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PAGE 1
CRUSADE
-ROAD TO JERUSALEM-
RULEBOOK V3 DESIGNED BY MARTIN MELBARDIS
In the year 1096, thousands of knights, nobles, and barefoot pilgrims answered Pope Urban II's call and set out on a holy
expedition to reclaim the Holy Land. In Crusade: Road to Jerusalem, you take command of this sacred host composed of
fractious factions like the Franks, Normans, Byzantines, and common Pilgrims as they journey from the Eastern Europe to
the gates of Jerusalem. Along the way, you'll navigate a branching network of routes through crumbling Byzantine cities,
scorched Anatolian plains, and the embattled fortresses of the Levant, making difficult decisions that challenge
both your leadership and your faith.
Crusade: Road to Jerusalem is a Print & Play game where you will have to manage resources, competing loyalties,
uncover relics of divine power, endure the trials of siege warfare, starvation, and brutal combat. Roll dice not only to lead
armies, but to persuade allies, interpret holy visions, and survive divine judgment. Featuring a flexible map system, a
dynamic 4x4 siege puzzle, and a rich array of historical events, Crusade to Jerusalem offers a deep and highly
replayable solo experience that lets you relive and reshape the epic journey of the First Crusade...
WINNING THE GAME
To win, you must earn at least 13 Victory
Points (VPs) before the game ends.
You win by reaching 13+ Victory Points
(VPs). The VP tracker only has two slots for
dice, but once it's maxed out at 12, any
additional VPs immediately win you the
game.
LOSING THE GAME
You lose if you earned less than 13 Victory
Points (VPs) by the game's end or if none of your
Factions have any Morale cubes left on their Morale
trackers, meaning that they all have abandoned the
Crusade.
BYZANTINES
In this example, all four
Factions have empty
Morale trackers (no white
cubes or colored Knight
cubes in any slots). As a
result, every Faction has
abandoned the Crusade,
leading to an automatic
game loss.
NORMANS
PILGRIMS
GAME COMPONENTS
- Rulebook
- Campaign Map sheet
- Faction sheet
- 12 White six-sided dice
- 2 Black six-sided dice
- 3 Red six-sided dice
- 8 Red wooden cubes (used for Norman Knights and captured Siege grids.)
- 12 White wooden cubes (used for Morale, Timeline & Crusader army cube.)
- 6 Yellow wooden cubes (Used for Supply cubes)
- 10 Black wooden cubes (used for Diplomacy cubes and matched Siege icons)
- 2 Blue wooden cubes (used for Frankish Knights)
- 1 Green wooden cube (used for Byzantine Knights)
Campaign Map sheet
Faction sheet
---
PAGE 2
GAME SHEET OVERVIEW
1 The Timeline Used to track time.
2 The VP tracker Used to track Victory Points (VPs).
3 The Events chart Determines Events each turn.
4 The Location Events chart Lists location-driven Events.
5 The Map Tracks your Crusader army on the map.
6 The Supply & Miracles trackers Used to track Supplies and Miracles.
7 The Factions boxes Used to track Morale and Siege dice for each Crusader faction.
8 The Command boxes Used for allocating dice and issuing commands.
9 The Siege Box, Siege Timer and Siege Conditions chart Used to track Sieges and Victory conditions for each Siege.
10 The Siege Dice Boxes Used to activate and modify your Siege dice.
GAME SETUP
A Place a a white cube on the "Start here" box on the Timeline tracker.
B Place a White cube on the "Thessaloniki" Location on the Campaign map.
C Place two yellow cubes on the Supply tracker.
D Place a white die with a value of '1' on the Miracles tracker.
E Inside the Byzantines Faction box, place 1 white cube on the Morale tracker.
F Inside the Franks Faction box, place 1 blue knight cube and 2 white cubes on the Morale tracker.
G Inside the Normans Faction box, place 1 red knight cube and 1 white cubes on the Morale tracker.
H Inside the Peasants Faction box, place 2 white cubes on the Morale tracker.
