You are on page 1of 36

Lead Your Dynasty to Triumph

The Board Game


rules_210x280_proto2.indd 1 2018-09-10 13:57
My King, the time has come. Your day is now.
Are you ready to make your mark on History?
Free League Publishing and Paradox Interactive
are proud to present Crusader Kings – The Board
Game, based on the acclaimed grand strategy
computer game. In this game, 3–5 players lead
the historical dynasties of medieval Europe to
triumph – or downfall.
Reshape History in your own image – if only
that dimwitted son of yours set to inherit the
throne doesn’t spoil your grand plans…

Game Overview
The goal of this game is to spread your in- Unless stated otherwise in the scenario, the
fluence over medieval Europe and lead your game ends when a player has reached Jerusa-
Dynasty to triumph over its rivals. To do that, lem on the Crusade Track or after three Eras
you will need to groom your family over the have been completed. When either of these two
generations, build and develop your domin- events occurs, the game is over.
ion, be shrewd in the realms of diplomacy and Victory points are given for territories un-
intrigue, and use your vassals wisely to grow der your control and Pious Trait Tokens, with
your wealth and military power, while at the bonus points given for Achievements awarded
same time fulfilling your holy duty to partake for Dynasty Shields on the Crusade Track,
in the crusades to the Holy Land. Development Cards acquired, and Castles built.
The winner of this game is the player who Achievements and Scoring are described in
receives the most points at the end of the game. detail on page 17.

rules_210x280_proto2.indd 2 2018-09-10 13:57


Components
1 Game Board 1 Rulebook 5 Player Trait
Bags (colored)

1 General
Trait Bag

70 Plastic Figures

40 Knights (8 for each Culture), 20 Footsoldiers (4 for each Culture), 10 Castles


10 Dynasty
5 Family Boards Boards 125 Character Cards

24 Starting 100 Culture 1 Glitterhoof


Ruler Cards Character Cards Character Card
(20 for each Cul-
ture)
155 Action Cards 24 Development
Cards

35 Realm Cards 35 Intrigue Cards 35 War Cards 25 Tax Cards 25 Crusade Cards 12 Councilors 12 Inventions

144 Trait Tokens 104 Dynasty Shields 20 Gold 30 Gold


Tokens Value 5 Tokens Value 1

48 Starting Trait 34 Event Trait 10 Crusade Trait 52 Random Trait


Tokens Tokens Tokens Tokens 1 First Player Token 1 Crusader Token
12 Unrest 6 Plague 6 Harvest 6 Crop
Tokens Tokens Tokens Failure Tokens

1 Inventor Token 1 Builder Token


20 Age 15 Child 10 Sibling
Tokens Succession Tokens Succession Tokens

rules_210x280_proto2.indd 3 2018-09-10 13:59


A Note on Gender
In these rules and on the cards, the male pronouns “he” and “his” are
used to designate a player of the game. This is an abbreviation and really
means “he/she” or “his/her,” which would be too cumbersome to spell out
each and every time. In the same vein, the term “King” is used to de-
signate the leader of a Dynasty in these rules, even though it’s possible
for women to inherit the throne. No player should feel excluded from
playing this game because of terminology - if you want to rule medieval
Europe as a Crusader Queen, don’t let anyone stop you!

Setup
1. Place the Game Board on the table, and pick a d. Place any starting Castle figures in terri-
scenario from the end of this book. For your tories indicated by the scenario. Place re-
first game, we recommend “Kingdom of Jerusa- maining Castle figures within easy reach of
lem.” The scenario determines when the game everyone. Castles are all of the same color.
takes placs, which Dynasties are played, and e. Place his starting King’s Character Card on
their starting conditions. Each Dynasty belongs the King space on his Family Board, along
to a Culture with a specified color. with any starting spouse, siblings, and
children as indicated by the scenario.
2. Each player follows the scenario description. f. Place the four Starting Trait Tokens for the
Each player should: King, as indicated by the scenario, in his
a. Place a Family Board and a Dynasty Card Player Trait Bag.
in front of him. g. Place Starting Trait Tokens on any Charac-
b. Place a Knight figure of his color in each ter Cards for starting siblings and children
territory under his control as indicated by as indicated by the scenario.
the scenario. The Knight represents the h. Place the rest of his Culture Character
King’s vassal in the territory. Only one Cards shuffled face down on the indicated
Knight figure can ever be placed in a single space on the Family Board.
territory. Place remaining Knight figures i. Place any starting Development Cards on
within easy reach. the indicated space on the Game Board.
c. Place Foot Soldier figures of the Dynasty’s j. Take his starting amount of Gold and place
color in any territories indicated by the it on his Dynasty Card.
scenario. Foot Soldiers represent mobilized k. The player who won the last game gets
armies. Place remaining Foot Soldier fig- the First Player Token. If the game has not
ures within easy reach. been played before by the group, the oldest
player gets the First Player Token.

So, can I marry a horse in this game?


Of course you can! This is Crusader Kings, after all. Using the special
Glitterhoof Character Card, you can relive the infamous equestrian
event from Crusader Kings II. If you want to keep horses well away from
your royal family, simply remove this card.

rules_210x280_proto2.indd 4 2018-09-10 13:59


3. Set up the Game Board according to these Trait Token from the General Trait Bag
steps: for each potential spouse on the map, and
a. If less than five players are in the game, place them on the face up Character Cards.
place Dynasty Tokens of the Dynasties not e. Optional. If you want to include Glitter-
used in all territories belonging to the same hoof in your game, replace one Character
Culture as these Dynasties. These Dynas- Card on an independent territory by this
ty Tokens indicate that the territories are special Character Card. The player with
off-limits. Off-limits territories cannot be the most hours played in Crusader Kings
Invaded and are not part of the game in II gets to decide which territory to place
any way. Glitterhoof in. Draw a positive Random
b. Place all Random Trait Tokens in the Gen- Trait Token for the horse - if you draw a
eral Trait Bag. negative trait, re-draw until you draw a
c. Place shuffled face down piles of the five positive trait.
different types of Action Cards (Realm, In- f. Place a shuffled face down pile of Develop-
trigue, War, Tax, Crusade) on the indicated ment Cards on the indicated space on the
spaces on the Game Board. Game Board.
d. According to instructions in the scenario, g. Draw three Development Cards and place
draw and place one Culture Character them face up in the indicated spaces.
Card on each independent territory on the h. Place the Crusade Trait Tokens on the Cru-
Game Board. Independent territories are sade Track as indicated on the Game Board.
those not controlled by any Dynasty, and i. Place all Event Trait Tokens in a pile to the
the Character Cards represent potential side within easy reach of everyone.
spouses in these territories. Draw each of j. Place all Harvest, Plague, Crop Failure,
these from the Character Card stack of the Unrest, Achievement, and Succession To-
player whose Dynasty belongs to the same kens in separate piles within easy reach of
Culture as the territory. Draw one Random everyone.

rules_210x280_proto2.indd 5 2018-09-10 14:00


Sequence of Play
A game of The Crusader Kings boardgame is bro- otherwise. Each Era consists of three Rounds.
ken up into Eras, Rounds, and Turns. Each game Each Round consists of two Turns. A game pro-
consists of three Eras, unless the scenario states gresses like this:

ERA 1 ERA 2 ERA 3

ROUND ROUND ROUND


TURN TURN TURN
TURN TURN TURN

ROUND ROUND ROUND


TURN TURN TURN
TURN TURN TURN

ROUND ROUND ROUND


TURN TURN TURN
TURN TURN TURN

Player Order means that the player with the First The player then draws eight (8) Action Cards
Player Token goes first, followed by the rest of to form his Hand for the Era. These eight cards
the players in clockwise order. Note that the First must consist of 1–2 Crusade cards, 0–3 of each of
Player Token will change hands during the course the Realm, Intrigue, and War cards, and 0–2 Tax
of the game. When this happens, the current Turn cards. The player may look at his cards only after
is completed before the change in player order he is done drawing.
takes effect.
Rounds: Three Rounds (below) are played.

Summary Clean Up: At the end of the first and the second
Eras, perform these steps:
At the beginning of each Era, each player will draw ƒƒ All players discard all Action Cards that were
eight Action Cards, of which six will be played not used during the Era, and place them face
during the Era. At the start of each Round, each up on a shared discard pile next to the Game
player will pick two of these Action Cards to play in Board.
the two Turns of the Round, and decide which order ƒƒ Remove all spouse Character Cards in inde-
to play them in. In each Turn, each player reveals pendent territories and place them face up on
one Action Card and performs one of the actions a shared discard pile next to the Game Board.
listed on the top of the card, and then resolves the Return their Trait Tokens to the General Trait
event described at the bottom of the card. Bag. Draw new spouse Character Cards for
each independent territory, and a random Trait
Token for each of them.
The Era ƒƒ Remove the three face up Development Cards
on the Game Board, and place them face up on
Draw: In player order. The player first draws a shared discard pile. Draw three new Devel-
any bonus cards from Crusade Track modifiers or opment Cards and place them face up on the
other modifiers. indicated spaces.

rules_210x280_proto2.indd 6 2018-09-10 14:00


ƒƒ Then, a new Era starts with a draw phase. • If this is the King’s fourth Age Token,
the player may remove one Trait Token
At the end of the third Era, the game ends immedi- of his choice from his Trait Bag. If it’s
ately. Go to End the Game and Scoring (page 17). a Random Trait Token, return it to the
General Trait Bag.
• If this would be the King’s fifth Age
The Round Token, the King instead dies peacefully.
Perform a Succession Ceremony accord-
1. Plotting: Each player decides secretly which ing to the rules (page 21).
two Action Cards from his Hand to play this
Round. These two cards are placed in front After the third Round, return to the Clean Up
of the player, face down, with the card to be phase of the Era (above).
played first on top. If this is the third Round
of the Era and a player has not yet played a
Crusade card, he must do so now. The Turn
2. Turns: Play two Turns (below).
3. Upkeep: Follow the three steps below. 1. Dynasty Phase: Each player, in player order,
a. Troop Costs: All players pay 1 Gold for may make one attempt to Marry his King, a
each territory under their control that is sibling, or child (see page 10), and may then
Mobilized (i.e. contains a Foot Soldier). A grant and/or revoke any number of Duke and
player must place an Unrest Token in each Duchess titles (see page 11).
Mobilized territory that he can’t or won’t 2. Action & Event Phase: Each player, in player
pay the cost for. If there is already an order, reveals the top card of the two chosen
Unrest Token in the territory, the territory during Plotting (above), and performs one of
is automatically demobilized. Remove the the actions indicated on the top of the card.
Foot Soldier (but not the Unrest Token). Once the action is fully resolved, the player
b. Demobilization: Each player may now immediately reads the event below the image
demobilize any number of Mobilized terri- on the Action Card and resolves its effects.
tories under his control. Simply remove the The Action Card is then placed in the player’s
Foot Soldiers. discard pile.
c. Age Tokens: All players place one Age
Token on their King’s Character Card.

