event Cards Sea (7.22). Manna: Add one step to three different friendly Event cards give a player a special blocks, even if besieged or besieging. The blocks action as noted on the card. Events are 5.5 Pinning can be in different locations. executed before Moves. Attacking blocks (excluding Reserves) Pinning If both players play Event cards, the prevent an equal number of defending blocks (Player 2) from moving. Player 4 blocks are attacking via one road, while Game Turn is cancelled, including siege another 2 blocks are attacking the same castle attrition and the draw phase. 2 chooses which blocks are pinned. via another road. If 5 blocks are defending, 4 of Unpinned blocks can move/attack, muster, them are pinned by the main attack, but 1 block or sea move normally, except they cannot (defender’s choice) is unpinned. depart via any road that the Attacker used.

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc. 3 VERSION 2.0 CRUSADER REX

6.0 COMBAT 6.31 Combat Hits The Assassins The Assassins were extremist members of a Shiite After all movement is complete, Enemy blocks cannot be targeted Ismaili sect dedicated to the destruction of Sunni Battles and/or Sieges occur where enemy individually. Each hit is applied to the strongest enemy block at that instant. If two power in the Middle East. The term “Assassin” blocks are located in the same town. They derived from the word Hashishyun. The are resolved, one by one, in a sequence or more blocks share the highest Strength, Hashishi (users of hashish) were drug-crazed chosen by Player 1. the owner chooses which to reduce. fanatics who served as an early form of suicide 6.32 Knights' Charges killer. By the middle of the 12th Century, the 6.1 COMBAT Deployment Assassins claimed 40,000 followers living in secure In field battles, Frank/Crusader Before any blocks are revealed in any mountain strongholds. knights (all are "B" blocks) have the battle, the Defender decides where to Rashid al-Din Sinan, the fabled “Old Man of the tactical option to Knights’ Charge. Each deploy blocks. Blocks can be deployed in Mountain” during the 3rd Crusade, was perhaps the block must declare this tactic before firing the Field to fight a battle, or in the Castle, greatest leader of this bloody sect. Sinan, like his in their combat turn. The effect is to predecessors, hated both the Franks and Saladin's subject to Castle Limit (6.52). increase firepower by one (B2=B3), but to Ayyubid Empire and played both against the other. Blocks deployed in the Castle cannot take one hit for each “6” rolled to reflect In 1175, the leaders of Aleppo paid Sinan to Retreat or fight in a Field Battle except disorganization, blown horses, etc. assassinate Saladin, a feat which would surely have by Sally (6.55), and are subject to Siege Knights may charge when they Sally, succeeded save for the heroics of Yazkuj in Saladin’s Attrition (6.57). defense. In 1177, the Zangi Vizier of Aleppo caught but not when Storming. NOTE: Because both players move before the Assassins’ knife, as did the Vizier of Baghdad 6.33 Harrying the following year. In 1192, the Assassins murdered combat, the Frank player can be defender Conrad of before his coronation as King In field battles, Saracen Nomads and in some battles while the Saracen is the of Jerusalem. defender in other battles. the Frank Turcopoles have the tactical option to Fire and Retreat (but not Losses from the As s a s s i n card represent the disorder and demoralization caused by an Assassin attack. 