I Place one black cube on the Diplomacy tracker.
J Place a white cube on the Siege Timer, just above the "Siege activated" box.
K Place all other dice and cubes at the bottom of the Faction sheet.
---
PAGE 3
THE GAME TURN
Each game consists of a maximum of 16 turns
with each turn made up of the following phases.
(1) The Crusader phase
-Roll your (white) Command dice.
-Issue orders.
(2a) The Event phase (Ignore if a Siege is activated)
-Adance time on the Timeline tracker.
-Roll a die/dice on the Event chart.
OR
(2b) The Siege phase (Ignore if not in an active Siege)
-If in an active Siege, advance the Siege timer.
-Activate Factions and roll your Siege dice.
(3) The Upkeep phase
-Pay Supply upkeep or suffer penalties.
-Remove any dice left in the Command boxes.
GAINING VPs
How to gain VPs ( =Victory Points or VPs)
VPs can be gained in four ways:
1) Using a Marching order to move into (circular) Locations with a VP icon.
2) Winning a Siege against a Fortified city (square) with one or more VP icons.
3) Successfully using a Finding Relic order in Locations with a cross icon.
4) Through winning Battles or Location Events.
-Each time you gain a VP, either increase a die on the VP
tracker by +1 or place a new die to represent your total.
-Locations and Relics may only ever grant VPs once per game.
Example: A Location may not be marched over multiple times to gain duplicate
Victory Points.
Location with
a single VP that is
gained when moving
into this Location.
Fortified city
Location with two
VPs that are gained
when winning a
Siege against it.
Random Event that
triggers a Battle,
that if won, grants
one VP.
The VP tracker with
slots for two dice to
track your VP total.
1. CRUSADER PHASE
Rolling Command dice
-Roll 3 white Command dice.
-Assign one die each to the Faith, Logistics, and
Military Command boxes.
-Each die value becomes that box's rating.
Issuing Orders
You may spend a Command box's rating to issue any
Order listed in that box, reducing the die value each
time you do so by the cost of that order. The cost of
each order is listed inside the coin icon ( ).
(Example: -2 for Resupply would cost you -2 to Logistics rating)
You may issue the same Order multiple times in the
same Crusader phase. Continue until you either run
out of rating in that command box or choose to stop.
Military Rating for Battles and Sieges
It is important to keep some Military rating for the Event
phase for random Battles and to activate your Factions
in the Siege phase when in an active Siege.
IMPORTANT: Military rating is the only rating that can be
used to issue orders outside of the Crusader phase.
During the Crusader
phase, you roll three
Command dice: you
roll a 2, 5, and 6.
FAITH
-2 PRAYERS -5/6 MORALE
Add a +1 to
the Miracle die.
Add to any
Crusader Faction for
-5 OR add a
knight cube for -6
CRUSADE
-ROAD TO JERUSALEM
A ROLL & WRITE GAME
-2 FIND RELIC
In a Location only.
Roll a die:
On a roll of 4+ add a
("Special )
MIRACLES
Reduce the Miracle
die by -1 to re-roll
a single die.
LOGISTICS
-2/3 MARCH
To reach a Location:
A normal route costs -2
A route with costs -3
MILITARY
-1 PLUNDER
Add a and roll a die:
On a 1-2 lose Byzantine
on a 3-5 no change,
on a 6 add +1 Norman
-2 RESUPPLY -3 DIPLOMACY
Add
("Special )
Add a
("Special )
-2 SIEGE WORKS
Sieges Only. Activate
any Faction with 2+
and add their Siege
dice. ("Special )
SPECIAL KNIGHTS Requires at least 1 Knight cube in a Faction
box. Use this action to add +2 to your Military die.
If you do so, roll a die: on a roll of 1-2, discard that Knight cube.
The 2 is unhelpful, so
you spend a Miracle
(reduce your Miracle
die by -1 from a 3 to
a 2) to re-roll it. The
new result is 5.
You assign the 6 to
the Logistics box,
giving you a Logistics
rating of 6.
