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3.1 Map Features: The First Crusade Is A Solitaire Wargame
3.1 Map Features: The First Crusade Is A Solitaire Wargame
1.0 INTRODUCTION
2.0 COMPONENTS
3.0 THE MAP
4.0 PLAYING PIECES
5.0 GAME DEFINITIONS
6.0 HOW TO WIN
7.0 HOW TO SET UP THE GAME
8.0 HOW TO PLAY THE GAME
9.0 RANDOM EVENTS
10.0 FORCES & STACKING
11.0 FOG OF WAR
12.0 ACTIONS
13.0 PILGRIMAGE
14.0 RECRUITING ACTION
15.0 RALLY ACTION
16.0 DIPLOMACY
17.0 MOVEMENT (GENERAL)
18.0 LAND MARCH ACTION
19.0 LEADER LAND MARCH ACTION
20.0 NAVAL MOVEMENT ACTION
21.0 LEADER NAVAL
MOVEMENT ACTION
22.0 SUPPLIED MARCH
23.0 COMBAT (GENERAL)
24.0 WINNING A BATTLE
25.0 NAVAL OPERATIONS NOTE: To remove the rules from this 3.0 THE MAP
26.0 MUSLIMS magazine, carefully and slowly peel The game map shows Asia Minor and the
27.0 MUSLIM REACTION them from the subscription card they are Holy Land as they were in the 11th Century.
28.0 WINTER & SUPPLY attached to by peeling from the top and
29.0 SPECIAL SPACES then the bottom meeting in the middle. 3.1 Map Features
30.0 CILICIAN ARMENIA The card is not intended to be removed. Players must familiarize themselves with the
31.0 THE ASSASSINS following map features to play the game.
32.0 SPECIAL UNITS These rules use the following color system:
33.0 CAMPS, CASTLES & Red for critical points such as errata and Paths: The lines connecting spaces. The
MONASTERIES exceptions, Blue for examples of play. player only move their units via paths.
34.0 SUMMARY OF ACTIONS Check for E-rules updates to this game @ There are several types of paths:
35.0 EVENT EXPLANATIONS www.strategyandtacticsmagazine.com
Roads (land): These connect the
OPTIONAL RULES 1.0 INTRODUCTION main routes from Constantinople
34.0 SIEGE The First Crusade is a solitaire wargame to Jerusalem via land.
35.0 CRUSADER CAVALRY system covering the First Crusade of 1097-
36.0 CRUSADER KINGDOMS 99. The player controls Crusader and allied Sea: These connect sea spaces,
37.0 MULTI-PLAYER OPTIONS Byzantine and Cilician Armenian forces. and sea routes with ports.
The game system controls Muslim forces
Credits (Seljuk Turks and Fatimids) as well as the Errata: There should be a Sea
Design:Joseph Miranda Assassins. The objective of the player is to path from the town of Pergamum
Development: Eric R. Harvey reconquer the Holy Land while accomplishing to the adjacent sea space.
Playtesters: Ty Bomba, various quests in the name of Christendom.
Christopher Cummins, Dr. Roger Pass: These connect spaces on routes
Mason, Joe Youst, John Conner, 2.0 COMPONENTS laterally and have special movement rules.
Gilles Paoletti, Gene Wytrykus This game is complete if it includes one
Map Graphics: Joe Youst counter sheet (176 game pieces), one Spaces: Locations in which you place units.
Counter Graphics: Antonio Pinar 22” x 32” map of Asia Minor and the Different types of spaces are described
Rules Layout: Chris Cummins Holy Land, and this rules booklet. on the Terrain Effects Chart. Some of the
Special Thanks: Nick Wade spaces are named after towns or cities.
2.1 Dice There are several types of spaces.
© 2016 Decision Games Players must provide themselves one or
Bakersfield, CA. more six-sided dice to play this game. Constantinople: The Byzantine capital
Made & Printed in the USA. and main Christian base.
Muslim Eliminated Leaders: Holds Seljuk: Holds Seljuk (Muslim) combat units. 4.2 Combat Units
Muslim Leader units which were
destroyed in the course of play. Fatimid: Holds Fatimid (Muslim) combat units. Sample Combat Unit (see next page)
Battle Display: A convenient area to 4.0 PLAYING PIECES Type: The general type of military formation.
temporarily place units engaged in combat. There are several general types of playing
pieces in the game, described as follows. Unit Identification: For leaders, this
Battle Marker: A convenient place to is the name; for various units, it’s a
hold non-unit markers related to combat. Leader, title or Roman numeral.