6.2 Combat Turns Withdraw). Each block must declare this Each Battle/Siege is fought over a tactic before firing in their combat turn. Combat Fires Example maximum of three combat rounds. This Harrying blocks fire and then immediately Saladin at strength 4 rolls 4 dice. His combat rating can be three rounds of Battle, three rounds retreat subject to normal retreat limits is A3, meaning all rolls of 1, 2, & 3 are hits. Rolls of and locations. Blocks cannot Harry when 4, 5, & 6 are misses. If the dice rolled are 1, 2, 4, & of Siege, or any combination, such as two 5, Saladin scores two hits and two misses Battle rounds and 1 Siege round. storming. Combat Hits Example In Battles, the attacker must retreat 6.34 Eliminated Blocks Frank 3-step block rolls two hits against one all blocks at the end of the third round Most eliminated blocks come back into 2-step and one 3-step Saracen blocks. The first if there are any defenders in the field. In play eventually. Place eliminated blocks hit must be taken on the 3-step Saracen block Sieges, the attacker may retreat or stay on in the Draw Pool face-up. They cannot be because it has the most steps. The Saracen Siege. drawn during the current year. player may apply the second hit to either block because they both now have two steps. Each block can Fire OR Retreat once Some blocks are permanently per Combat Round. The sequence of eliminated and never go to the draw pool. Combat Reserves Example combat turns depends on combat ratings. The Saracen has 2 blocks in Na b l u s , 2 in Franks: Cr u s a d e r s and Military All “A” blocks fire first, then all “B” blocks, Ba i s a n , a n d 2 in He b r o n . All three groups Or d e r s are permanently eliminated. and finally all "C" blocks. Defending “A” attack Je r u s a l e m . The Attacker declares the blocks fire before Attacking “A” blocks, and Saracens: Sa l a d i n and the 4 blocks of Na b l u s -Je r u s a l e m road the main attack road. The blocks from Nablus and Baisan using this so on. Individual blocks of one player with his family are permanently eliminated. road are the Main Attack. The 2 He b r o n blocks the same initiative fire in any order. WARNING: Permanent elimination use another road and will arrive as reserves in Example: Conrad (B3) and Turcopole applies in all cases, including Winter round 2. (A2) attack Zangi (B2) and a Kurd (C2). Attrition, , Siege Attrition, etc. The sequence for each combat round is: Turcopole, Zangi, Conrad, and Kurd. 6.4 REINFORCEMENTS Optional Rules After all blocks have taken one battle 6.41 Main Attack Road [ ] IRON BRIDGE: The road section from turn to fire or retreat, this ends Combat When attacking via two or more Antioch to Harim has a special move limit of 3 blocks in either direction. Round 1. Repeat the sequence for Combat roads, one road (attacker choice) must Rounds 2 and 3, except with Siege be declared the Main Attack. Blocks [ ] Forced Marches Combat, a siege declaration occurs at the attacking along other roads are Reserves. Blocks can increase their move +1 by beginning of each new round. force-marching. Place a die on each block force- Reinforcements do not fire, retreat, or marching. After all normal movement is done, take hits in Round 1. They arrive and take 6.3 COMBAT FIRES roll one die for each block: normal combat turns at the beginning of 1-3: lose one step Blocks fire by rolling as many dice as Round 2. their current Strength. A hit is scored for 4-6: no effect each die roll equal to or lower than the IMPORTANT: Battlefield Control changes Unless eliminated by step loss, the block block’s Combat Rating. if the Attacker wins in Round 1 before always completes the extra move. Force Defending reserves arrive. The Attacker is marching is permitted to Muster. now the Defender for Rounds 2 and 3.