STRATEGY TIP:
War Takes Planning
When choosing your Action Cards for the Era, remember that war
takes careful planning. Before you can Invade an enemy, you need both
a Casus Belli and to Mobilize your armies. That means that going to war
is a process that takes three Turns to complete: First, you need to Plot to
Manufacture Casus Belli (unless you already have it), second you need to
Mobilize Foot Soldiers in adjacent provinces, and third, you can Invade.

STRATEGY TIP:
Don’t Crusade Too Early
When picking your two Action Cards to play in a Round, be careful not to
Crusade before you have an heir to your throne. Without an heir, you’ll
need to send your King on the Crusade, and if he dies, a Succession Cri-
sis will be triggered. That’s not a good way to start your game!

rules_210x280_proto2.indd 7 2018-09-10 14:00


General Rules
The Golden Rule ƒƒ Trait Tokens stay in the Trait Bag or on the
Character Cards they are on (until the charac-
This rule means that if any information on a card ter inherits the throne), and cannot be re-
says something different than what is written in moved or traded separately.
the rules, the information on the card applies.

Supply of Tokens,
Trade
Figures and Cards
Players are allowed to trade anything at any time,
barring the exceptions below: The included tokens and figures are the limit the
ƒƒ Territories that are involved in an action players have to navigate. If a certain kind of token
already revealed (see The Turn, above) cannot or figure becomes depleted, they cannot gain
be traded. that type of figure or token any more. All inclu-
ƒƒ Character Cards can only be traded as part of ded cards can be reshuffled from their respective
a Marry action. discard piles into new draw decks in case they
ƒƒ Pacts cannot be traded. A Pact can only be run out.
created by marriage.

Actions
A player performs an action by first choosing two trait (green), the trait check is successful. If the
Action Cards from his Hand during the Plotting token drawn is negative (red), the trait check
phase of the Round, and then playing them one fails. (However, see Critical Traits below.) Some
after the other in the chosen order during the difficult actions require the player to draw several
Action phase of the Turn. The player must first positive tokens in order for the trait check to
perform one of the actions listed at the top of the succeed.
card, and then resolves the event written below
the image on the card. The player can choose not As soon as the trait check is successful, a play-
to perform any Action at all, but he must still er may not draw any more tokens, even if he
resolve the event on the card. was allowed to make more draws. Drawn Trait
Tokens are only placed back into the Trait Bag
after the trait check has been fully resolved.
Trait Check
Critical Draws
A player may at any time examine the Trait For each action, one specific negative trait means
Tokens in his own Trait Bag. A player may success when drawn in the trait check, and one
not, however, examine another player’s Trait specific positive traits means failure. Such traits
Bag. Some actions – such as Develop, Mobilize, are called critical traits, and are indicated on
and Tax – are completed automatically. Other each Action Card, as well as in the description
actions require a successful trait check to be of each action below. Simply put, a critical trait
completed. counts as the opposite color when drawn for a
A trait check means that the player draws one particular action.
random Trait Token from his Trait Bag, without Every Trait Token with a trait that is critical
looking. If the Trait Token drawn is for a positive for any of the eight core actions of the game

rules_210x280_proto2.indd 8 2018-09-10 14:00


has one or more symbols printed on it to indi- free draws, or spend Gold to have a chance to
cate this: succeed.

Critical trait for Build A player may never spend Gold beyond what
would give him two more draws than the re-
quired number of successes in the trait check.
Critical trait for Plot and Overthrow
EXAMPLE

Critical trait for Invade Player A wants to Incite Unrest in Player


B’s territory. The territory has a Castle.
Player A needs two successful draws. If he
Critical trait for Crusade pays nothing, he has no chance to succeed
(since he only gets to draw one Trait Token
for free). Player A may not pay more than 3
Critical trait for Marry Gold, which would give him four draws (two
more than the required two successes).
Sacrificing Critical Traits: If you draw a green
critical trait, i.e. a failed draw, you may choose Sabotage
to sacrifice this trait. That means that the draw Other players may pay Gold to sabotage a player
counts as a success instead (only this draw, not making a trait check. They can work together to
the entire trait check if you need several success- do this. 2 Gold paid by other players will negate
ful draws), but you must permanently remove 1 of the acting player’s Gold. This procedure is
the Trait Token from your Trait Bag. This can be only done once. The acting player pays, others
a good option if you really need to succeed at a may pay against him, and then the trait draw is
particular check. resolved.
Conversely, if you draw a negative critical Only draws generated by paying Gold can be
trait, i.e. a successful draw, you can also choose to negated in this way – never free draws, nor draws
sacrifice the trait. You then fail this draw, but in generated by modifiers. In addition, sabotage
return you get to permanently remove the Trait can never reduce the number of draws below the
Token from your trait bag. This can be a wise number of successes needed to have a chance to
choice if you want to improve your trait bag at succeed at the trait check.
the cost of a failed draw.
Exception: Overthrow and Plot actions cannot
Modifiers be sabotaged (except the Murder plot if the target
Several different factors may affect a trait check. player has the Royal Guard Development Card).
These include Dynasty Shields on the Crusade
Track, Development Cards, and events on Action EXAMPLE
Cards. Such factors can allow a player to draw
additional or fewer Trait Tokens than normal, or Player A wants to Murder the King of Player
require him to draw additional or fewer successes B – a difficult task that requires three suc-
to complete the trait check. cessful trait draws to complete. Player A has
the Spymaster Councilor. Player A gets one
Invest in Success base trait draw, one additional trait draw
As a general rule, a player may pay Gold to draw from the Spymaster, and pays the maximum
more tokens in a trait check. For each Gold spent, 3 Gold, for a total of five draws (two more
a player gets one additional trait draw. This Gold than the required number of successes).
must be paid before any Trait Token is drawn, and Player B has the Royal Guard Development
once the first Trait Token is drawn, no more Gold Card and thus can spend Gold to sabotage
can be spent on the trait check. the Murder. Unfortunately he has no Gold
Note that the standard “free” draw is always at the moment, but he convinces Player C
just one, so if the player is required to draw more to help him. Player C pays 4 Gold to remove
than one green or critical Trait Token to succeed, two trait draws. He cannot pay more, as
he must either have modifiers that allow more Player A must retain at least three draws
9

rules_210x280_proto2.indd 9 2018-09-10 14:00


(the minimum needed to have a chance to ful, the player forms a Pact with the territory
succeed). The trait check fails. Player B’s that the spouse Character Card was placed in.
King survives, and he now owes Player C a Place the player’s Dynasty Shield in the territo-
big debt of gratitude. ry to indicate this. Read more on Pacts below.
ƒƒ To Marry a King, sibling, or child of another
Discard Pile player, that player only needs to give his con-
Each played Action Card is placed face up in the sent. A King and a (ruling) Queen can never
players’ shared discard pile. Discarded Action be Married to each other, however. A dowry
Cards are not used in the game again, unless a may be negotiated. If the other player accepts
stack of Action Cards on the Game Board is de- the proposal, a Pact is formed between the two
pleted. In this case, take all discarded Action Cards Dynasties. This immediately ends any state
of the corresponding type (Realm, Intrigue, War, of War or Casus Belli that the players have
Tax, or Crusade), shuffle them, and place them face against each other. Each player places the oth-
down in a new stack on the Game Board. er player’s Dynasty Shield on the Pact symbol
on their own Family Boards.
ƒƒ To Marry a spouse from any player’s stack
Special Actions of Character Cards, a trait check is needed. If
successful, the player picks any Character Card
The two special actions, Marry and Grant Title, of the opposite sex from the card stack chosen.
are performed in the Dynasty Phase the begin- Reshuffle the stack and then return it to the
ning of each Turn, before the Action Cards for the Family Board. Draw a random Trait Token for
Turn is played. the spouse. Marriage to a spouse in a card stack
does not create a Pact – it represents marrying
Marry (Trait Check) a lesser noble and is usually a last resort if there
Critical Traits: Chaste, Lustful are no other spouses available.

Marriage is key to making your A New Family Member: After a successful


Dynasty prosper – both as a means marriage proposal, the Character Card of the
of forming powerful alliances, and to give your newlywed spouse is placed on the player’s Family
King heirs to inherit the throne. Board. If the King is the one getting Married,
In the Dynasty Phase at the start of a Turn, the Character Card of the spouse is placed in the
each player may attempt to Marry one unmar- Spouse field and its Trait Token is immediately
ried King, Queen, sibling, or child on his Family placed in the player’s Trait Bag.
Board. This is a special action that does not re-
quire any Action Card and is carried out imme- Children and Siblings: If a child or sibling is Mar-
diately, in addition to any normal action in the ried, the Character Card of the spouse, along with
Action phase. its Trait Token, is placed underneath the child’s or
A marriage proposal can be directed to A) a sibling’s Character Card on the Family Board (or
face up potential spouse Character Card in an on the game map, if the child or sibling is a Duke
independent territory on the game map, B) to or Duchess – see Grant Title below). If the child or
an unmarried King, Queen, child, or sibling in sibling later inherits the throne, its spouse is placed
another player’s Dynasty, or C) to a spouse with in the Spouse field. Both characters’ Trait Tokens
a random trait from any player’s (including the are then placed in the player’s Trait Bag.
player’s own) stack of Character Cards.
Marriage proposals may only be made to Marriage Between Dynasties: When a King of
members of the opposite sex (this is medieval one player marries the child or sibling of anoth-
times, after all). er player, the child is always transferred to the
ƒƒ To Marry a Character Card in an independent King’s Dynasty, no matter which player made
territory, a trait check is only needed if the tar- the proposal to Marry. In a marriage between
get Character Card has a positive (green) Trait children or siblings of different players, it is up to
Token on it. A marriage proposal to a character the players to negotiate which Dynasty that the
with a negative (red) Trait Token is automatical- newlywed couple will belong to. A Pact is auto-
ly accepted. If the marriage proposal is success- matically formed nonetheless.

10

rules_210x280_proto2.indd 10 2018-09-10 14:00


Trait Tokens of Children
Until married children and siblings inherit
the throne, place the cards so that it is clear
which Trait Token is associated with each
particular Character Card.