Two-step units: Many Unit ID Warrior for Friendly (Christian) Units: These are the
Christian units have two Contingent Kilij Islam units controlled by the player. Crusader (red on
steps. The front side is their full-strength, white), Byzantine (purple), Cilician Armenian
the other is their reduced strength. (H)eavy (orange), Mercenary (red on white Pilgrimage).
HC
(C)avalry
One-step units: All Muslim and some
4 Enemy (Muslim) Units: These are the
Combat opposing units controlled by the game
5 Military Leader Crusaders can build (see 33.0). system that will fight against Christian
forces. They include Seljuk (blue grey)
II 2 Diplomatic Leader
4.5 Muslim Combat Units Turks and Fatimids (light green).
HC Heavy Cavalry Muslim units function in the same
Fleet general way as Christian units. They Enemy (Assassin) Unit: This is
HrA
2 Horse Archer
come onto the map temporarily to fight a special type of enemy unit.
FLEET
HI Heavy Infantry battles or engage in specified actions
as dictated by the game system. May: You can choose to take this action or not.
Mil Militia
4.6 Administrative Markers Must: You are required to take this action.
Christian units are “one-steppers.” The game includes the following
They have no reduced side. markers for administrative purposes. Occupy: Have a unit in a space
Unit Types (with or without enemy units).
All of the unit types that will appear Battle: Place in a space where a battle
in the game as listed as follows. is taking place as a mnemonic. This Pick: Randomly choose a counter.
Fleet: naval unit marker also indicates which side has
the Tactical Edge in a specific battle. Reveal: Flip a concealed
Note: Leaders are also combat Muslim counter face up.
units per above. Crusader Kingdom: Used in the Optional
Note: There are three “Diplomatic” rules to establish Crusader States. Select: Deliberately choose a counter.
leaders in the game, Raymond, Stephen,
and Adhemar; they are distinguishable Muslim Reaction: Used on the Muslim VP: Victory Points.
from other leaders by their beige shield Reaction index to indicate the current
icons (instead of red shield icons). state of Muslim reaction to the Crusade. You: The player.
Example: “1” and “3” would 10.2 Marching Through If you play a Treachery marker, you can then
be “Assassins Strike.” Christian units of different contingents can examine all Muslim units in one space.
move through each other freely. Stacking
9.1 Pilgrimage Generated Events applies only at the end of an Action. 12.0 ACTIONS
Certain Pilgrimage markers can also An Action is a discrete operation which
cause a Random Event to be generated. Seljuk, Fatimid and Assassin units may allows you to accomplish things with Christian
See the Pilgrimage Chart. never occupy the same space. The forces (move, fight, and much more).
rules are such that they never will.
10.0 FORCES & STACKING Muslim stacking is theoretically unlimited 12.1 Standard Actions
A “force” is a group of units in the same space (but will be bound by the number of units During the Standard Action step of a turn,
conducting an Operation together. A force can picked during Muslim Reaction, see 27.0). you may conduct up to three Actions.
consist of a single unit or more than one unit.
10.3 Markers 12.2 Special Actions
Example: You have three units in a space. These do not count for stacking. The Special Actions Index indicates the
You could form them into one combined force number of Special Actions available this turn.
(of three units), or two forces (one force of 10.4 Engagement The number may be increased by Events and
two units which moves, and a second of one Christian units must stop movement when during the Special Activations Determination
unit which stays behind, or vice versa). they enter a space containing a Muslim or step through expenditure of certain Pilgrimage
Assassin counter (concealed or revealed). markers and control of certain fortresses. The
10.1 Stacking This will lead to combat. Conversely, if Index is reset to zero at the end of the phase
Stacking is having more than Muslim units are placed in the same space regardless of whether all Special Actions have
one unit in a single space. as Christian units, this will lead to combat. been used. They are generated by the following.