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc. 4 VERSION 2.0 CRUSADER REX

6.42 Defender Response 6.52 Castle Limit Fragile Alliances Blocks moved by Player 2 to reinforce Town Rating (1.11) limits the number Saladin’s hold on power was tenuous. He faced a battle started by Player 1 are reserves, of blocks that can defend inside a castle. external threats from emirs in Turkey, Armenia, and arriving at the beginning of round 2. Additional blocks must defend the field Baghdad. Egypt and Iraq smoldered with sedition and vanquished Zangi loyalists had to be watched This applies to blocks using one road to outside the castle. carefully. reinforce; those using other roads arrive at Castle Limit is also the maximum Frankish Outremer was a seething cauldron of the beginning of Round 3. number of blocks that can Storm a castle. intrigue and tension. King Guy was bitterly opposed by the Hospitallers, Count Raymond of Tripoli, and 6.5 SIEGE Combat 6.53 Siege Declarations Baldwin’s widow Maria Comnena, a princess of Unlike field battles, which end after In existing and new sieges, the the Byzantium Empire – all of whom thought the three combat rounds, sieges may continue besieging player makes a Siege Declaration new king a weak interloper. After the disaster at for several Game Turns. The besieger may at the beginning of each siege round: Hattin, with King Guy a captive, internecine conflict continued with Conrad of Montferrat seeking the remain on siege after the three combat 1. St o r m : the besieger declares and reveals crown. rounds. Sieges cannot occur at towns which blocks are storming, subject to rated ø (no shield), only field battles. Siege the Castle Limit. The Crusaders were also at each other’s throat. combat can occur in three ways: Richard’s last-minute rejection of Philip’s sister 2. Si e g e : The besieger declines to Storm. as his bride (because she had been the mistress of • Existing sieges. The besieged player may declare a Sa l l y his father, Henry II) so soured relations that the • New siege if the Defender does not (6.55) with any/all blocks, causing a French King spent only four months in deploy any blocks in a field battle. field battle this round. before sailing home to plot the seizure of Richard's extensive holdings in Normandy, Anjou, and • When a field battle ends, victorious The besieger may decline to Storm in Aquitaine. Three times thereafter the French army attacking blocks may begin siege one round, then do so in a future round under the Duke of Burgundy abandoned the field combat next combat round. when possible. However, if both players and twice the French refused to fight – once in Sieges require a Siege Declaration agree to pass, proceed to Siege Attrition. September 1191 when Richard proposed invasion of Egypt and again in June 1192 when Richard (6.53) at the beginning of each combat 6.54 Storming proposed a march on Jerusalem. round, besieger first. After storming blocks are revealed, 6.51 Siege Control a round of combat is fought against the besieged blocks in the normal sequence of Battle of Jerusalem Besieged blocks defend a castle, but The Saracen player attacks Je r u s a l e m from combat turns. A storming block may fire besieging blocks defend the field. The He b r o n with 4 blocks (main attack) and from OR withdraw back to the field on its turn. besieger controls ports except Tr i p o l i and Je r i c h o with 2 blocks. The Frank (Player 2) has Ty r e , which are fortified ports controlled Double Defense: Blocks defending a 2 blocks defending Je r u s a l e m , and now moves 3 by the besieged player. castle require two hits to lose one step. blocks from Ja ff a to help defend Je r u s a l e m . IMPORTANT: Blocks in a siege are not Each "half-hit" has no effect, except the Battle Deployment: Frank deploys both revealed until they Storm or Sally. Once next hit must be taken on that block. A defending blocks in the castle. This avoids a field battle, but lets the Saracen besiege the castle. revealed, blocks must remain face-up until half-hit carries forward from one Combat they are no longer storming or sallying. The Round to the next, but is recovered if Combat Round 1: Saracen declares a Storm with 3 blocks, the maximum that can storm besieger must always keep one block face- storming ends (even if storming resumes in a later round). Jerusalem. Defending and Storming blocks fire up to indicate which player is the besieging. 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: Je r u s a l e m 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 Battle of Jerusalem could fire.