You place one 5 in
the Military box
(Military rating 5).
You place the other
5 in the Faith box
(Faith rating 5).
---
PAGE 4
ISSUING ORDERS
FAITH ORDERS
Faith actions inspire your troops, recover relics, or
invoke miracles.
Prayers (Cost: -2 Faith)
Increase the Miracle die by +1 (up to a max of 6).
Morale (Cost: -5 or -6 Faith)
Add 1 white Morale cube to a single Faction's Morale
tracker for the cost of -5, if a slot is available.
Instead for the cost of -6, you may add a Knight
cube of that Faction's color (blue, red, or green),
if a colored Knight slot is available.
Find Relic (Cost: -3 Faith)
If your Crusader army is on a Location with a Cross
icon, roll a die. On 4+, gain the Relic (+1 VP).
LOGISTICS ORDERS
Logistics actions move the army, establish supply
lines, or conduct diplomacy.
March (Cost: -2 or -3 Logistics)
Move your Crusader army cube to an adjacent
Location connected by a white line (road) on the map.
Normal road: -2 Logistics.
Long road ( ): -3 Logistics.
Hazard road ( ): in addition to cost above, lose -1 Supply.
Siege triggers:
Moving into a fortified city (square Location) activates
a Siege. You cannot move further or find Relics there
until the Siege is won. Place a white cube on the "Siege
Activated" slot on the Siege Timer. (See Sieges on Pg. 7)
Gaining VPs:
When you move into a circular Location with a yellow star (VP),
immediately gain +1 VP for each yellow star on that Location.
Square Locations (fortified cities) with VP icons must first be
captured through a successful Siege before you can claim the VPs.
Event Locations triggers:
Moving into or winning a Siege against certain
Locations, automatically trigger a Location Event (Pg. 9).
Resupply (Cost: -2 Logistics)
Add 1 yellow Supply cube to the Supply tracker.
Diplomacy (Cost: -3 Logistics)
Add 1 black Diplomacy cube to the Diplomacy tracker.
FAITH
CRUSADE
-2 PRAYERS
Add a +1 to
the Miracle die.
-5/6 MORALE
Add to any
Crusader Faction for
-5 OR add a
knight cube for -6
-2 FIND RELIC
In a Location only.
Roll a die:
On a roll of 4+ add a
(*Special +)
MIRACLES
Reduce the Miracle
die by -1 to re-roll
a single die.
LAODICEA
VPS
Next you use the Find Relic
order at a Location with a
Cross icon (e.g., "Laodicea"),
roll one die. On a 4+, you
find the Relic and gain +1
VP. Adjust the die value on
the VP tracker from 3 to 4.
On your next turn, you use
a Morale order to add a
white cube to any single
Fraction's Morale tracker.
You decide to increase the
Frank's morale by one
white cube reaching the
maximum Morale of three.
FRANKS
LOGISTICS
DIPLOMACY TRACKER
-2/3 MARCH
To reach a Location:
A normal route cost -2
A route with costs -3
A route, also costs
-2 RESUPPLY
Add a
(*Special +)
-3 DIPLOMACY
Add a
(*Special +)
Marching from Caesarea to
Sebasteia costs -2 Logistics. You
then spend a second March
order to move your Crusader
cube from Sebasteia to Edessa.
This route has a red shoe icon,
so it costs -3 Logistics. Reduce
your Logistics rating by 3.
Upon entering Edessa you gain
+1 VP and immediately trigger a
Location Event "Alliance with
Edessa".
With only 1 Logistics rating left this turn, you had
hoped to issue a Diplomacy order (add 1 black
Diplomacy cube to the Diplomacy tracker) or a
Resupply order (add 1 yellow Supply cube to the
Supply tracker). However, you don't have enough
Logistics rating and must wait until next turn.
---
MILITARY ORDERS X
Military actions include plundering for resources,
preparing Factions for sieges, and deploying Knights
to turn the tide in Battles or Sieges.