Pacts: A Pact is a powerful alliance between two Lost Spouse: If a King is divorced or if his spouse
Dynasties or between a Dynasty and an indepen- dies, the Trait Token of the spouse remains in the
dent territory. A Pact has two effects: player’s Trait Bag – the spouse has made a lasting
ƒƒ If another player (outside the Pact) Invades an impact on the Dynasty. If a child or sibling is
independent territory in a Pact, or a territory un- divorced or its spouse dies, the Trait Token of the
der the control of a Dynasty in a Pact, the (other) spouse is removed.
Dynasty in the Pact immediately gets Casus Belli
against the Invading Dynasty. A Pact can thus be Grant Title (Automatic)
used as a “trigger” for Casus Belli. By granting Duke or Duchess titles to siblings and
ƒƒ When a player in a Pact performs the Invade children of the King, a player can strengthen his
action, he gets an additional trait draw if the Dynasty. But it comes at both cost and risk.
independent territory in the Pact, or a terri- In the Dynasty Phase at the start of the Turn,
tory under the control of the other Dynasty each player may grant a title of Duke or Duchess
in the Pact, is adjacent to the target territory in territories under his control to any number of
of the Invasion. Read more under Invade siblings and children of the King, or revoke such
(page 14). titles. Granting a Title requires no trait check, but
costs 1 Gold per title granted.
A Pact can never have more than two parties. A
Dynasty can, however, have Pacts with several The Duchy: A Duke/Duchess title must be
different independent territories and/or Dynas- granted in a specific territory under the play-
ties – even with Dynasties that have Casus Belli er’s control, which is then called a Duchy. Only
against each other or are At War. Read more one title can be granted per territory. When a
about Pacts, and how to break them, on page 20. title is granted, the player places the Character
Card of the Duke/Duchess directly on the game
Divorce: Divorce is generally prohibited by the map, along with its Trait Tokens. Place a Child
church, but by using a Plot action (below), a play- or Sibling Succession Token of the player’s
er may manufacture a just cause to annul a mar- color on the Character Card to remember the
riage of his King, a sibling, or a child. Read more character’s position in the line of succession. If
under Plot on page 13. After a divorce, the spouse the child or sibling is married, move the Char-
Character Card is removed from the Family Board acter Card of the spouse to the Duchy territory
and discarded. as well.

Glitterhoof
The horse Glitterhoof, of Crusader Kings II fame, is
a special Character Card in this board game. During
setup, a Character Card in an independent territo-
ry can be replaced by Glitterhoof. The horse is an
eligible spouse for the Marry action. Both men and
women can Marry Glitterhoof. Glitterhoof always
has a positive trait. However, a King or Queen mar-
ried to the horse cannot have children.
11

rules_210x280_proto2.indd 11 2018-09-10 14:00


Having a Duke or Duchess in a territory has individual Castle requires a successful trait check,
several effects: a cost of 1 Gold to attempt, and another 2 Gold to
ƒƒ For an enemy to Incite Unrest in a Duchy, In- complete if the trait check is successful. A Castle
vade it, or Overthrow it, an additional success has two effects:
in the trait draw is required. ƒƒ It makes the Invade and Overthrow actions
ƒƒ If a Duchy, despite this, is Overthrown or In- harder to accomplish in the territory (requir-
vaded, the Duke/Duchess is killed, along with ing one extra success by the aggressor).
any spouse. ƒƒ When the player Taxes a territory with a Cas-
ƒƒ When Invading from a Duchy, the player must tle, it generates 1 extra Gold.
place the Trait Token of the Duke/Duchess in
the Trait Bag before the trait draw. Immediate- If a player loses control of a territory, the Castle
ly after the draw is complete, remove this Trait remains, and can be used by other players who
Token from the Trait Bag and return it to the seize control of the territory.
Character Card. Take care to remember which
trait the Duke/Duchess has before placing the Develop (Automatic)
Trait Token in the Trait Bag. This action always succeeds and never requires
ƒƒ When a player Taxes, a Duchy produces 1 less a trait check. The player may buy one, two, or all
Gold than normal, as it requires more resourc- three Development Cards that lie face up on the
es than a normal territory. track on the Game Board. The first card costs 1
Gold. The second bought in the same action costs
Revoking a Title: During the Grant Title action, 2 Gold, and the third card bought in the same ac-
a player may also revoke any number of Duke or tion costs 3 Gold. When the player is done buying,
Duchess titles. The Duke/Duchess is returned to he draws new Development Cards to refill the
the Family Board along with any spouse, and the slots for the ones he bought. The player cannot
Duchy becomes a normal territory. In addition, buy more cards in the same action once new cards
a Duke/Duchess title is immediately revoked (no have been drawn.
action required) in the following situations: There are two types of Development Cards:
ƒƒ The Duke/Duchess inherits the throne and Councilors and Inventions. A player may only
becomes a King/Queen. have three cards of each type on his Family
ƒƒ The Duke/Duchess is Married to a character Board. If a fourth card of either type is bought,
from another Dynasty and the character is one of the three cards of the same type already
moved to the other player’s Family Board. owned must be discarded. Furthermore, only one
of each card may be owned (i.e. a player cannot
take a Navy if he already has a Navy).
The Realm Cards:
Build/Develop The Intrigue Cards:
Critical Traits: Humble, Ambitious Plot/Overthrow
With a Realm Action Card, a player can perform Critical Traits: Honest, Deceitful
either the Build or the Develop action.
With an Intrigue Action Card, a player can
Build (Trait Check) perform either the Plot or Overthrow action. As
To Build a Castle requires a trait check and costs a general rule, other players cannot sabotage
1 Gold, in addition to any Gold spent on getting Intrigue actions by paying Gold (page 9), since
more draws. If successful, it costs the player they occur from the shadows.
another 2 Gold to complete the Castle. The player
takes a Castle figure and places it on the board, Plot (Trait Check)
in any territory under his control that doesn’t Using the Plot action, the player may choose
already have a Castle. one of the five plots listed below. A failed Plot
A player may Build several Castles as part means that a player targeted by the Plot
of the same action, in separate territories. Each automatically gets Casus Belli against the

12

rules_210x280_proto2.indd 12 2018-09-10 14:00


Plotting player. A successful Plot does not give players can spend Gold to negate Gold spent by
Casus Belli. The exception is the Divorce Plot the player on his trait check only if the victim
action, see below. of the Murder is from another Dynasty than the
player’s own and if that Dynasty has the Royal
MANUFACTURE CASUS BELLI Guard Development Card. The player spending
A Casus Belli – a cause for war – is required be- Gold doesn’t need a Royal Guard, it is sufficient
fore a player can Invade a territory controlled by that the victim’s Dynasty does.
another player. A Casus Belli against a Dynasty
applies to all territories under the control of that BRIBE
Dynasty. The Bribe action can be used to steal Councilors
If the Plot is successful, the player receives from rival Dynasties. In addition to a successful
Casus Belli against the Dynasty. To indicate this, trait check, the player needs to spend 2 Gold to
the player places the Dynasty Shield of the target complete the Bribe action. These 2 Gold are in
Dynasty on a Casus Belli symbol on his own addition to any Gold the player has invested in
Family Board. the trait check to make additional trait draws.
If successful, the Bribing player can simply take
INCITE UNREST a Councilor Development Card from the target
This Plot causes Unrest in a territory that is adja- player’s Family Board.
cent to a territory under the player’s control. If a A player may not Bribe a Councilor of a type
player has the Spymaster Development Card, he that he already has himself.
can Incite Unrest in any territory on the board.
For each of the following factors that apply, DIVORCE
the player needs an additional success in the trait Divorce is generally prohibited by the church, but
draw for the action to succeed: with this Plot, a player may manufacture a just
ƒƒ There is a Castle in the target territory. cause for annulling a marriage. If successful, the
ƒƒ The target territory is Mobilized (i.e., there is a spouse of the King, sibling, or child is removed
Foot Soldier in it). from the game as if it had died. The Trait Token
ƒƒ The target territory is a Duchy (it has a Duke/ from a King’s spouse remains in the player’s Trait
Duchess character in it). Bag even after a divorce. A Trait Token of a spouse
divorced from a sibling or child is removed.
If the Plot is successful, an Unrest Token is placed A Divorce Plot does not give any other player
on the territory. This means that the territory Casus Belli if failed. However, if the divorced
can be Overthrown, using the Overthrow action spouse came from another player’s Dynasty,
(below). this player get Casus Belli against the Divorcing
A territory can have several Unrest Tokens player no matter whether the Divorce succeeded
on it. An Unrest Token can be removed in several or not.
ways:
ƒƒ A player Mobilizes the territory. This removes Overthrow (Trait Check)
all Unrest Tokens, but is only possible if the The Overthrow action causes such upheaval in
territory is not already Mobilized. the target territory that the Dynasty controlling
ƒƒ The Marshal Development Card is used. the territory loses its control.
ƒƒ An event that removes an Unrest Token. The target territory needs to have an Unrest
ƒƒ The territory is Overthrown. Token on it, and it must be adjacent to a territory
under the control of the Overthrowing player
MURDER (unless the player has the Spymaster Develop-
This Plot can be used to kill any face up Character ment Card).
Card on the board, including a player’s own char- For each of the following factors that apply,
acters. To Murder a King, three (3) successes are the player needs an additional success in the trait
required on the trait check (for other characters, draw for the action to succeed:
only one success is needed). If a Murder succeeds, ƒƒ There is a Castle in the target territory.
the victim is killed (see Death, page 18). ƒƒ There is a Foot Soldier in the target territory.
ƒƒ The target territory is a Duchy (it has a Duke/
Royal Guard: When a player Murders, other Duchess character in it).