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc. 5 VERSION 2.0 CRUSADER REX

At the beginning of each subsequent 6.6 Retreats Richard the Lionheart siege round, the besieger can add reserve Each block may retreat or withdraw Richard Plantagenet, the King of England, Duke blocks from the field to the storming blocks, instead of firing on its normal Combat of Normandy, and Earl of Anjou, was arguably subject to the Castle Limit. However, if all Turn. Harrying (6.33) blocks can fire and the greatest military leader in medieval history and storming blocks are eliminated or withdraw, the deadliest of the Middle Ages. The name retreat on the same turn. “Lionheart” was well earned and widely known the current siege round ends immediately. Neither player can retreat to an even before his adventure in the Holy Land, but 6.55 Sallying enemy-occupied town, nor to an his campaigns in Outremer were the zenith of his career. An emir from Aleppo wrote to Saladin that If the besieger declines to storm, the unresolved (new) battle. Retreat off-map is not permitted. “Never have we seen his like or met his peer. He is castle defender may declare a Sally with ever foremost of the enemy at each outset; he is first any/all blocks, causing a field battle this Blocks that cannot retreat when as befits the pick and flower of knighthood. It is he round. After sally blocks are revealed, one required are eliminated. who maims our folk. No one can resist him or rescue round of combat is fought with all blocks a captive from his hands.” 6.61 Retreat Roads currently defending the field. While Richard far outshone Saladin as a warrior, Per combat round, a maximum of four IMPORTANT: Sallying blocks are Saladin was a far better student of men. The English (4) blocks may retreat along a major road, King made enemies of many powerful allies such as attacking if they initiate a field battle or and two (2) block along a minor road. King Philip, Conrad of Montferrat, and Leopold of assist a relief force. But if they join current Austria. defenders in the field, the sallying blocks are Attacking blocks must retreat to still defenders. In either case, sallying blocks friendly or vacant adjacent towns, via Barbarossa’s Crusade no longer have double defense. road(s) used to enter the battle. Defending The 67 year-old Frederick Barbarossa had ruled blocks may retreat via any other roads. the Holy Roman Empire for almost four decades Sallying blocks cannot retreat. They and was one of the most powerful and respected When both players enter a battle along may withdraw to the castle on their combat monarchs of his day. Despite the Emperor’s age and turn, and must withdraw after combat the same road, only Player 2 may retreat past disputes with the pope, Barbarossa reacted to round 3 if they haven't won the field battle. along that road. the debacle at Hattin by rallying 15,000 men and CAUTION: When attacking as Player 3,000 knights – the flower of the German nobility – Some blocks may sally while others for war in Outremer. stay in the castle. Such blocks may sally to 1, leaving a strong force to protect your The German army was forced to cut its way through join a field battle at the beginning of a later retreat town is recommended. armies fielded by the and the combat round. 6.62 Siege Retreats Sultanate of Rum, and it did so with fearful effect. 6.56 Relief Forces Besieged blocks can never retreat. Saladin was so alarmed that he called-off his campaign against Tyre and Tripoli and dismantled A player may try to relieve an existing Blocks fighting in the field can withdraw into the castle, if friendly, subject to castle castles and city walls as far south as Ascalon to siege by attacking the besiegers. This deny Barbarossa’s army any comfort or supply. limits. Blocks attacking or defending the causes a field battle and prevents Storming In an amazing twist of fate, however, Barbarossa this round. Blocks in the castle may Sally to field can also retreat normally. drowned while crossing a river near Tarsus on June assist the relief force. Blocks may Retreat to an adjacent 10, 1190. Internal dissension quickly broke out, siege provided the field is friendly. Such and when