Crusaders: Thy Will Be Done – Divine Influence — How to Play

Tasty Minstrel Games, Renegade Game Studios · Board game · 2022
2–4 · best 4 45–60 min Weight 2.8/5

Step by step

Objective of the Game

In Crusaders: Thy Will Be Done – Divine Influence, players lead a knightly order to expand their influence across regions by building structures, mustering troops, and spreading their faith. The goal is to earn the most Influence points by the end of the game through strategic actions, building upgrades, and majority bonuses. The player with the highest score wins, with ties broken by turn order.

Preparation (Setup)

  1. Mix the new knight order tiles with the base game tiles and set up the game according to the base rules. Replace some small Influence tokens with the new 25-Influence tokens if desired.
  2. Randomly place 1 face-up Influence tile in each region (not all tiles will be used).
  3. Stack the Influence majority award tiles next to the enemy majority tiles.
  4. Replace the base game Enemy Strength Tracks with the new expansion tracks.
  5. Give each player:
    • A player board extension.
    • 16 new Building tiles (4 Keeps, 4 Chapels, 4 Mills, 4 Vaults) placed on their board.
    • 2 new Troop tiles (VI and VII).
    • 16 Coat-of-Arms markers.

Flow of the Game

Gameplay follows the base rules of Crusaders: Thy Will Be Done, with these key changes:

  • The Influence action is completely redesigned (see below).
  • Traveling through regions with your Coat-of-Arms markers costs 1 less movement point.
  • New Buildings (Keeps, Chapels, Mills, Vaults) offer unique benefits.
  • Some Influence tiles grant immediate, one-time, or permanent bonuses.

Actions and How to Play

Influence Action

  1. Collect an Influence tile (costing ≤ your action tokens + bonuses) from a region with your knight. Resolve its effect:
    • Immediate (3-5 cost): Flip it face down after use.
    • One-time (3-5 cost): Use later to add +1 to an action.
    • Permanent (6-cost): Flip immediately for a lasting +1 bonus.
    • End-game (7-cost): Score 1 point per collected Influence tile.
  2. Gain Influence points equal to the tile’s level (I–IV).
  3. Place a Coat-of-Arms marker in the region to reduce future Travel costs there.

Build Action

  • New buildings cost /// normally or /// if built adjacent to a specific existing building.
  • Each building type grants unique benefits:
    • Keeps: Add troops or score points for mustered troops.
    • Chapels: Gain extra action tokens or end-game points.
    • Mills: Remove buildings from your board.
    • Vaults: Upgrade action wedges or score end-game points.
  • Buildings cannot be placed in regions with enemies, and only 1 building per region is allowed (unless specified).

Distribute Action

Some abilities let you distribute tokens on your action wheel an extra time at the end of your turn. Choose any wedge and distribute tokens normally, but do not resolve the action.

End of Game and Scoring

The game ends when the trigger condition from the base game is met. Final scoring includes:

  • Majority bonuses for enemies and Influence tiles (5 points for most tiles, 2 for second-most).
  • Points from 7-cost Influence tiles (1 per collected tile).
  • Points from level IV buildings and level I-III Vaults.

The highest score wins. Ties go to the player earlier in turn order.

Tips to Win

  • Prioritize Influence tiles: Early-game tiles with immediate or permanent effects can snowball advantages.
  • Chain buildings: Reduce costs by constructing new buildings near compatible existing ones.
  • Balance actions: Use Chapels to boost your action economy and Vaults to upgrade wedges efficiently.

Rules manual

Official PDF file

Prefer the Official PDF? Download the official Crusaders: Thy Will Be Done – Divine Influence rulebook or browse it online with our AI rules assistant.
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