LEVANTINE CRUSADES
INTRODUCTION
Card game for 2 Players.
Simulation of the Crusades during the 11th to 13th Centuries.
One player is the Christian Crusaders.
The other player is the Muslims.
GAME LENGTH
The game is played in 18 hands.
Every 2 Hands represent a Crusade and then the Muslim Reaction.
GEOGRAPHY
Levantine = Holy Land
The resource base of the Muslims is Egypt and the Turks.
The resource base of the Crusaders is Europe.
The Muslims had ready access to the Levantine.
The Crusaders required expensive/difficult journeys to reach the Holy Land.
TERRITORY TOKENS
There are 3 Territory Tokens (TT).
TERRITORY CHART
TT Possessions: Draw
0 None 10
1 Syria 8
2 Jerusalem 6
3 Extensive 4
TT = Number of Territory Tokens you Control.
Possessions = How much of the Holy Land you Control.
Draw = How many cards you draw in your Support Phase.
VICTORY
At the end of the game (The Ninth Crusade), the player with the most TT wins.
THE DECK
Players share a common deck.
SETUP
The Muslim player starts the game with all 3 TT.
The Crusader player goes first.
TURN SEQUENCE
Players take turns.
The current player is the Attacker. The other player is the Defender.
Each turn has 6 Phases:
Support Phase
Recruit Phase
Battle Phase
Siege Phase
Conquest Phase
End Phase
SUPPORT PHASE
Both Players draw a number of cards according to the Territory Chart.
RECRUIT PHASE
The Attacker may put Leader and Army cards into play.
The Crusader player as Attacker may put a max of 1 Leader and 1 Army in play.
For every Transport card the Crusader plays, he may put an
Additional Leader and Army card into play.
The Crusader player may have a max of 3 Leaders in play at a time.
The Muslim player as Attacker may only put 1 Leader into play, but may put
Any number of Armies into play.
The Muslim player may have a max of 1 Leader in play at a time.
DEFENDER PHASE
The Defender may put up to 1 Fortification card, 1 Leader, and
1 Army card into play.
BATTLE PHASE
Skip to End phase if the Attacker does not have at least 1 Leader & 1 Army in play.
Both players roll 1D6 for each Leader and Army card they have in play.
Players may roll an extra 1D6 for each Battle card they play (discard) from their hand.
Totals are called Battle Totals (BT).
Higher BT wins. Defender wins ties.
For every natural roll of 6, your opponent must discard 1 Army card.
If the Attacker loses battle Phase, skip to End Phase.
SIEGE PHASE
Skip to End phase if the Attacker does not have at least 1 Leader & 1 Army in play.
Both players roll 1D6 for each Leader and Army card they have in play.
The Defender rolls 1D6 for each Fortification card in play.
Players may roll an extra 1D6 for each Siege card they play (discard) from their hand.
Totals are called Siege Totals (ST).
Higher ST wins. Defender wins ties.
For every natural roll of 6, your opponent must discard 1 Army card of his choice.
If the attacker wins, the defender must discard half (round up) of his
fortification cards and Give the other half to the attacker.
CONQUEST PHASE
If the Attacker won both Battle and Siege Phase, and he has at least
1 Leader and 1 Army in play, he may take a TT from his opponent.
The victorious Attacker may then continue his conquest by playing an
Extra Battle and Siege Phase. This is called an Extended Conquest.
An Attacker may capture a maximum of 2 TT in one Turn.
END PHASE
Roll 1D6 for each Leader and Army in Play. (The Age Roll)
On a roll of 1-3 on 1D6 discard the card.
Leaders are automatically discarded after 2 crusades (old Age).
Max hand size is 7 cards; discard excess cards.