the army finally staggered into Antioch, Main Attack relief forces sent by an epidemic swept the city – a final blow that Player 1 arrive for Round 1; those of blocks can participate normally in any combat occuring later in the Game Turn. convinced all but a few thousand Germans to return Player 2 arrive for Round 2. Relief forces home. By October 1190, the remaining Germans led using other road(s) arrive one round later, 6.63 Withdrawing by Leopold of Austria reached Acre and provided meaning Round 2 for Player 1, and Round Withdrawals are retreats between King Guy with meager reinforcements for his depleted army. 3 for Player 2. Players can Storm or Sally in the field and the castle. Instead of firing, round(s) before relief forces arrive. a block in the field can withdraw to the Saladin had been spared from fighting a formidable foe. In Crusader Rex, he may not be so lucky. Relief forces are attacking and the castle or a storming block can withdraw to besiegers are on defense. Relief force the field. Withdrawals not subject to road Leopold's Flag blocks can Fire or Retreat normally, but limits, just castle limits. The Austrian flag is said to date from the Third cannot Withdraw into the castle. Crusade. After a fierce battle, Leopold's white 6.7 REGROUPS surcoat was stained blood red, except for a stripe 6.57 Siege Attrition When a field or siege battle ends, under his belt. Besieged blocks are subject to a whether by retreat, elimination, or attrition Siege Attrition roll each Game Turn. The the victor may Regroup any/all victorious Declarations and Retreats besieged player rolls 1d6 for each block: blocks to any adjacent friendly or vacant Declarations are always made at the beginning 1-3: Lose 1 step town(s). Normal road limits apply. of combat rounds. They allow players to engage 4-6: No effect Blocks may Regroup to an adjacent enemy forces by Storm or Sally. Retreats and Withdrawals are made during the round on siege provided the field is friendly. Such TYRE & TRIPOLI: These towns had a block's combat turn. In effect, it is relatively castles at the end of narrow causeways blocks can participate normally in any easy to start a storm or sally, but withdrawing with an attached fortified port. They could combat occuring later in the Game Turn. from them is not as easy. be supplied by sea when under siege. Siege NOTE: Regrouping is optional. When a Attrition losses apply only on rolls of 1. field battle ends, the victor may Regroup Also see winter campaign 8.2. some blocks and lay siege with others, if applicable.

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc. 6 VERSION 2.0 CRUSADER REX

7.0 DRAWS FRANK COMMANDERS SARACEN EMIRS BALIAN – , Lord of Nablus. AL-ADIL – Saladin’s younger brother and Lord There are no block draws in 1187. Negotiated favorable terms for citizens of of Egypt. Also known as “Safadin”. Starting in 1188, each player draws ONE Jerusalem after capture by Saladin in 1187. AL-AFDAL – Saladin’s eldest son and Lord of block per Draw Phase, except the Winter BARBAROSSA (Redbeard) – Frederick I, the Damascus. Turn. Player 1 draws and deploys first. 67 year-old Emperor of the Holy Roman Empire. AL-AZIZ – Saladin’s second son and Sultan of He drowned in 1190 before reaching the Holy Egypt. He ruled Egypt after the death of Saladin 7.1 DRAW POOLS Land and most of his army returned home. in 1193 and took the name Uthman. Each player maintains an off-map area BOHEMOND – Bohemond III, Prince of AL-MASHTUB – a Mosul Kurd and Grand where blocks are kept face-down. Some Antioch. Emir, longtime ally of Saladin. Captured by the blocks start the game in the Draw Pool CONRAD – Conrad of Montferrat, feared Franks when Acre surrendered in 1191. and eliminated blocks are generally placed warrior and claimant to the throne of the AL-ZAHIR – Saladin’s third son and Lord of there. Exceptions, see 6.34. Kingdom of Jerusalem. Murdered by the Aleppo. Assassins in 1192. BAHRAM – Lord of Baalbek. 