13

rules_210x280_proto2.indd 13 2018-09-10 14:00


If the Overthrow is successful, the target player’s one or more of the territories under the Player’s
Knight is removed, along with any Foot Soldier, control is Mobilized. Place a Foot Soldier of the
and the Unrest Token. Any Duke or Duchess in player’s color in the chosen territories (next to the
the territory is killed. The target territory is now Knight) to indicate this. No more than one Foot
independent. Draw a random spouse Character Soldier figure can ever occupy the same territory.
Card according to the Culture of the territory A player may Mobilize as many of his territo-
and place the card on the territory with a random ries as he likes with a single action – but he can
Trait Token on top of it. never have more than four (4) Mobilized territo-
If the Overthrow fails, only the Unrest Token ries at the same time.
is removed, and the target player gets Casus Belli Mobilizing has no immediate cost, but each
against the player attempting the Overthrow. Mobilized territory will cost the player 1 Gold in
the Upkeep phase at the end of each Round. The
player may remove the Foot Soldier (and thus
The War Cards: Demobilize the territory) in the Upkeep phase, but
only after its cost has been paid.
Mobilize/Invade
Invade (Trait Check)
Critical Traits: Kind, Cruel The Invade action is the most aggressive move a
player can make – he sends his army into a terri-
Using the War Action Cards, a player can raise tory controlled by another player (or an indepen-
troops and attack other territories. To be able to dent territory), and tries to take control of it by
Invade another territory, the player first needs to: military force.
ƒƒ Have a Casus Belli against the Dynasty con- If the player has several Mobilized territories
trolling the territory, or be At War with the (see Mobilize above), he can perform one attack
Dynasty. (Casus Belli is not needed to Invade with each of them with a single Invade action. He
an independent territory.) can, however, only attack the same territory once
ƒƒ Have a Mobilized territory adjacent to the per Invade action. The player must declare which
territory that he is Invading. Foot Soldiers do what (attack or support, see be-
low) in the Turn before any trait draws are made.
This means that the player will need to perform
at least one other action (Mobilize), and often two Requirements: To be able to Invade a territory,
other actions (Plot and Mobilize), before he can the player must:
Invade. War takes careful planning! ƒƒ Be At War with the Dynasty controlling the
territory, or have a Casus Belli against the Dy-
Sea Passage & Navy: Normally, for territories nasty. Independent territories can be Invaded
to be “adjacent,” they must share a land border. without Casus Belli.
However, territories connected by sea passag- ƒƒ Have Mobilized a territory adjacent to the ter-
es (the dotted lines on the map) also count as ritory that he is Invading (see the text on sea
adjacent. In addition, the Navy Development passage and Navy above).
Card makes all of the player’s coastal territories
“adjacent” to all other coastal territories in the If the requirements are met, both players place
same ocean (North Sea, Atlantic Ocean, Mediter- the other’s Dynasty Shield on the “At War” space
ranean). on the Family Board. Make a trait check to see if
the Invade action succeeds.
Mobilize (Automatic)
To Mobilize means that the King calls on his Defense: For each of the following factors that
vassals in a territory under his control to make apply, the Invading player needs an additional
their forces available to Invade success in the trait draw for the action to succeed:
another territory, or to defend ƒƒ There is a Castle in the target territory.
against an attack. ƒƒ The target territory is Mobilized (there is a
The Mobilize action always Foot Soldier in it).
succeeds and requires no trait ƒƒ The target territory is a Duchy (it has a Duke/
check. After the Mobilize action, Duchess character in it).

14

rules_210x280_proto2.indd 14 2018-09-10 14:00


ƒƒ Other modifiers (from Development Cards, Counterattack: If the Invade action fails, and if
Action Cards, or the Crusade Track). the target territory has a Foot Soldier figure on it,
the player controlling the territory may imme-
Support: If the Invading player has Foot Soldiers diately counterattack and perform an Invade
in several territories adjacent to the target terri- action against one territory that took part in the
tory, he may use the additional Foot Soldiers to failed Invade attempt. This includes other players’
support the attack. Each additional Foot Soldier territories that supported the invasion as part of
used in the attack gives an extra trait draw. A Foot a Pact. The counterattack Invade action does not
Soldier used to support an attack cannot be used in count as an action. It follows the normal Invade
another attack during the same Invade action. rules in all other respects, except that a player is
not allowed to counterattack a counterattack.
Navy Limit: Even if a player with a Navy Devel-
opment Card has Foot Soldiers in several coastal Control Limit: A player can never control more
territories, only one such Foot Soldier can be used than eight (8) territories. If a player acquires a ninth
in a single Invade action against another coastal territory, he must relinquish control of any territo-
territory. ry under his control and remove the Knight figure
from it. This territory becomes independent – draw
Pact Support: Additionally, when a player in a a random spouse Character Card and place it on the
Pact (see page 20) Invades, he gets an additional territory, with a random Trait Token on top of it.
trait draw if the independent territory in the
Pact, or a territory under the control of the other
Dynasty in the Pact, is adjacent to the target The Tax Cards
territory. If the Invading player has several
Pacts, he can get several extra trait draws this The Tax Action Cards is the main
way. Note that no Foot Soldier is needed for Pact source of income in the game.
support.
Giving Pact support to an Invade action Tax (Automatic)
against a Dynasty gives the target Dynasty Casus The Tax action does not require a trait draw. Tax-
Belli against the supporting Dynasty. To prevent ing produces 1 Gold for each territory under the
this, the supporting player in a Pact may choose player’s control (i.e. 1 Gold for each of his Knight
to instead immediately break the Pact and with- figures on the board), plus 1 Gold for each Castle
hold his support for the Invasion. The Invading in a territory under his control. Certain tokens
player then immediately gets Casus Belli against in the territory, Dukes and Duchesses, events on
the player who broke the Pact. Action Cards, Crusade modifiers, and Develop-
Modifiers from Development Cards, events on ment Cards can modify how much Gold a player
Action Cards, and the Crusade Track may give the receives when he Taxes.
Invader extra trait draws for free.
Harvest: When a territory with one or more
Victory: If the Invade action succeeds, any enemy Harvest Tokens on it is Taxed, the player receives
Knight and Foot Soldier figures in the target 1 additional Gold from that territory and removes
territory are removed, and the Invading player’s one Harvest Token.
Knight is placed in the territory instead. The
Invading player may also, if he so wishes, move Crop Failure: When a territory with one or more
one Foot Soldier figure that took part in the attack Crop Failure Tokens on it is Taxed, the player
into the target territory as well, thus Mobilizing receives no Gold from that territory but instead
this territory and demobilizing the territory from removes one Crop Failure Token.
which the Foot Soldier came.
Duchies: A Duchy (a territory with a Duke or
Characters: If a territory with one or several Duchess, see page 11) produces 1 less Gold than
Character Cards on it is successfully Invaded, the normal when Taxed (to a minimum of zero), as
characters are killed. This applies both to poten- the Duchy requires more resources.
tial spouses in independent territories and Dukes/
Duchesses and their spouses. Plague: When territory with a Plague Outbreak

15

rules_210x280_proto2.indd 15 2018-09-10 14:00


Token on it is Taxed, it produces no Gold. Instead, to join the Crusade. A trait check is required. If
the Taxing player removes the token and makes the player does not have any eligible character
a trait check (no critical traits) for each adjacent to send on the Crusade, the Action Card is still
territory – even territories not under his control. played but the action has no effect. The event is
Each territory that fails the trait check receives still resolved normally.
a Plague Token with the Outbreak Over side up. If the Crusade action is successful, the player
When a territory with the Outbreak Over side up takes the First Player Token. The player then plac-
is Taxed, it produces no Gold. Instead, the Plague es his Dynasty Shield on the Crusade Track, on
Token is removed. the lowest numbered position that is not already
covered by a Dynasty Shield. If the position holds
Multiple Tokens: If there are several different to- a Trait Token, the player must take it and place it
kens in the territory, each type is dealt with sep- in his Trait Bag.
arately. For example, one Tax action may remove No single player can ever have more than four
one Harvest Token and spread one Plague Token. Dynasty Shields on the Crusade Track at any one
Harvest Tokens removed at the same time as a time.
Plague or Crop Failure Token produce no Gold. Bonus Effects: After a successful Crusade action,
the player also gains the bonus effect listed next
to the position he just claimed on the Crusade
The Crusade Cards Track. The bonus effects are cumulative. If a play-
er loses a Dynasty Shield on the Crusade Track,
Critical Traits: Kind, Cruel the bonus effect is also lost, but the Crusade Trait
Token stays in the player’s Trait Bag.
To partake in the quest to redeem the Holy Land
is a holy duty that a Crusader King cannot ne- Jerusalem: If a player, via a Crusade action,
glect. All players must take at least one Crusade reached the tenth and final position on the Cru-
Card at the beginning of each Era. One – and only sade Track (Jerusalem), the Crusade - and the
one – Crusade action must be performed before game - is over (unless stated otherwise in the
the Era ends. A player may not perform more scenario). All players immediately count their Vic-
than one Crusade action in a single Era, unless he tory Point scores and the winner is declared. See
has the Archbishop Development Card. Ending the Game and Scoring, page 17).

Crusade Action (Trait Check) Failure: If the Crusade action fails, the individual
When performing the Crusade action, the player sent on the Crusade is killed (see Death, page 18).
must send his King, a male sibling, or a male child

Events
Each Action Card also describes an event. When
a player plays an Action Card, he automatically Targeting and Requirements
triggers the event on the card. The event effect
always occurs after the action is completed. The Target: Some events are marked Self. This means
events represent what happens elsewhere, while that the effect of the event affects the player who
the King is focusing on his actions. played the Action Card. Other events are marked
The events on Realm, Intrigue, War, and Tax Other. This means that the event affects another
cards are generally bad for the player playing the player. This player is generally described as the
Action Card, or beneficial to another player. The “next player.” Unless stated otherwise, this always
events on Crusade cards are, on the other hand, means the next player in player order, i.e. the
generally bad for others or beneficial for the player to the left.
player himself.

16

rules_210x280_proto2.indd 16 2018-09-10 14:00


Requirements: Some events have requirements but the requirement is to have a spouse.
in order to occur. If the player does not meet the The player next in the player order does not
requirement of an event marked Self, the event have a spouse, but the player after him in
has no effect and is ignored. the player order does, so he gets the child
If the next player does not meet the requirement instead.
of an event marked Other, the effect moves on to
the next player after him in the player order, unless
stated otherwise on the card. The player who played Event Trait Draws
the Action Card can never be affected by an event Some of the events on the Action Cards require
marked Other. If none of the other players fulfill the separate trait checks to be made. Unless stated
requirement, the event is ignored. otherwise, a player is allowed to spend Gold to
get additional trait draws on these. Other players
EXAMPLE: may also pay Gold to negate your extra draws
(see Trait Checks on page 8).
According to the event on the Action Card,
the next player’s King will have a new child,

Achievements
Achievements are ways for players to earn ƒƒ Inventor: Given to the first player to have
extra Victory Points (see Scoring, below). four Development Cards on his Family Board.
There are three achievements in the core game.
Scenarios can include extra achievements. The If a player for any reason falls below the above
first player to reach an achievement is given the requirements for the achievement, he immediate-
Achievement Token for it, and places it on his ly loses the Achievement Token.
Dynasty Card. If another player surpasses the player with an
ƒƒ Crusader: Given to the first player to have achievement – i.e. gains more Dynasty Shields,
two Dynasty Shields on the Crusade Track. Castles, or Development Cards – the Achievement
ƒƒ Builder: Given to the first player to have three Token is handed over to the new leader. Only one
Castles in territories under his control. player can have a specific Achievement Token at
any given time.