Plunder (Cost: -1 Military)
Add 1 yellow Supply cube to the Supply tracker,
then roll a die:
1-2: Remove 1 Morale cube from the Byzantines.
3-5: No effect.
6: Add 1 Morale cube to the Normans.
Siege Works (Cost: -2 Military, Siege phase only)
During an active Siege, choose a Faction with 2+
Morale and place 2 Siege dice of that Faction's type
into the Siege Dice boxes (see Siege Phase).
Knights (Special, any phase)
May be used in any phase to increase your Military
rating and swing Battles in your favor. Nominate 1
Knight cube from any Faction to add +2 to your
Military rating, then roll a die:
1-2: The Knight cube is lost (discard from Morale tracker).
3+: The Knight survives and remains on the Morale tracker.
FACTION MORALE & ABILITIES
Morale of Factions (=Morale)
Each Faction box has a Morale tracker with 2-3
slots. Filling these slots with either white Morale cubes or
colored Knight cubes increases that Faction's Morale.
Morale Limit: Morale cannot exceed the
number of slots available for that Faction.
Knight Limit: Knight cubes may never exceed the
number of colored Knight slots for that Faction.
Zero Morale (losing Faction):
If a Faction's Morale tracker has no cubes (white or
Knight), that Faction disbands and leaves the Crusade.
Remove it from the game, it can no longer be activated
and it's special ability cannot be used in any way.
Faction Abilities:
Each Faction has a unique ability that becomes active
once it meets its required Morale level. The ability and
its Morale requirement are printed in the Faction's box.
-The Franks add a third Siege die when activated in a Siege, if they have 2 or more Morale.
-The Normans allow to decrease the cost of your first Diplomacy order each turn by -1, if they have 2 or more Morale.
-The Byzantines gain an extra Supply, the first time they use a Re-Supply order each turn, if they have 2 or more Morale.
-The Pilgrims may re-roll any "Find relic" order once per turn, if they have 2 or more Morale.
PAGE 5
With a Military rating of 5
this turn, you decide to
issue a Plunder order
which reduces your
Military rating by -1.
The Plunder order adds
+1 Supply to your Supply
tracker and so you add
one yellow cube there.
However this order also forces you to roll a die to
see how certain Factions react to this order. You
roll a die and get a '2' which means the
Byzantines are not happy with the Plundering
and you must reduce their Morale by -1.
This was the final straw for the
Byzantines because they only
have 1 Morale left (a green
Knight cube). Because there are
no white Morale cubes, you must
discard the Knight cube which
leaves the Byzantines with zero
Morale and they immediately
leave the Crusade for the
remainder of the game.
Finally you decide to leave your
Military rating at 4 just in case an
Event next phase triggers a
Battle.
In this example, the
Franks have 2 white
cubes and 1 blue Knight
cube, for a total of 3
Morale. Their maximum
Morale is 3 as there are
only 3 slots. Two slots
are blue, allowing up to 2
Knights. However, one
blue slot currently holds
a white cube.
The Pilgrims have 3 slots
(maximum 3 Morale) and
in contrast, cannot have
Knight cubes. Here, they
have 2 white cubes
(Morale 2), which is just
enough to activate their
ability.
---
PAGE 6
2A. THE EVENT PHASE
IMPORTANT:
Skip this phase if already in an active Siege.
Advance the Timeline tracker
Move the white cube on the Timeline tracker
one space (left-to-right, top-to-bottom).
When the white cube reaches the final box on
the Timeline tracker "End of Crusade", the
game ends immediately.
Roll on the Event chart (D6 or 2D6)
roll on the Event chart:
Roll 1 die if on a friendly (green) Location.
Roll 2 dice if on an enemy (beige) Location.
Apply the Event result, which may grant resources,
cause Morale loss, or trigger Battles (see below).
If given a choice (e.g., "OR," "Choose one"), you must
select and resolve one option.
BATTLES
Triggering Battles
Some Events will trigger a Battle, resolved immediately.
Resolving Battles X v.s X
Compare your Military rating (die in the Military
Command box) against the enemy's Military rating
(shown on the Event). Subtract the enemy rating from
yours.