CARD LIST NOTATION
L = Leader
AL = Attacking Leader = Can only be played in Recruit Phase
DL = Defending Leader = Can only be played in Defender Phase
A = Army
E = Event
T = Transport
F = Fortification
S = Siege
C = Crusader player only may use this card
M = Muslim player only may use this card
Z = Either player can use this card
X = Special
B/S = Battle or Siege
COMMON DECK CARD LIST
Card Name: Type Use Notes:
Richard the Lionhearted AL C Rolls an extra 1D6 for Battles
Baldwin IV DL C Draw 2 cards when played
King Guy DL C
St Louis IX AL C Recruit Phase: Transport 1 extra Army
Fredrick II AL C When Played Opponent discards 2 cards
Theobald of Champagne AL C
King Philip AL C
King Edward AL C
Amalric L C
Land Hungry Barons AL C Rolls an extra 1D6 for Sieges if Attacker
Nobility X C Counts as Leader or Army
Knights Templar A C +2 to Age & Battle Rolls
Knights Hospitaller A C +2 to Age & Battle Rolls
Men-at-Arms A C
English Knights A C
Latin Crusaders A C
French Knights A C
German Knights A C
Teutonic Knights A C
Heavy Infantry A C
Turcopoles A C (Light Cavalry)
Crossbowmen A C
Footsoldiers A C
Fortifications F Z
Crusader Fortress F C
Siege Engines S Z
Pilgrims E C Draw 2 cards
Children’s Crusade E M Draw 2 cards
Templar Financing X C Use as Transport card or Draw 2 cards
Massacre E Z Loser in B/S must discard all Armies
Slaughter E Z Loser in B/S must discard all Armies
Pillage E Z Winner of Siege draws 2 cards
Sell into Slavery E Z Winner of Siege draws 2 cards
Alliances E Z Draw 2 cards opponent discards 1 card
Raiding E Z Draw 1 card opponent discards 2 cards
Indulgences E C Draw 2 cards
Papal Support T C
Armenian Allies A Z
Byzantine Allies A Z
Sea Power T C
Leaders Quarrel E M Enemy Leaders get –2 to Battle Rolls
Cross Asia Minor T C
Holy War X C Use as Transport or Battle card
The True Cross B C
Religious Fervor X C Use as Transport or Battle card
Martial Glory X C Use as Battle card or Draw 2 cards
True Believers T C
Promise of Eternal Salvation X C Use as Transport card or Draw 2 cards
Hope of Material Gain X C Use as Transport card or Draw 2 cards
Earthly Plunder X C Use as Transport card or Draw 2 cards
The Will of God E Z Negate Event card or reroll Die Roll
The Holy Lance B C
Fight the Infidel X Z Use as Transport card or Draw 2 cards
Saladin L M Rolls an extra 1D6 for Battles & Sieges
Kilij Arslan L M
Yagi Siyan L M
Nur al-Din L M
Emir Kerboga L M
Baibars L M Rolls an extra 1D6 for Sieges if Attacker
Zengi of Mosul L M
Al-Ashraf Khalil L M
Poisoned Wells S Z Defender Only
Heat & Thirst E M Opposing Armies get –2 to Battle Roll
Starvation S Z
Disease E M Opponent must discard an Army
Counter Attacks X M Use as Battle card or Draw 2 cards
Hit & Run Attacks B M
Negotiations E Z Opponent may not attack this Phase
Ambush B M
Foolish Attack E M Opposing Armies get –2 to Battle Roll
Factionalism E Z Opponent must discard 2 random cards
Treaty E Z Opponent may not attack this Phase
Diverted to Constantinople E M Crusaders may not attack this Turn
Unification E M Draw 3 cards
Expel the Invaders X M Use as Battle card or Draw 2 cards
Avenge Atrocities X M Use as Battle card or Draw 2 cards
Jihad X M Use as Battle card or Draw 2 cards
Consolidate Power E M Draw 3 cards
Seljuk Turks A M
Horse Archers A M
Light Cavalry A M
Heavy Cavalry A Z
Muslim Archers A M
Turkish Cavalry A M
Fatimids A M
Ayyubids A M
Mamelukes A M
Saracens A M
Bedouins A M
Arabs A M
Khwarizamian Horsemen A M
Egyptian Armies A M
Scythians A M
Relief Force S Z Defender Only
Greek Fire S Z
Sappers S Z
Siege Towers S Z Attacker Only
Boiling Oil S Z Defender Only
Battering Rams S Z Attacker Only
Force a Breach S Z Attacker Only
Sorties B/S Z
Frankish Charge B C
Discipline B C
Bastion F Z
Garrison S Z Defender Only
Royal Fleet T C
Kingdom of Cyprus T C
Catapults S Z
Political Strife E Z Opponent must discard 2 cards
Petty Warfare E Z Opponent must discard 2 cards
Supply by Sea T C
Surrender Terms S Z Attacker Only
Dungeon E Z Loser in B/S must discard a Leader
Ransom Prisoners E Z Draw 1 card opponent discards 2 cards
Combined Forces A C
Walled City F Z
Illness E Z Opponent must discard a Leader
Logistics X Z Use as Transport card or Draw 2 cards
Pay Tribute E Z Draw 1 card opponent discards 2 cards
Assassin Sect E M Opponent must discard a Leader
Fanaticism X Z Use as Battle card or Draw 2 cards
Grand Masters L C
Venetian Fleet T C
Genoese Shipping T C
Great Fleet T C
Italian Fleets T C
Revolt E Z Opponent discards 2 Random cards
Weak Crusader States E M Opponent discards 2 Random cards
Antioch Mercenaries A Z
Pikemen A C
Islamic Spirit E M Draw 2 Cards
Mongol Invasions E C Opponent discards 2 Random cards
Fabian Tactics S C Defender Only
OPTIONAL RULES
STRIKE AT EGYPT
Egypt is represented by a fourth unique Territory Token.
The Muslims start in control of Egypt.
The crusaders may always choose to attack Egypt instead of the regular TT’s.
If Egypt is attacked, the Muslim player immediately draws 6 cards.
If the Crusaders conquer Egypt, the Muslim player always draws 2 less cards in
Support Phase, until it is won back.
LINKS
wikipedia
Return to Mainpage