Ending the Game and Scoring


Unless the scenario states otherwise, the game ƒƒ 1 Victory Point for each Pious Trait Token in
ends when the Crusade has reached Jerusalem, the player’s Trait Bag.
or after three full Eras have been completed. The ƒƒ 1 Victory Point for each Achievement Token.
player with the most Victory Points wins. Points
are rewarded according to the below factors: In case of a tie, the player with the most Dynas-
ƒƒ 1 Victory Point for each territory under the ty Shields on the Crusade Track wins. Still tied?
player’s control (Knights turned on their side Share the victory!
do not count).

17

rules_210x280_proto2.indd 17 2018-09-10 14:00


Game Concepts
Listed alphabetically. the Knight figure. There can never be two Knights
in the same territory. An independent territory
that a player has a Pact with is not controlled by
Age the player.

During the Upkeep phase of the Round, each play-


er places an Age Token on their King’s Character Crop Failure
Card.
ƒƒ If this is the King’s fourth Age Token, the play- A Crop Failure Token eliminates
er may remove one Trait Token of his choice the Tax income the next time the
from his Trait Bag. If it is a Random Trait territory it is placed on is Taxed.
Token, return it to the General Trait Bag. Instead of getting Gold from the territory, the
ƒƒ If this would be the King’s fifth Age Token, player removes one Crop Failure Token, regard-
the King instead dies peacefully. Perform a less of how much gold the territory would yield.
Succession Ceremony (page 21). If a territory has several Crop Failure Tokens,
only remove one after each Tax action.

Castle
Culture
You can build Castles if
you choose the Build action There are five Cultures in the game, represented
(page 12) when playing a by a specific color:
Realm Action Card. Only ƒƒ English (red)
one Castle can ever be placed in a single territory. ƒƒ Frankish (blue)
A Castle has two effects: ƒƒ Germanic (black)
ƒƒ It makes the Invade and Overthrow actions ƒƒ Italian (green)
harder to accomplish in the territory (requir- ƒƒ Iberian (yellow)
ing one extra success by the aggressor).
ƒƒ When you Tax a territory with a Castle, it Each Dynasty specified in the scenario belongs to a
produces 1 extra Gold. Culture indicated. When placing Knights and Foot
Soldiers on the Game Board, the players should use
If you lose control of a territory, the Castle re- ones with the same color as their Culture.
mains and can be used by other players who seize All Character Cards also have a Culture indicat-
control of the territory. ed on the back. A player should only use Character
Cards for his own Culture when drawing a random
Character Card for a childbirth within his Dynasty.
Character Each territory on the Game Board is associ-
ated with a Culture, indicated by the color of the
A character is an individual depicted on a Char- borders between the Cultures. The Culture of a
acter Card. Characters can be Kings, spouses, territory has no effect on gameplay, except to de-
siblings, children, and potential spouses. termine which player’s stack of Character Cards
should be used when drawing a potential spouse
in an independent territory (see page 5).
Control
Territories under a player’s Death
control are territories that
his King rules over using his When a character dies, its Character Card is
vassals. This is indicated by discarded and has no further effect on the game.

18

rules_210x280_proto2.indd 18 2018-09-10 14:00


Place the card in a discard pile for the random ƒƒ Place one Knight in any independent territo-
spouse Character Cards, or the player’s discard ry. Remove the spouse Character Card in this
pile for Culture Character Cards, depending on territory, along with its Trait Token.
which type it is. When a King dies, a Succession • If there are no independent territories,
Ceremony (page 21) is performed. the player may choose any territory
When a character with a Random Trait Token where there is an Unrest Token, remove
on it dies, the token is returned to the General the Unrest Token, and replace any
Trait Bag. Event Trait Tokens (with a silver bor- Knight in that territory with his own
der) are returned to their pile. Knight.
• If there are no territories where there is
an Unrest Token, the player may choose
Discard Piles any territory on the map and replace
the Knight in that territory with his
The game has several discard piles shared by the own Knight.
players, all placed at convenient positions next to
the Game Board:
ƒƒ Action Cards Events
ƒƒ Development Cards
Events are described on the bottom part of the
In addition, each player has a personal discard Action Cards. The event is triggered when the
pile of Culture Character Cards for his Culture. Action Card is played. The effect of the action is
Discarded cards are not used in the game always fully resolved before the event is resolved.
again, unless a stack of cards on the Game Board How events work is described in detail on page
or Family Board is depleted. In this case, take all 16.
discarded cards of the corresponding type, shuffle
them, and place them face down in a new stack on
the Game Board or Family Board. First Player
The First Player is shown by
Elimination the First Player Token. The
First Player draws Action
If a player’s last Knight is removed from the Cards first at the start of
board, his Dynasty is eliminated from history. a new Era, and reveals his
Remove the Dynasty Board, discard all Charac- Action Card first when a
ter Cards on the Family Board, all Development new Turn starts. Then player
Cards, and all Dynasty Shields, including those on order goes clockwise around
the Crusade Track. the table.
Yet, one Dynasty’s loss is another Dynasty’s Every time a player performs a successful
opportunity. This makes it possible for players Crusade action, that player takes the First Player
still in the game to place Dynasty Shields on the Token. When this happens, the current Turn is
Crusade Track without having to take potentially completed before the change in player order takes
negative Trait Tokens. effect. Note that this means that it is possible for
The player of the eliminated Dynasty is not the last player in one Turn to be the first player in
necessarily eliminated from the game. If he wants the next Turn, thus revealing two Action Cards in
to, he can: a row.
ƒƒ Pick any unused Dynasty Card for his Culture.
The core Crusader Kings Board Game con-
tains several Dynasties for each Culture, and Foot Soldier
more will be added in expansions.
ƒƒ Place the starting King Character Card of the The Foot Soldier figures are
new Dynasty on the Family Board. placed in Mobilized territories,
ƒƒ Keep any Gold the player had from the elimi- i.e. territories where the player has performed the
nated Dynasty. Mobilize action.

19

rules_210x280_proto2.indd 19 2018-09-10 14:00


A Foot Soldier figure is needed to Invade an random potential spouse Character Card is im-
adjacent territory. A Foot Soldier also makes it mediately drawn according to the Culture of the
more difficult to Invade the territory that it is in. territory. Place the card on the territory with a
For each of his Foot Soldiers on the Game random Trait Token on top of it.
Board, a player must pay 1 Gold during the Up-
keep phase of the Round. After this has been paid,
the player may Demobilize (remove) any or all of Knight
his Foot Soldiers.
There can never be two Foot Soldiers in the The Knight figures are placed
same territory. in territories under a play-
er’s control, to indicate his
Dynasty’s rule over them. The
Glitterhoof Knight represents the King’s vassal in the territory.
Knights require no Upkeep. There can never be
The horse Glitterhoof, of two Knights in the same territory.
Crusader Kings II fame, is
a special Character Card in
this board game. During set- Mobilized
up, a Character Card in an
independent territory can be When a player has performed
replaced by Glitterhoof. The the Mobilize action, or in some
horse is in eligible spouse other manner obtained a Foot
for the Marry action. Both Soldier in a territory, it is referred to as a Mo-
men and women can Marry Glitterhoof. However, bilized territory. There can never be two Foot
a King or Queen married to the horse cannot have Soldiers in the same territory.
children.

Off-Limits
Harvest
If less than five players take part in the game, Dy-
A Harvest Token makes a nasty Tokens of the Dynasties not used are placed
territory yield 1 extra Gold the in all territories belonging to the same Culture as
next time it is Taxed. Remove one these Dynasties. These Dynasty Tokens indicate
Harvest Token when the territory is Taxed. If a that the territories are off-limits. Off-limits terri-
territory has several Harvest Tokens, only one tories cannot be Invaded, and are not part of the
comes into effect during each Tax action. If a game in any way.
Crop Failure Token is removed from the territory
by the same action, the Harvest Token yields no
Gold, but must be removed anyway. Pacts
A Pact is a powerful alliance be-
Independent Territory tween two Dynasties, or between Pact
a Dynasty and an independent
A territory is independent if no Dynasty con- territory.
trols it, i.e. there is no Knight figure on it. Each A Pact is formed when a player successful-
independent territory in the game, when not in a ly Marries one of his characters to the spouse
Pact, should have a face up Character Card for a Character Card in an independent territory, or to
potential spouse on it, with a random Trait Token a character belonging to another player. When a
on top. By Marrying a character from his Dynas- Pact is formed between to Dynasties, all states of
ty to a spouse from an independent territory, a War and Casus Belli between them are removed.
player forms a Pact with the territory. A Pact has two effects:
If a territory becomes independent (due to ƒƒ If another player (outside the Pact) Invades an
an Overthrow action or a Succession Crisis), a independent territory in a Pact, or a territory

20

rules_210x280_proto2.indd 20 2018-09-10 14:00


under the control of a Dynasty in a Pact, the removes the token and makes a trait check (no
(other) Dynasty in the Pact immediately gets critical traits) for each adjacent territory – even
Casus Belli against the Invading Dynasty. territories not under his control. Each territory
ƒƒ When a player in a Pact performs the Invade that fails the trait check receives a Plague Token
action, he gets an additional trait draw if the with the Outbreak Over side up. When a terri-
territory in the Pact, or a territory under the tory with the Outbreak Over side up is Taxed, it
control of the other Dynasty in the pact, is produces no Gold. Instead, the Plague Token is
adjacent to the target territory. Giving Pact removed.
support to an Invade action gives the target
Dynasty of the Invasion Casus Belli against
the supporting Dynasty. Sea Passage
A Pact can never involve more than two parties. A sea passage is a dotted line between two ter-
A Dynasty can have Pacts with several different ritories separated by water. Such territories are
independent territories and/or Dynasties - even considered “adjacent” for all purposes in the rules.
Dynasties that have Casus Belli against each other
or are At War.
Succession Ceremony
Pact with Territory: An independent territory in
a Pact is not under the control of the Dynasty in When a player’s King dies, a Succession Ceremo-
the Pact, and thus produces no Gold when Taxing ny takes place in the Dynasty. Discard the dead
and gives no Victory Points at scoring. King’s Character Card, along with any spouse.
A Pact with an independent territory can be The throne is then inherited, according to the
broken at any time, in the player’s own Turn. principle of Agnatic-Cognatic Primogeniture, in
The independent territory can break the Pact the following order. If there are no representa-
only as the result of an event on an Action Card. tives of one row on your Family Board, move to
When a Pact is broken, remove the player’s Dy- the next row:
nasty Shield from the territory and draw a new 1. The eldest male child
random spouse Character Card according to the 2. The eldest female child
Culture of the territory, and place the card on 3. The eldest male sibling
the territory. 4. The eldest female sibling
A player can Invade an independent territory
with which he has a Pact. A failed Invade attempt The player places the heir’s Character Card on the
immediately breaks the Pact. King space on his Family Board. The heir’s Trait
Token (or tokens) is placed in the player’s Trait
Pact Between Dynasties: A Pact between two Bag. If the heir is a child, move any other children
Dynasties can be broken at any time, by either to the Sibling spaces. If the heir is a sibling, any
player, in either player’s Turn. When a player children to the previous King are removed.
breaks a Pact with another Dynasty, that Dynasty If no eligible heir is available, a Succession
immediately gets Casus Belli against the player’s Crisis is triggered.
Dynasty. If a player Manufactures Casus Belli
against a Pact partner, or performs any action Queens: Note that it is entirely possible for
that gives the Pact partner Casus Belli against female characters to inherit the throne. Such
him, the Pact is immediately broken. Queens are treated just like Kings in every respect
by the rules, with two exceptions:
ƒƒ A Queen can only marry a male spouse.
Plague Tokens ƒƒ A Queen cannot be sent on a Crusade.

