Professional Documents
Culture Documents
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.
1 General
Trait Bag
70 Plastic Figures
35 Realm Cards 35 Intrigue Cards 35 War Cards 25 Tax Cards 25 Crusade Cards 12 Councilors 12 Inventions
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.
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.
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!
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
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
10
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
12
13
14
15
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
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.
17
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
19
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
21
22
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
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
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
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
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
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
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
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
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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.
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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,
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