Battle Outcomes
Win: If your adjusted Military rating is zero or higher, you
win the Battle. Larger Battle may also grant VPs (see Events)
Loss: If your adjusted Military rating is negative, you
lose -1 Morale cube (white or Knight) from any Faction.
Overwhelming Loss: If your adjusted Military rating is
negative -3 or more, you lose 2 Morale cubes from any
Faction(s).
Using the Knights special order
If you're about to lose the Battle, you can nominate one
or more Knight cubes from any Faction to order your
Knights. Each cube gives +2 to your Military rating, but
you risk losing the Knight cube(s) (see Issuing Orders).
TIMELINE
[Image of Timeline Tracker]
In this example, you move the white cube every Event phase
(right to left, top to bottom) to track time on the Timeline tracker.
NOTE: In addition, during active Sieges, the Siege timer may
also advance the Timeline tracker when it lands on a Time icon.
[Image of Map with Locations and Event Icons]
EVENTS
[Image of Event Table]
Roll two dice when on enemy locations
[Image of Saracen Army Battle Card]
SARACEN ARMY X
Fight a Battle against 5X
If you win, gain [Star Icon]
[Image of Military Icon]
MILITARY
During the Siege phase, the Siege timer triggers an Event.
You roll an "8" on the Event chart, resulting in the Saracen
Army Event. This begins a Battle against an enemy with a
Military rating of 5 attempting to relieve the Siege. Your
current Military rating is 4, which after reduction leaves you
at -1. To avoid defeat, you use a Knight cube from the
Norman tracker, raising your rating to 1. This allows you to
win the Battle and gain the VP from the Event.
After the Battle, you must roll to see if the Knight survives.
You roll a "2," meaning the Knight is lost. Remove the red
cube from the Norman Morale tracker to represent this loss.
[Image of Military Icon]
MILITARY
With the Battle resolved, your Military rating is reduced to 1
for the rest of the turn. This is not enough to activate any
Factions using the Siege Works order, so the Siege is
delayed for the turn.
---
PAGE 7
2B. THE SIEGE PHASE
IMPORTANT: Skip this phase if NOT in an active Siege.
Advance Siege Timer
Move the white cube down one box on the Siege timer.
Depending on the icon within each box, resolve:
Supply ( ) : Lose -1 Supply (yellow cube).
Time ( ) : Advance the (main) Timeline tracker by 1.
Event ( ) : Roll 2 dice on the Event chart and apply the result.
Running out of Time during Sieges
If the white cube reaches the "Siege Ends" icon, the
Siege fails (see Losing a Siege on page 8).
Activate Factions & Determine Siege Dice
Spend Military rating on the Siege Works order to activate
one or more Factions with at least two or more Morale.
For each activated Faction, the color of die in each
Faction's Siege slots shows what type and how many of
each colored Siege dice to use:
Catapult (black dice), Battering Ram (red dice),
or Ladders (white dice)
*If no Factions are activated, skip the rest of this phase.
Prepare the Siege dice and Roll
Place all activated Siege dice under their respective
Siege Dice boxes and roll all the dice at once.
Casualties (loss of Morale)
If any of these red or white rolled dice shows one or more
1's before any modifiers, one activated Faction of your
choice loses -1 Morale. (Black dice do not ever cause casualties)
Attacking Siege grids
At the start of a Siege, you may only attack one or more
bottom-row grids (eg. any of the Outer walls or Guard tower)
After capturing a grid, you may attack any adjacent grid
directly above, or to the sides of it (diagonals are not allowed).
Apply Siege Type Modifiers:
Catapult (black dice) -
Rolled dice here may target ANY grid in the Siege box.
Battering Ram (red dice) -
When targeting Walls (Outer, Inner or the Citadel), you
may combine red dice values (e.g., 3 + 2 = 5 or 4+3 = 6 max.)
Ladders (white dice) -
For each Knight cube on any Faction's Morale tracker, you
may add +1 to a single white die. These modified dice may
only be used to capture a grid this phase. If the capture
attempt fails, the ladder dice matches are lost.