Plague Tokens have two sides:


“Plague Outbreak” and “Out- Succession Crisis
break Over.” When territory with
a Plague Outbreak Token on it is Taxed, it If no King can be appointed in the Succession
produces no Gold. Instead, the Taxing player Ceremony, a Succession Crisis is triggered, and

21

rules_210x280_proto2.indd 21 2018-09-10 14:00


there is a time of strife in the realm. The player Trait
can only keep control of half (round up) of his
territories and half (round up) of his Gold. The A trait is a positive or negative characteristic of
player may choose which territories are lost, and a character. Traits are indicated by Trait Tokens,
must remove all Knights and Foot Soldiers from which are used to make trait checks. All charac-
them. Castles figures and tokens remain. ters in the game have one (and sometimes several)
Lost territories are now independent. For each Trait Tokens on them, except the King and his
lost territory, draw a random spouse Character spouse.
Card according to the Culture of the territory,
and place the card on the territory with a random
Trait Token on top of it. Unrest Token
The player then draws a random Character Card
for his Culture to appoint a new King or Queen. An Unrest Token in a territory
means that the territory can be
Overthrown, using the Overthrow
Territory action on the Intrigue card. A territory can have
several Unrest Tokens on it. An Unrest Token can
There are a total of 32 territories on the game be removed in several ways:
map, delineated by borders. Controlling territo- ƒƒ A player Mobilizes the territory. This removes
ries – indicated by the Knight figure – is the main all Unrest Tokens, but is only possible if the
measure of success in the game. territory has no Foot Soldier on it already.
Two territories are considered “adjacent” if ƒƒ Using the Marshal Development Card.
they share a common land border. Some territo- ƒƒ Events on certain Action Cards can remove
ries count as bordering even if they are separat- Unrest Tokens.
ed by water. Such sea passages are indicated by ƒƒ If the territory is Overthrown.
dotted lines on the map.
Each territory is associated with one of the
five Cultures of the game. Read more under Cul-
ture, above.

Solo and Two-Player Mode


Crusader Kings the Board Game can be played dard game but you want it to be a four- or
with analogue Artificial Intelligence rules to ac- five-player experience.
commodate several variants of gameplay:
ƒƒ Two-player games, where one to three AI The AI follows a framework of short rules and
players control the “empty” Dynasties. targets. You must follow these, and when they do
ƒƒ Solo games where you play against one to four not tell you what to do clearly, try to do as well
AI players. To make it more difficult, you may as you can for the AI – what you think would
let them start with Pacts against you. have been the best decision if you were playing
ƒƒ Cooperative games, where two to four players that Dynasty. The decisions should be briefly
play against one to three AI players. In this discussed among all players and considered with
case, sum up all human players’ scores and the AI’s best interest in mind. If you disagree
compare to the total of the AI players’ total on which choice would be the best for the AI,
score. don’t continue the discussion, instead randomize
ƒƒ Additional players, for example if you are between the options when the human players dis-
three players who want to play a stan- agree on what is best for the AI, using a method
of your choice.

22

rules_210x280_proto2.indd 22 2018-09-10 14:00


Setup In case no action can be performed with the Ac-
tion Card, just resolve the event.
First, randomize which Dynasty Cards the AI
players use. The Strategies of the AI players are
summarized below, and one is printed on the Crusading
back of each Family Board. Randomize the Family If an AI has Crusaded once in the Era already
Boards to determine the Strategy of each AI player. (twice if it has the Archbishop), and you draw
Then randomize or choose Dynasties, and set up another Crusade card, ignore it and draw the next
the players accordingly. The AI players are given card in the pile.
the same components and the same setup as a nor- If the last card in an Era is not a Crusade card,
mal player, as stated in the scenario, and also items and the AI has not yet Crusaded during that Era,
according to their AI Strategy. Development cards continue drawing until you draw a Crusade Card.
they receive from special rules may not be deplet-
ed. If this occurs, chose or randomize another AI. EXAMPLE

This is an example of
Era a five-player game
with three AI players
During the game, the AI players draw cards accord- – Ferox, Postis and
ing to their Strategy, in addition to any other cards. Munitio – and two hu-
Shuffle all cards drawn, and place them face man players, A and B.
down in a stack for unused Action Cards next to In Turn 6 of the first
each AI player’s Dynasty Card. Era, Ferox flips the
top Action Card in its
stack. It is an Intrigue
Round and Turn Card with the Plot/Overthrow actions and
the event “Duel.”
AI players do not plot. Instead, each time it is an First, the action is resolved. Following
AI player’s turn to play an Action Card, reveal the Ferox’s tactics, it first tries to Overthrow,
top card in its pile of unused Action Cards, take the but there are no territories with Unrest.
action, and resolve the event. Follow the AI’s Strat- Ferox has Casus Belli against all other
egy to perform the action. Whenever the Strategy players, and there are no children with a
leaves you with different options, try to do as well positive trait, so Ferox will try to Murder
as you can for the AI, according to the real players’ a King. It chooses the one with the fewest
best knowledge. Keep all played cards in a discard heirs. In this example, Postis and Munitio
pile next to the unused Action Cards (as a reminder are tied regarding the number of heirs.
to see if the AI has Crusaded or not). Player A and B discuss which one Ferox
All AIs follow the general rules below. If an would chose. They are quite similar in
AI’s Strategy contradicts these, the Strategy takes threat to Ferox, but since Postis Bribed one
precedence. of Ferox’s Councilors last Round, they de-
ƒƒ An AI player always makes use of Develop- cide that Postis will be the target, because
ment Cards as soon as they can. Always start this is what they would have chosen them-
its Turn by checking if any Development Card selves. Ferox has three red and three green
can be used. traits in its Trait Bag, so it spends 3 Gold
ƒƒ An AI player does not initiate a sabotage of on the attempt (2 to be able to succeed,
other players’ trait draws (i.e. paying Gold to and 1 extra Gold according to his Tactics).
negate Gold spent by the active player). If it would have been a choice between
ƒƒ An AI player next in player order always joins Postis and Player B instead, it would have
with 1 Gold if another player, that it is not At required a bit more sportsmanship from
War with, initiates a sabotage. both player A and B. It would be pref-
ƒƒ If an instruction cannot be followed (such as erable if they can still see the situation
spending Gold when there is no Gold in the objectively from Ferox’s perspective, but
treasury), ignore that instruction. if they disagree (this is still a game), they

23

rules_210x280_proto2.indd 23 2018-09-10 14:01


would have been able to just randomize and is married to a spouse with a green
the target between Postis and B. trait, it would not hurt Ferox if its King
For the event, Player A and B agree died. So, Ferox sends its King into the
that since Ferox’s heir has a green trait duel.

A.I. Strategies
1 Name
Ferox
(Aggressive)
Tactics
GENERAL
Spend 1 extra Gold on all trait checks, as long as half or fewer
Special Rules
Gets the Longbow
from start.
of the traits in the Trait Bag are red.

MARRY
Marry the King, and then the children, as soon as possible,
focusing on Strong, Cruel, and Swordmaster. If none are avail-
able, Marry into the closest territory regardless of trait. Never
marry other players’ children.
Never accept marriage proposals from other players, unless
they pay 5 Gold or more for a child with a red trait, and 7 Gold
or more for a child with a green trait.

ERA
Draw the following Action Cards: 1 Realm, 1 Intrigue, 3 War, 2
Tax, 1 Crusade.

REALM
1. Buy Development Cards that improve chances to Invade
and create Unrest situations.
2. Build 1 Castle.

INTRIGUE
1. Overthrow a territory that is in Unrest.
2. Manufacture Casus Belli.
3. Murder a child on the board with a green trait, of the play-
er who has the fewest heirs (except Ferox’s own).
4. Murder the King on the board who has the fewest heirs.

WAR
1. Invade where only one success is needed.
2. Invade anywhere.
3. Mobilize two territories.

2 Name
Postis
(Developer)
Tactics
GENERAL
Never spend Gold on trait checks.
Special Rules
Gets the Longbow
from start.

MARRY
Marry the King, and then the children, as soon as possible,
focusing on Honest and Ambitious. Never Marry a spouse with
other red traits.

24

rules_210x280_proto2.indd 24 2018-09-10 14:01


Name Tactics Special Rules
Always accept marriage proposals from other players, if
they pay 3 Gold or more, except if the proposal is to Postis’s
own heir.

ERA
Draw the following Action Cards: 3 Realm, 1 Intrigue, 1 War, 2
Tax, 1 Crusade.

REALM
1. Buy Development Cards unless Postis has six already.
2. Build one Castle.

INTRIGUE
1. Bribe a random Councilor unless Postis has three already.
2. Overthrow a territory that is in Unrest.
3. Manufacture Casus Belli.
4. Murder a child with a green trait on the board of the player
who has the fewest heirs (except Postis’s own).
5. Incite Unrest.

WAR
1. Invade where only 1 success is needed.
2. Invade anywhere.
3. Mobilize one territory.

3 Name
Munitio
(Defensive)
Tactics
GENERAL
Spend 1 extra Gold on all trait checks.
Special Rules
Gets the Plate
Armor from the
start.
MARRY
Marry the King, and then the children, as soon as possible.
Focus on children of players that have Casus Belli against you
or are At War with you. Offer 1 Gold for a child with a red
trait, and 4 Gold for a child with a green trait. Otherwise, only
Marry spouses with green traits in independent territories.
Always accept marriage proposals from other players, if
they pay 2 Gold or more, except if the proposal is to Munitio’s
own heir.