Christian: An unlimited number of 10.5 Control of Spaces Event outcomes: These are
Christian units can occupy a space, registered immediately.
within the following restrictions. Control: A Christian force controls a space it
occupies if there are no Muslim units in that Pilgrimage markers: You can expend
1) Christian Contingents: Byzantine units same space. The Muslims control a space if certain Pilgrimage markers to gain
may not end an Action in the same space they have one or more units in it and there Special Actions (see the explanations
as Crusader or Armenian units. Crusader are no Christian units in that same space. on the last page of the rules). Play
and Armenian units may only end an these at the start of the Special Actions
Action in the same space if Armenia has Contesting a Space: A space is contested Determination phase to raise the Index.
been activated. If for some reason units if both sides have a force in it.
are in violation of stacking at the end Control of Fortresses: During the Special
of Action, you must select all units of Non-Controlled Spaces: A space is Actions Determination step of the turn,
one contingent and eliminate them. Non-Controlled if there are no units in it. increase the Special Actions index
by 'one' for each of the following.
2) Constantinople: An unlimited Constantinople: The Christians
number of Christian units can stack always control Constantinople (it Crusader Pilgrimage Fortresses
in Constantinople. This includes does not have to be garrisoned). If Crusader forces control three or more
units from different contingents (as Crusader Pilgrimage Fortresses (Jerusalem,
a special case to the above). Example: A Crusader force moves into Tarsus Tripolis, Antioch, Damascus, Edessa).
and destroys a Seljuk force. The Crusader
3) Armenians: Crusader units may stack force now controls Tarsus. On an ensuing Byzantine Objective Fortresses
with Armenian units only upon play of the Action, you move all Crusader units out of If Byzantine forces control three or
Armenian Activation Pilgrimage marker. Tarsus. Tarsus is now Non-Controlled. You more Byzantine Objective fortresses
After that, Armenian units may stack have to keep a unit there to maintain control. (Ancyra, Iconium, Ephesus, Kypros).
with Crusaders (but not Byzantines).
11.0 FOG O’ WAR Armenia
4) Mercenaries: Mercenaries are a special You can always examine If Armenian forces control both
type of Christian unit (received as picks Christian units on the map. Armenian fortresses (Sis, Vahka).
from the Pilgrimage Bin). They may
16.0 DIPLOMACY
Diplomacy is an Action which
Christian Diplomatic Leaders can
perform, explained as follows.
5) First Round of Battle You do not have to designate individual 23.5 Fortresses
targets. Rather, after all combat dice If a force is attacking a Fortress, then the
a) Tactical Edge Fire Segment. The are rolled, you determine which units defender wins any Tactical Edge tie die rolls.
side with the Tactical Edge fires all of its will receive any rolled Hits. Also, there is no benefit for Horse Archers
units. Use the Fire Procedure (below). for either side when attacking a Fortress.
b) Tactical Non-Edge Fire Segment. All losses inflicted during a round
The side without the Tactical Edge are applied before the other side When a combat takes place in a Fortress,
now fires all of its surviving units. has a chance to return fire. there is only one round of combat. Do
Use the Fire Procedure (below). not roll for the number of rounds.
You can select which Christian
6) Battle Continuation Determination units are to be “Hit.” Note: The Optional Siege
rules can change this.
a) If this is the last round of the battle, For the Muslims, you must start with the
then the battle comes to an end. unit that has the weakest combat strength. 23.6 Jerusalem
In the event of ties, select which enemy In addition to the above, the defender adds an
Otherwise: unit is to be Hit. However, you must select additional “one” to the Tactical Edge die roll.
b) If one side has been completely a non-Leader unit before a Leader.
eliminated, the battle comes to an Terrain
end. The side with surviving units Example: A Muslim force takes three “hits.” The only terrain which affects
has won the battle (see 24.0). It includes two “1” strength militia, a “2” combat is Fortresses.
c) If both sides have surviving units, then heavy cavalry, a “2” strength Leader, and a
the battle continues. Fight another round “3” horse archer. You would eliminate the 24.0 WINNING A BATTLE
of battle. Whoever won the Tactical Edge two militia and the “2” heavy cavalry. If a Christian force wins the battle,
maintains it for the remainder of the battle. it remains in the space.
Note: A unit that was hit in
7) Continuing Rounds of Battle. Following combat may be eliminated, thereby Also, if any Muslim Leaders were eliminated:
the same procedure as for the First preventing it from firing back.
Round, then Battle Continuation.