MAR
In this example, your crusader
army (white cube) uses a March
order to land on the Antioch
Location which activates a Siege.
After moving on to
the Siege phase, you move the
white cube down
on the 1st box of
the Siege timer,
which has a
Supply icon and
thus costs you -1
Supply.
The Franks have 2 or more
Morale, so their special ability
gives them 3 Siege dice instead
of 2. The Franks grant 1 Catapult
(black die), 1 Battering Ram (red
die), 1 Ladder dice (white die)
and the Byzantines grant 1
Catapult (black) and 1 Battering
ram (red die).
You then place each Siege
dice in their corresponding
Siege dice box, giving you
2 black catapult dice,
2 black Battering ram dice and
a single white ladders die.
Now roll all dice together.
This gives black dice rolls of
3 and 5, Red dice rolls of 1
and 5, and a white die roll of
4. The red die roll of 1
means that you suffer a
casualty and you decide to
discard a white Morale cube
from the Franks' Faction.
Next after looking at each
grid and the values needed,
you manipulate your Siege
dice: you decide to add the
Battering Ram results
together (1 + 5 = 6) because
they will be targetting walls
and increase the Ladder die
by +2 due to having a two
Knights, making it a 6.
---
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---
PAGE 9
LOCATION EVENTS
Location Events
Several Locations (Constantinople, Edessa and
Antioch) trigger specific Location Events when
either moved into or when taken by Siege. When
this happens consult the Location Event chart
and choose an option.
Triggering a Location Event
Moving your white Crusader army cube onto
Constantinople or Edessa immediately triggers
that Location's Event (see the Location Event chart).
Triggering a Location Event after a Siege
Only after winning the Siege at Antioch, does the
Location Event "Set Up the Kingdom of Antioch"
trigger.
DIPLOMACY
Diplomacy Cubes ( =Diplomacy)
Black Diplomacy cubes from the Diplomacy
tracker can be spent to lessen the effects of
certain Events or to "weaken" Siege grids.
You may never have more Diplomacy cubes than slots
available (four) on the Diplomacy tracker.
Events
Some Events or Location Events may require
you to spend Diplomacy cubes to avoid a Battle or
even settle a feud between Factions.
Sieges (bribing guards)
During the Siege phase, you may spend one or
more Diplomacy cubes to "weaken" and match a
single die icon of any value in any Siege grid with
a black cube.
MIRACLES
The Miracle die represents divine favor and can be
increased through Prayer orders.
Spending Miracle Value
You may subtract 1 from the Miracle die to re-roll
any single die during any phase.
Once the Miracle die is reduced to zero, remove it. It can be
regained with a Prayer order. You may never have more than
six Miracles on the Miracle tracker.
LOCATION EVENTS
CONSTANTINOPLE SWEAR ALLEGIANCE TO EMPEROR
Allegiance: Gain (Byzantine) &
Refuse: Reduce (Byzantine) & gain
EDESSA ALLIANCE WITH EDESSA
Choose to pay:
To gain a (Norman) Knight & and a
ANTIOCH SETUP THE KINGDOM OF ANTIOCH
If you choose to setup the Kingdom:
-Gain and a Knight (Normans) + a
-Lose (Byzantines) and (Franks)
In the Siege of Antioch, you
capture all required grids (red
cubes on each) within four turns.
Because Antioch has a Location
Event, the event "Setup the
Kingdom of Antioch" is triggered.
You choose to establish the
kingdom: gain 1 Morale and 1 red
Knight cube for the Norman
Faction, plus 1 VP on the tracker.
However, you must also lose
Morale from both the Byzantines
and the Franks. If you had not
established the kingdom, no
changes would occur.
Using a March order, you move
your white Crusader army cube
into Constantinople, triggering the
event "Swear Allegiance to the
Emperor." You choose to swear
allegiance and gain 1 white
Morale cube for the Byzantines,
1 Diplomacy cube, and 1 Supply
cube.