ERA
Draw the following Action Cards: 2 Realm, 2 Intrigue, 1 War, 2
Tax, 1 Crusade.

REALM
1. Build one Castle.
2. Buy available defensive Development Cards.

INTRIGUE
1. Overthrow a territory that is in Unrest.
2. Murder a child with a green trait on the board of the player
who has the fewest heirs (except Munitio’s own).
25

rules_210x280_proto2.indd 25 2018-09-10 14:01


Name Tactics Special Rules
3. Murder the King on the board who has the fewest heirs.
4. Incite Unrest.

WAR
1. Invade where only one success is needed.
2. Invade anywhere.
3. Mobilize one territory, unless Munitio already has as many
Mobilized territories as the number of the current Era or
more.

4 Name
Amandum
(Lustful)
Tactics
GENERAL
Spend up to 2 extra Gold on all Marry trait checks, as long as
Special Rules
Gets one extra
Lustful and one
there is a chance Amandum will fail. extra Attractive
token in its Trait
MARRY Bag from start.
Marry the King, and then the children, as soon as possible.
Marry only green traits and then Lustful, Deceitful (in that
order). Marry into independent territories first, then propose
to the children of other players, giving 3 Gold in dowry.
Always accept marriage proposals from other players,
except if the proposal is to Amandum’s own heir.

ERA
Draw the following Action Cards: 1 Realm, 3 Intrigue, 1 War, 2
Tax, 1 Crusade.

REALM
1. Buy up to two defensive Development Cards.
2. Build one Castle.

INTRIGUE
1. Divorce your King, if married.
2. Overthrow a territory that is in Unrest.
3. Incite Unrest.

WAR
1. Invade where only one success is needed.
2. Invade anywhere.
3. Mobilize one territory.

5 Name
Aperio
(Crusader)
Tactics
GENERAL
Spend up to 2 Gold on all Crusade actions, or less if Aperio
Special Rules
Gets the Arch-
bishop from the
achieves an automatic success. Spend 1 extra Gold (if possible) start.
on all other trait checks, as long as half or fewer of the traits in
the Trait Bag are red.

26

rules_210x280_proto2.indd 26 2018-09-10 14:01


Name Tactics Special Rules
MARRIAGE
Marry the King, and then the children, as soon as possible,
focusing on the Cruel trait. If none are available, Marry into
the closest independent territory regardless of trait.
Always accept marriage proposals from other players, if
they pay 2 Gold or more, except if the proposal is to Aperio’s
own heir.

ERA
Draw the following Action Cards: 1 Realm, 1 Intrigue, 2 War, 2
Tax, 2 Crusade.

REALM
1. Buy the Archbishop, the Marshal, the Bank and defensive
Development Cards.
2. Build one Castle.

INTRIGUE
1. Overthrow a territory that is in Unrest.
2. Incite Unrest.

WAR
1. Invade where only one success is needed.
2. Invade anywhere.
3. Mobilize one territory.

27

rules_210x280_proto2.indd 27 2018-09-10 14:01


SCENARIOS
This section of the rulebook contains six complete rules (unless stated otherwise in the scenario):
scenarios for the game. The scenario determines
the starting conditions for each player. When you Four-Player Game: All territories belonging to
play, you always choose one of the scenarios. the Iberian Culture – marked in yellow on the
Unless stated otherwise in the scenario, each King map – are off-limits and not accessible. Off-limits
starts the game with no spouse, siblings, children, territories cannot be Invaded and are not part of
or Age Tokens. the game in any way. Place Dynasty Shields of
any Iberian dynasty on all yellow territories on
the map to indicate this.
Number of Players
Three-Player Game: All territories belonging
Crusader Kings the Board Game can be played to the Iberian and Italian Cultures – marked in
by 3–5 players (and even with just one or two hu- yellow and green on the map – are off-limits and
man players, by replacing human players with AIs not accessible. Place Dynasty Shields of any Ibe-
using the rules on page 22). For games with fewer rian and Italian dynasties on all yellow and green
than five players (human or AI), use the following territories on the map to indicate this.

Scenario 1:
The Kingdom of Jerusalem
The First Crusade was the first of a number of Latin Catholics. After the retaking of Jerusalem,
crusades that attempted to recapture the Holy most of the crusaders returned home. This left the
Land, called for by Pope Urban II. The resulting crusader kingdoms vulnerable to Muslim recon-
military expedition, known as the Princes’ Cru- quests during the Second and Third Crusades.
sade, went on to conquer the Holy Land, which
had fallen to Islamic expansion as early as the
seventh century. This crusade culminated in the House of Normandy
reconquest of Jerusalem and the establishment of
the Kingdom of Jerusalem. English (Red)
The Princes’ Crusade was a well-organized mil- ƒƒ King: William the Conqueror (Pious, Chaste,
itary campaign. It marched into Anatolia, captur- Cruel, Dimwitted)
ing Nicaea and Antioch, and took Jerusalem in an ƒƒ Territories: Wessex, Northumbria, Mercia,
assault on 7 July 1099, massacring the defenders. A Normandy
brief attempt to recapture Jerusalem was repulsed ƒƒ Gold: 5
by the Crusaders at the Battle of Ascalon. ƒƒ Development Card: Navy
During their conquests, the Crusaders es- ƒƒ Castle: None
tablished the Latin Rite crusader states of the
Kingdom of Jerusalem, the County of Tripoli, the
Principality of Antioch, and the County of Edessa. House of Capet
This was contrary to the wishes of the Eastern Rite
Byzantines, who wanted the land that the Muslims Frankish (Blue)
took from them returned, rather than occupied by ƒƒ King: Philippe I the Amorous (Attractive,

28

scenarios_210x280.indd 28 2018-09-10 14:03


Humble, Gluttonous, Lustful) Casa D’Altavilla
ƒƒ Territories: The Low Countries, Lorraine,
Paris, Aquitaine, Toulouse Italian (Green)
ƒƒ Gold: 7 ƒƒ King: Roberto il Guiscardo (Clever, Honest,
ƒƒ Development Card: Court Chaplain Ambitious, Deceitful)
ƒƒ Castle: Paris ƒƒ Territories: Lombardy, Venice, Papal States,
Apulia
ƒƒ Gold: 6
Salian Dynasty ƒƒ Development Card: Steward
ƒƒ Castle: None
Germanic (Black)
ƒƒ King: Heinrich IV (Kind, Brave, Ambitious,
Cruel) Jiménez Dynasty
ƒƒ Territories: Saxony, Pomerania, Poland,
Bohemia Iberian (Yellow)
ƒƒ Gold: 5 ƒƒ King: Sancho IV of Pamplona (Swordmaster,
ƒƒ Development Card: Court Physician Generous, Cruel, Lustful)
ƒƒ Castle: None ƒƒ Territories: Leon, Navarra, Castile, Portugal
ƒƒ Gold: 5
ƒƒ Development Card: Spymaster
ƒƒ Castle: None 

Scenario 2:
Crusade of the Faint-Hearted
The Crusade of the Faint-Hearted was a minor
crusade composed of three separate movements, House of Normandy
organized in the successful aftermath of the
First Crusade. It is called the Crusade of the English (Red)
Faint-Hearted due to the number of participants ƒƒ King: Henry I (Honest, Strong, Lustful, Cruel)
who joined this crusade after having turned back ƒƒ Territories: Wessex, Northumbria, Mercia,
from the First Crusade. Normandy
Calls for reinforcements from the newly estab- ƒƒ Gold: 5
lished Kingdom of Jerusalem, and Pope Paschal ƒƒ Development Card: Plate Armor
II, inspired a new expedition. The pope especially ƒƒ Castle: Normandy
urged those who had taken the crusade vow but
had never departed, and those who had turned
back while on the march, to go on this new expe- House of Capet
dition. Some of these people were already scorned
at home, and faced enormous pressure to return Frankish (Blue)
to the east; Adela of Blois, wife of Stephen, Count ƒƒ King: Philippe I the Amorous (Attractive,
of Blois, who had fled from the Siege of Antioch, Humble, Gluttonous, Lustful)
was so ashamed of her husband that she would ƒƒ Territories: The Low Countries, Lorraine,
not permit him to stay at home. Paris, Aquitaine, Toulouse
ƒƒ Gold: 7
Special Rules: The Crusade ends on step 7 of the ƒƒ Development Card: Steward
Crusade Track. Place the Pious token there. Player ƒƒ Paris, Lorraine
elimination is permanent in this scenario.

29

scenarios_210x280.indd 29 2018-09-10 14:04


ƒƒ Territories: Lombardy, Venice, Papal States
Salian Dynasty ƒƒ Gold: 7
ƒƒ Development Cards: Archbishop, Longbow
Germanic (Black) ƒƒ Castle: Lombardy
ƒƒ King: Heinrich V (Honest, Clever, Ambitious,
Godless)
ƒƒ Territories: Saxony, Pomerania, Hungary, Jiménez Dynasty
Bohemia, Dalmatia, Poland
ƒƒ Gold: 5 Iberian (Yellow)
ƒƒ Development Card: Marshal ƒƒ King: Alfonso VI (Strong, Chaste, Cruel, Ugly)
ƒƒ Castle: None ƒƒ Territories: Leon, Navarra, Castile, Al-Anda-
lus, Portugal
ƒƒ Gold: 5
Casa Canossa ƒƒ Development Card: Longbow
ƒƒ Castle: Aragon
Italian (Green)
ƒƒ King: Matilde di Canossa (Pious, Swordmaster,
Ambitious, Deceitful)

Scenario 3 :
The Second Crusade
The Second Crusade was the second major cru-
sade launched from Europe. The Second Crusade House of Blois
was started in response to the fall of the County
of Edessa to the forces of Zengi. The county had English (Red)
been founded during the First Crusade by King ƒƒ King: Stephen (Swordmaster, Strong, God-
Baldwin of Boulogne. While it was the first Cru- less, Deceitful, two Age Tokens), male sibling
sader state to be founded, it was also the first to (Scholar), son (Godless), daughter (Pious)
fall. ƒƒ Territories: Wessex, Northumbria (Unrest and
The Second Crusade was announced by Pope Mobilized), Mercia, Ireland (unrest), Norman-
Eugene III, and was the first of the crusades to be dy (Unrest and Mobilized)
led by European kings, namely Louis VII of France ƒƒ Gold: 7
and Conrad III of Germany, with help from a ƒƒ Development Card: Longbow, Navy
number of other European nobles. The armies of ƒƒ Castle: England
the two kings marched separately across Europe.
After crossing Byzantine territory into Anatolia,
both armies were separately defeated by the Sel- House of Capet
juk Turks. Louis and Conrad and the remnants of
their armies reached Jerusalem and participated Frankish (Blue)
in an ill-advised attack on Damascus in 1148. The ƒƒ King: Louis VII the Young (Literate, Kind, Am-
crusade in the east was a failure for the crusaders, bitious, Lustful, no Age Tokens)
and a great victory for the Muslims. It would ulti- ƒƒ Territories: Lorraine, Paris, Aquitaine, Tou-
mately have a key impact on the fall of Jerusalem, louse
and give rise to the Third Crusade. ƒƒ Gold: 8
ƒƒ Development Card: Royal Guard
ƒƒ Castle: Paris