7.2 FRANK DRAWS FREDERICK – Frederick of Swabia, son of JURDIK – Mameluke, and longtime ally of 7.21 Crusaders Emperor Frederick Barbarossa. Saladin. KING GUY When drawn, German, French, and – who married KEUKBURI – Lord of Sumaiset, al-Ruha, and English blocks are placed face-up in their Sibylla, sister to King Baldwin IV. He Harran. Commanded the Saracen Left Wing at matching staging space on the west edge of outmaneuvered Raymond for the throne in the Battle of Hattin. the mapboard. After all three blocks of any 1186 after the premature death of Baldwin from leprosy. Captured and ransomed by Saladin after QAIMAZ – Ayyubid commander in Banyas. nation have been drawn, those blocks are Hattin. King Guy never regained his throne, QARA-QUSH – the Turkish word for eligible to move in a future game turn. Not being shunted off to be Lord of , where "Eagle", a slave who became a talented all need move at the same time. his descendants ruled long after Christian military commander in Egypt and the Sudan. Outremer perished. Commanded at Acre and surrendered to King 7.22 English & French Philip in 1191. English or French blocks require one HUGH – Duke of Burgundy and commander of French forces after the departure of King Philip. SALADIN – Salah al-Din Yusuf Ibn-Ayyub, Sea Move to move each block from their founder of the Ayyubid Empire. staging area to a Friendly port. JAMES – Count of Flanders, a tough Alsatian who took the green cross as his badge of SANJAR – Lord of Jazirat, a rich emirate Richard's Sea-Legs: The three (3) English crusade. northeast of Aleppo. blocks can Sea Move to attack an enemy JOSSELIN – A notable Crusader family and the SHIRKUH – 16 year-old son of Nasir al-Din port. If combined with any other attack(s) titular Count of Edessa (Saracen controlled after Muhammad (Saladin’s Uncle) and Lord of on the same town, the English must be the 1164). Josselin led the rearguard at the Battle of Homs. Main Attack. Retreat by sea is prohibited; Hattin. He survived that battle, but is thought to SULAIMAN – Lord of Artah. the attackers can retreat normally by road. have perished during the . TAQI AL-DIN – Saladin’s nephew and greatest LEOPOLD – Leopold of Austria. Commanded 7.23 Germans general. Commanded the Saracen Right Wing at German forces at Siege of Acre. Insulted the Battle of Hattin. German blocks require one move by Richard, Leopold returned the favor by per block to enter at any/all of Al e p p o , imprisoning and holding the English king for TUMAN – Emir of Homs, a former ally of Zangi. An t i o c h , or St. Si m e o n , subject to road ransom when he returned home through Austria. limits. They can attack these towns if they PHILIP – King Philip Augustus Capet of France, YAZKUJ – Lord of Ashtera, a former Mameluke are enemy-occupied, but cannot retreat a brother-in-law yet deadly rival of the English of Saladin’s Uncle Shirkuh. off-map. king. Conspired to seize Plantagenet lands while YUZPAH – Ayyubid military commander in Richard remained in the Holy Land. Egypt. 7.24 Pilgrims RAYMOND – Raymond III, Count of Tripoli, ZANGI – Prince of Sinjar, and former Atabeg of Pilgrims are deployed in a friendly and Lord of Galilee (though marriage), former Aleppo and Mosul. A rival of Saladin for power port. If none, return the block to the Draw regent of the Kingdom of Jerusalem, and in Syria. Pool and forfeit the Draw. Remember that opponent of King Guy. Raymond was a friend of the ports of Tr i p o l i and Ty r e are friendly to Saladin and many suspected him of treason. the besieged player, but castle limits apply. REYNALD – Reynald of Châtillon, former Prince of Antioch (through marriage) and present Lord 7.25 Outremers of Oultrejordain. This bloodthirsty and ferocious Outremers (and Turcopoles) are warrior, a close ally of King Guy, was personally deployed at full strength in their home or executed by Saladin after Hattin. alternate seats unless enemy occupied, or REYNALD – Reynald Garnier, Lord of . at strength 1 in any friendly town. RICHARD – Richard I, the Plantagenet King of England known as “The Lionheart”. His military 7.3 SARACEN DRAWS prowess and personal bravery were remarkable, Saracen draws are deployed at full but his political acumen was faulty. strength in their home or alternate seats, ROBERT – Robert of Normandy, Richard’s most unless enemy occupied, or at strength 1 in loyal supporter. any friendly town. WALTER – Walter Grenier, Lord of Caesarea.