Note: In this case, the Muslims 27.2 Check for a change in the If a Battle occurs, then roll a number of
will be the attacker. Muslim Reaction Level dice per the current Muslim Reaction level
During this step, you must: (one to three). Pick that number of Muslim
26.4 Fortress Defense Reinforcement units and place these units in the space
The instant that a Christian force enters a 1) Check the number of Crusader occupied by the Crusader units determined
Fortress containing any Muslim units and controlled or contested fortresses. above. Those Muslim units then immediately
that fortress had no Christian units in it prior execute an attack per the Battle Procedure).
to the moving force, then roll a number of 2) Roll three dice; If the result is less than or Christians must defend in such a case.
di(c)e per the Muslim Reaction Chart (one, equal to the number of Crusader controlled
two or three); pick a number of Muslim or contested fortresses, then increase 27.5 Relief Force
units from the designated Contingent’s the Muslim Reaction Level by “one.” This follows the same procedure for
Bin and place them in that space. Muslims Attack, with the following change:
3) If the result is greater than that number, The space in which the Muslim units are
Note: In this case, the Muslims there is no additional effect. placed must contain a Fortress which has
will be the defender. Christian units in it. If no such Fortress
Note: Armenian fortresses count as Christian exists, then treat this as a Raid instead.
Note: Generally, these will be Seljuk units. occupied, even if Armenia has not been
However, the Fatimids may gain control of activated. Constantinople never counts Note: If a Muslim Attack outcome
Jerusalem or Acre, from which point on you among the Fortresses. Certain Events will is rolled and a Fortress is the space
pick Fatimid units for Jerusalem and Acre. also change the Muslim Reaction Index. closest to Jerusalem, then the Muslims
attack that fortress; that is, a Fortress
26.5 Post Battle Note: Certain Pilgrimage markers will might be attacked by either a Muslim
If the Muslims win a battle (clearing all change the Muslim Reaction Level. Attack or Relief Force outcome.
Christian units from a space), then pick one
Muslim unit from that force (face down) and Designer’s Note: It is perfectly legitimate 27.6 Raid
place it in that space. Place all others in the Bin. for the Crusader player to purposefully The Raid will give a location on the
avoid controlling fortresses to affect the map. If there are Christian units in that
Note: This unit may be reinforced Muslim Reaction Level dice roll. This space, then follow the same procedure
if the conditions of 26.4 apply. tactic may affect victory when the victory for Muslims Attack for that space.
conditions are assessed, however.
26.6 Abandoned Fortresses If there are no Christian units in that space,
If for any reason neither side has units 27.3 Check for a Muslim Counteroffensive then no battle occurs (do not re-roll).
in a space, Muslim units can be placed Consult the Muslim Counteroffensive Table.
back into it (but only if a Muslim Reaction Note: The way the procedure works, the
Chart result causes them to be placed 1) Roll one die: This gives more territory the Christians take, the
there). The space remains uncontrolled the column to be used. greater the chance for a Counteroffensive.
Mercenaries are treated as Crusader units. Combat: A defending Christian force in a Go on a Pilgrimage: Designate one
They have one step. If eliminated, return Camp wins any Tactical Edge die roll ties. Christian Leader in a Crusader Pilgrimage
non-Leaders to the Pilgrimage Bin; eliminated Fortress or Monastery. A Military
Leaders are permanently out of play. 33.7 Castle Effects Leader picks one Pilgrimage marker. A
Castles act as fortresses for all game Diplomatic Leader picks two Pilgrimage
Mercenary fleets may stack with purposes (e.g., 23.5 and 28.1). markers (13.1). If in Jerusalem, a
and transport Crusader units. Leader picks one additional marker.
Victory: Each Castle on the map at the
33.0 CAMPS, CASTLES end of the game counts for VP (see 6.1). Land March: Designate one Christian
& MONASTERIES force (without a Leader). Move
You can build Camps, Castles, and 33.8 Monastery Effects it via the Land March rule (18.0).
Monasteries. These are markers Make any Attrition check.
which are placed on the map. Pilgrimage: A Leader can initiate a
Pilgrimage Action in a Monastery. If the Leader Land March: Designate one
33.1 Building Camps Monastery also contains a Crusader Pilgrimage Christian force containing a Leader.
Designate a Christian Leader of any type Fortress, there is no additional effect. Move it via the Leader Land Movement
(The space cannot contain a Fortress, Desert, rule (19.0). Make any Attrition check.
Castle, or other Camp). Expend one action. Supply: Monasteries act as
Place a Camp marker in the space. towns for supply (see 28.1). Sea Move: Designate one Christian force
containing fleets (without a naval Leader).