In this example you have 2
Diplomacy cubes on the
Diplomacy tracker.
You are currently in a tough
Siege and so decide to use one
of your Diplomacy cubes to
match an icon and "weaken" a
grid to make it easier to capture.
You place a diplomacy cube on a
'6' die icon on the Inner Wall grid.
This inner wall grid has now been
weakened and your only required
to match the other '6' die icon
with Siege dice to fully capture it.
During the Siege phase, you
rolled your Siege dice and
rolled a black 2 and 3, a red 1
and 5 and a white 6. You are
low on Morale and can't really
afford top take casualties and
losing Morale.
You currently have 2 on the Miracle tracker,
decide to use a re-roll. You reduce the Miracle
die on the Miracle tracker by one to re-roll the
red die of '1' and roll a '5', which is much better
and prevents a casualty and thus a loss of
Morale.
---
3. THE UPKEEP PHASE
Paying Supply Upkeep ( =Supply)
During the Upkeep phase, assign yellow Supply
cubes from the Supply tracker to all Required
Supply slots between the Faction boxes.
Failure to Pay Upkeep (paying penalties)
For each (unpaid) empty required Supply slot,
reduce the Morale of one of the two connected
Factions by -1.
Discard Supplies
After assigning cubes, discard all Upkeep-paid
Supply cubes.
Remove Command dice
Remove any unspent Command dice left in the
Command boxes or dice in the Siege dice boxes.
NOT ABLE TO PAY
Not being able to pay a resource....
If an Event or action requires you to pay a
resource (Supply, Morale or Diplomacy) and you
cannot or simply choose not to, you lose -1 Morale
from any Faction of your choice instead.
Example: During the "Alliance with Edessa" Location event
you agree to the alliance. However, you can only pay 1
Diplomacy cube instead of two and so you will lose a Morale
cube from any Faction of your choice.
ENDING THE GAME
End of the Timeline
When the white cube reaches the final box on the tracker
(late summer 1099 A.D), the game ends at the conclusion
of that turn.
Winning the Game (Earning 13+ VPs)
If ever you reach 13+ VPs on the VP tracker, the game
ends immediately in victory for the Crusaders.
Losing the Game
You lose if you finish the game with fewer than 13 Victory
Points (VP), or immediately if all Factions have no Morale
or Knight cubes left on their trackers (all have abandoned
the Crusade).
PAGE 10
SUPPLIES
Add a Supply cube
to each required
Supply slot in the
Upkeep phase.
During the Upkeep phase, you must
allocate a Supply cube to each Required
Supply slot between the Faction boxes.
However, you currently only have 1 Supply
on your Supply tracker.
You decide to allocate your
only Supply cube to the
required supply slot in
between the Byzantines
and Franks. Because the
Normans and Pilgrims
have not been allocated a
Supply cube, one of these
Factions will lose a Morale.
You choose for the
Pilgrims to lose a Morale
and discard a white cube
from their Morale tracker.
Finally discard the Supply
cube from the slot.
BYZANTINES
FRANKS
NORMANS
PILGRIMS
During the Siege of Arqa, you capture
all required grids (Outer Wall, Inner
Wall, Granary, Temple, and Quarter)
and win the Siege. You choose to
Sack the city, gaining 3 Supply cubes
from the uncaptured grids. However,
you must pay 1 Diplomacy cube and
lose 1 Byzantine Morale.
Since you have no Diplomacy cubes
left, you must also reduce a second
Faction's Morale instead. You remove
1 white cube from the Pilgrims' Morale
tracker.
SACKING A CITY
After winning a Siege, you may decide to
"sack the city". If sacking the city, gain all
resources icons but lose a and
reduce (Byzantines).
TIMELINE
Once the white cube on the Timeline tracker reaches
the last box labeled "End of Crusade" the game ends
immediately.
You win by reaching 13+ Victory Points
(VPs). The VP tracker only has two slots
for dice, but once it's maxed out at 12,
any additional VPs immediately win you
the game.
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