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc. 7 VERSION 2.0 CRUSADER REX

8.0 WINTER Credits Index Game Design: Tom Dalgliesh Assassins 2.4 8.1 Winter Turn Jerry Taylor Combat 6.0 The sixth and final card played in each Combat Hits 6.31 year is a Winter Turn, used to move blocks Art/Graphics: Karim Chakroun Combat Ratings 2.12 to winter quarters. Martin Scott (Cards) Combat Reserves 6.4 Combat Turns 6.2 Blocks move normally, except they Developer: Grant Dalgliesh cannot start or reinforce battles/sieges. Double Defense 6.54 They may occupy vacant towns. Contributors: Forrest Atterberry Harrying 6.33 Knights' Charges 6.32 There is no battle phase, siege Nick Benedict Blocks 2.0 attrition, or draw phase. Peter Bogdasarian Rob Buccheri Cards 4.0 8.2 WINTER CAMPAIGNS Leonard Coufal Castle Limit 6.52 If Winter Campaign is played in Dan Dolan Crusaders 2.24, 7.2 the Winter Turn, determine turn order Ron Draker Double Defense 6.54 normally. The Winter Campaign player Stuart Pierce Deployment 3.0 can maintain one (1) siege over the winter. Bill Powers Draws 7.0 No movement or combat is allowed, but Dan Raspler Draw Pools 7.1 Winter Siege Attrition is harsher: 1-4 is a Cody Sandifer Winter Turn 8.1 Franks 2.2 hit (1-2 in Tr i p o l i /Ty r e ). The victor of a Cal Stengel winter siege can regroup normally. Justin Thompson Deployment 3.1 Jeff White Draws 7.2 NOTE: The Wi n t e r Ca m p a i g n card is a Military Orders 2.22 special Move card and is not canceled by Eliminations 6.34 an Event card. It may be played anytime Cover Movement 5.0 as a normal Move "1" card. If played as Richard the Lionheart Groups 5.2 Move 1 in the Winter Turn, see 8.1. © Chris Collingwood, Cranston Fine Arts Musters 5.3 Pinning 5.7 8.3 WINTER SUPPLY LIMITS Sea Moves 5.4 A town can supply blocks equal to its Pilgrims 2.25, 7.24 Town Rating. That is, Ac r e , Town Rating Ports 1.14 3, can support up to three blocks in winter. Tripoli & Tyre 6.51, 6.57 Minor towns (no shield) can supply one Regroups 6.7 (1) block in winter. Excess blocks (owner Replacements 8.3 choice) and all besieging blocks are Retreats 6.6 eliminated. Withdraw 6.63 NOTE: Blocks eliminated in winter can be Roads 5.1 drawn next year. Place them face-down in Saracens 2.3 the Draw Pool. Deployment 3.2 Draws 7.3 8.4 WINTER REPLACEMENTS Sea Movement 5.4 Each town provides replacement Seats 1.13 points (RPs) equal to its Town Rating. For Sieges 6.5 example, Ascalon provides two (2) RPs, Castle Limit 6.52 which can never be transferred to another Relief Forces 6.56 town. Blocks gain one step per RP. Multiple Sallying 6.55 steps on the same block are allowed. Siege Attrition 6.57, 8.2 All blocks wintering in the enemy Siege Control 6.51 kingdom require 2 RPs to gain 1 step. Siege Declarations 6.53 Hence, in Ascalon, Saracen blocks gain Storming 6.54 only one step for both RPs. Neither player Towns 1.1 gains replacements for towns under siege. Victory Cities 1.2 Columbia Games, Inc Wintering 8.0 8.5 Year End POB 3457, Blaine Winter Campaigns 8.2 Advance the year. Turn over face-up WA 98231 USA Winter Replacements 8.4 blocks in the Draw Pool. Reshuffle all 360/366-2228 Winter Supply 8.3 cards back into the deck and start the next 800/636-3631 (toll free) Winter Turn 8.1 year by dealing out six (6) cards to each Year End 8.5 player. For game updates and discussion, see: www.columbiagames.com

Copyright © 2005-11 Jerry Taylor & Columbia Games Inc. 8 VERSION 2.0