30

scenarios_210x280.indd 30 2018-09-10 14:04


House of Hohenstaufen ƒƒ Territories: Papal States, Apulia, Sicily,
Sardinia
Germanic (Black) ƒƒ Gold: 7
ƒƒ King: Conrad III (Chaste, Brave, Deceitful, ƒƒ Development Card: Navy
Dimwitted, three Age Tokens), spouse, son ƒƒ Castle: None
(Swordmaster), Son (Weak)
ƒƒ Territories: Saxony, Pomerania, Poland, Bo-
hemia House of Ivréa
ƒƒ Gold: 7
ƒƒ Development Card: Spymaster Iberian (Yellow)
ƒƒ Castle: None ƒƒ King: Alfonso VII (Honest, Brave, Cruel,
Lustful)
ƒƒ Territories: Leon, Navarra, Castile, Portugal
Casa D’Altavilla ƒƒ Gold: 7
ƒƒ Development Card: Spymaster
Italian (Green) ƒƒ Castle: None
ƒƒ King: Roger II (Clever, Swordmaster, Ambi-
tious, Deceitful, two Age Tokens), spouse, son
(Deceitful), daughter (Attractive, Pious)

Scenario 4 :
Baron’s Crusade
The Barons’ Crusade was, in territorial terms, the
most successful crusade since the First. Called by House of Plantagenet
Pope Gregory IX, the Barons’ Crusade marked
the high point of the papal endeavor ”to make English (Red)
crusading a universal Christian undertaking.” ƒƒ King: Henry III (Pious, Kind, Cruel, Deceitful)
Gregory called for a crusade in France, England, ƒƒ Territories: Wessex, Northumbria, Mercia,
and Hungary, with different degrees of success. Wales, Normandy
Although the crusaders did not achieve any ƒƒ Gold: 6
glorious military victories, they used diplomacy ƒƒ Development Cards: Navy, Longbow
to successfully play the two warring factions of ƒƒ Castle: Mercia
the Muslim Ayyubid dynasty (As-Salih Ismail in
Damascus and As-Salih Ayyub in Egypt) against
one another, gaining even more concessions House of Capet
than Frederick II had gained during the more
well-known Sixth Crusade. The Barons’ Crusade Frankish (Blue)
resulted in the Kingdom of Jerusalem attaining its ƒƒ King: Louis IX the Saint (Honest, Pious, Ambi-
largest size yet, at least for a few years. tious, Lustful)
Special Rules: Place an extra Pious token ƒƒ Territories: The Low Countries, Lorraine,
(taken from the Event Trait Tokens) on step 7 of Paris, Aquitaine, Toulouse
the Crusade Track, in addition to the token there. ƒƒ Gold: 7
Player elimination is permanent in this scenario. ƒƒ Development Card: Plate Armor
The Italian territories (green) are part of the game ƒƒ Castle: Paris, Toulouse
(not off-limits) even in a three-player game in this
scenario.

31

scenarios_210x280.indd 31 2018-09-10 14:04


House of Hohenstaufen ƒƒ Gold: 12
ƒƒ Development Cards: Longbow, Navy
Germanic (Black) ƒƒ Castle: Hungary
ƒƒ King: Frederick II (Scholar, Attractive, Ambi-
tious, Deceitful, 3 Age Tokens), son (Weak), Note: The Árpáds were Hungarian, but are
son (Degenerate), daughter (Strong) treated as an Italian dynasty for game mechanic
ƒƒ Territories: Saxony, Pomerania, Bohemia, purposes.
Lombardy, Papal States, Naples, Sicily
ƒƒ Gold: 5
ƒƒ Development Card: Steward House of Ivréa
ƒƒ Castle: None
Iberian (Yellow)
ƒƒ King: Ferdinand III the Saint (Chaste, Pious,
Árpád Dynasty Cruel, Ambitious)
ƒƒ Territories: Leon, Navarra, Castile, Portugal,
Hungarian (Green) Al-Andalus
ƒƒ King: Béla IV (Pious, Attractive, Ambitious, ƒƒ Gold: 4
Coward, 2 Age Tokens), daughter (Kind) ƒƒ Development Card: Archbishop
ƒƒ Territories: Hungary, Dalmatia ƒƒ Castle: Al-Andalus

Scenario 5 :
The Ninth Crusade
The Ninth Crusade is commonly considered to be Increasing Muslim victories and Christian
the last major medieval Crusade to the Holy Land. defeats during the following years led to the end
Louis IX of France’s failure to capture Tunis in of the Crusades. The period of the Crusades to the
the Eighth Crusade led Henry III of England’s son Holy Land was over, 208 years after the beginning
Edward to sail to Acre. of the First Crusade.
Mamluk victory over the Mongols in 1260 at
the Battle of Ain Jalut left their leader Baibars to
claim the sultanate for himself. As Sultan, Baibars House of Plantagenet
proceeded to attack the Christian crusaders at
Arsuf, Athlith, Haifa, Safad, Jaffa, Ascalon, and English (Red)
Caesarea. As the Crusader fortress cities fell one by ƒƒ King: Edward I of England (Chaste, Clever,
one, the Christians sought help from Europe. On Cruel, Ambitious)
May 9, 1271, Edward finally arrived at Acre. ƒƒ Territories: Wessex, Northumbria, Mercia,
The forces under Edward’s command were Wales, Normandy, Brittany.
much too small to take on the Mamluks in a ƒƒ Gold: 2
straight battle. They settled for launching a series ƒƒ Development Card: Navy
of raids, including capturing Nazareth by storm, ƒƒ Castles: Wales plus one Castle in a territory of
and liberating the town of Qaqun. Following this the player’s choice
victory, an attempt to assassinate Edward was
made. Edward killed the assassin, but received a
festering wound from a poisoned dagger in the House of Capet
process. Edward then received news of the death
of his son John, and then a few months later, news Frankish (Blue)
of the death of his father. He chose to return to ƒƒ King: Philip III the Bold (Humble, Pious,
England. Weak, Dimwitted)
ƒƒ Territories: The Low Countries, Lorraine,

32

scenarios_210x280.indd 32 2018-09-10 14:04


Paris, Toulouse, Aquitaine
ƒƒ Gold: 7 Cruel, Lustful)
ƒƒ Development Cards: Longbow, Plate Armor ƒƒ Territories: Lombardy, Venice, Papal States
ƒƒ Gold: 8
ƒƒ Development Cards: Archbishop, Library
House of Habsburg
Germanic (Black) House of Ivréa
ƒƒ King: Rudolf I of Germany (Clever, Honest,
Cruel, Deceitful) Iberian (Yellow)
ƒƒ Territories: Saxony, Pomerania, Poland, Bohe- ƒƒ King: Alfonso X (Clever, Cultivated, Ambi-
mia, Dalmatia tious, Lustful)
ƒƒ Gold: 8 ƒƒ Territories: Leon, Navarra, Castile, Portugal,
ƒƒ Development Cards: Bank Al-Andalus
ƒƒ Gold: 6
ƒƒ Development Card: Library
House of Anjou-Sicily
Italian (Green)
ƒƒ King: Charles of Anjou (Kind, Attractive,

33

scenarios_210x280.indd 33 2018-09-10 14:04


Scenario 6:
The Kingdom of Jerusalem -
Tournament Version
This four-player version of the Kingdom of Je- ƒƒ Castle: Paris
rusalem scenario is designed to be played in just ƒƒ Casus Belli: House of Normandy
two Eras instead of three, in order to decrease
playtime. All dynasties start the game with Casus
Belli against one other dynasty, letting players go Salian Dynasty
to war faster.
Germanic (Black)
ƒƒ King: Heinrich IV (Kind, Brave, Ambitious,
House of Normandy Cruel)
ƒƒ Territories: Saxony, Denmark, Pommerania,
English (Red) Swabia, Bohemia, Poland, Hungary, Dalmatia
ƒƒ King: William the Conqueror (Pious, Chaste, ƒƒ Gold: 5
Cruel, Dimwitted) ƒƒ Development Card: Court Physician
ƒƒ Territories: Wessex, Northumbria, Mercia, ƒƒ Castle: None
Wales, Normandy, Scotland, Ireland ƒƒ Casus Belli: Casa D’Altavilla (House of Capet
ƒƒ Gold: 4 in a three-player game)
ƒƒ Development Card: Navy
ƒƒ Castle: None
ƒƒ Casus Belli: Salian Dynasty Casa D’Altavilla
Italian (Green)
House of Capet ƒƒ King: Roberto il Guiscardo (Clever, Honest,
Ambitious, Deceitful)
Frankish (Blue) ƒƒ Territories: Lombardy, Venice, Rome, Apulia,
ƒƒ King: Philippe I The Amorous (Attractive, Sicily, Sardinia
Humble, Gluttonous, Lustful) ƒƒ Gold: 6
ƒƒ Territories: The Low Countries, Lorraine, Par- ƒƒ Development Card: Steward
is, Toulouse, Normandy, Brittany, Burgundy ƒƒ Castle: None
ƒƒ Gold: 6 ƒƒ Casus Belli: House of Capet
ƒƒ Development Card: Court Chaplain

34

scenarios_210x280.indd 34 2018-09-10 14:04


35

scenarios_210x280.indd 35 2018-09-10 14:04


Credits
PROJECT MANAGER & LEAD DESIGNER
Tomas Härenstam

GAME DESIGN TEAM


Tomas Härenstam, Jon Manker, Nils Karlén, Martin Takaichi,
Mattias Falck, Kosta Kostulas

GRAPHIC DESIGN COVER ART


Christian Granath Ola Larsson

3D SCULPTS CHARACTER ART


Anton Angheluta Johanna Pettersson

crusader kings ™ Copyright© 2018 Paradox Interactive AB. All rights reserved. www.paradoxplaza.com

36

scenarios_210x280.indd 36 2018-09-10 14:04

You might also like