33.2 Building Castles Victory: Each Monastery on the map at the Move it via the Naval Movement (see
Designate a Crusader Military Leader in a end of the game counts for VP (see 6.1). 20.0). Make any Attrition check.
space (the space cannot contain a Fortress,
Desert, other Castle, or Camp). Expend three 33.9 Limits Leader Sea Move: Designate one Christian
Actions. Place a Castle marker in the space. The number of Camp, Castle, and Monastery naval force (with a Leader). Move it
markers is limited by those in the counter via the leader Naval Movement rule
33.3 Building Monasteries mix. You can build either side of a Castle/ (21.0). Make any Attrition check.
Designate a Crusader Diplomatic Leader in Monastery marker, but once built, it cannot
a space (the space cannot contain Desert or be switched. If destroyed, you can use Supplied March: Designate one Christian
another Monastery). Expend two Actions. either side of the counter for future builds. Force and make a Land March or Sea
Place a Monastery marker in the space. Move (with or without a Leader) with a
34.0 SUMMARY OF ACTIONS Force of Christian units. All units must
Note: The Actions expended can be begin in the same Fortress or Camp
Standard or Special, or a combination. Types of Actions and all units end their movement in the
Actions are summarized below. Unless same Fortress or Camp (the final space
33.4 Movement otherwise stated, each requires the must be Christian controlled at the
Camps, Castles, and monasteries can never expenditure of one Action. Various start of the march). Expend one camp
move, nor be transported by Fleets. rules sections provide details. if used. No Attrition check. (22.0)
33.5 Combat Recruiting: Designate one Christian Leader March (any type) then Attack: Move
Camps, Castles, and Monasteries are not in Constantinople, a Port, an Armenian one Christian force by any kind of
units. They are removed from the map if Fortress or a Crusader Pilgrimage Fortress. A March, end in a space containing a
a Muslim force is in the same space and Military Leader recruits one unit of its own Muslim force, then execute an attack
there are no Christian units in their space. contingent. A Diplomatic Leader recruits against that Muslim force (23.0).
They are not otherwise affected by combat. two units of its own contingent (14.1).
The marker is available to be rebuilt. Build a Camp: Designate a Christian
Rally: Select a space with at least one Leader. Expend one action. Place a
33.6 Camp Effects leader that is in either Constantinople, a Camp marker in the space (33.1).
Port, or any type of Fortress. For each Leader
Supplied March: A force which begins in that one space, flip one reduced unit in Build a Castle: Designate a Crusader Military
or ends a March or Sea move in a camp is that space to its full strength side (15.1). Leader. Expend three actions. Place a
making a Supplied Move (22.0). Expend Castle marker in the space (33.7).
the Camp at the end of the Action. Diplomacy: If a Crusader diplomatic
leader is in the fortress of Sis, then Build a Monastery: Designate a
Winter Supply: All Christian units in the 1) If Armenia has not been activated, Crusader Diplomatic Leader. Expend
Armenia becomes Crusader controlled.
Boons Explanation
Negotiations (any marker with a scroll) You must have any Christian Leader in a Byzantine Objective fortress,
Pilgrimage fortress or Sis. Then play at any time to do one of the
following: 1) Reduce the Muslim Response Level by “one;” or
2) Activate Armenia (once per game).
Military Adv. (any marker with a sword) Play at the start of a battle for a Christian force
to gain +1 to the Tactical Edge die roll.
Special Action (any marker with a shield) Play at the start of the Special Action step
to gain two Special Actions.
Treachery (any marker with an eye) Play to examine all Muslim units and then do one of the following:
1) At the start of a battle to reduce the number
of Muslim Reinforcement die rolls by “one”
(may be done only once per battle). Or
2) During any type of March action to move one Christian force
through one space containing a Muslim force without stopping.
Ambush (the marker with a skull Apply the effects of a Muslim Raid in the space with
symbol of the same name) the Leader taking the Pilgrimage action (27.6). Engage
in combat. Muslims receive an additional +1 Tactical
Edge die roll modifier. Return the marker to the Bin.
Event (the marker with a skull Consult the Event Table, determine one Event, and
symbol of the same name) apply it. Return the marker to the Bin.
Unit (printed with a red band at the top) A mercenary unit. Deploy this unit as a Reinforcement. See (32.5).