# The Crusades: Western Invasions of the Holy Land 1097-1191 A.D. ## General Info - **Year Published**: 1978 - **BGG Rating**: 6.3 - **BGG Rank**: #13144 - **Players**: 2-8 (Best with: 2, 8) - **Duration**: 240 min - **Weight**: 2.90 / 5 - **Designers**: Richard H. Berg - **Artists**: Redmond Aksel Simonsen - **Publishers**: SPI (Simulations Publications, Inc.) - **Categories**: Medieval, Wargame - **Mechanics**: Dice Rolling, Events, Grid Movement, Hexagon Grid, Ratio / Combat Results Table, Scenario / Mission / Campaign Game, Simulation, Team-Based Game ## Verdict An absolute classic for those who love deep historical simulation wargames. The experience is dense, requiring rigorous planning with written orders and a healthy dose of political strategy. It is perfect for those looking for a long-form challenge where every move and siege matters immensely. If you enjoy feeling the weight of history and don't mind mechanics from a golden era, this game will provide an incredible level of immersion.Extremely detailed historical simulationImmersive written orders systemCooperative-competitive political dynamicsVast geographical and historical scopeExtremely long and dense sessionsHigh complexity for beginnersDated game mechanicsFOR GENRE FANS ## Description If you are a fan of classic wargames that breathe history, 'The Crusades: Western Invasions of the Holy Land 1097-1191 A.D.' is a museum piece that deserves your attention. Originally released by SPI and featured in the legendary Strategy & Tactics magazine, this title places you right in the middle of the First and Third Crusades. It is a strategic-level game that does not shy away from complexity, requiring players to pre-write their orders—a mechanic that ensures a dense, lengthy, and highly tactical experience. The game truly shines in its atmosphere. You are not just moving pieces on a hex map; you are dealing with historical leaders, random events like plagues and treachery, and even diplomatic interventions from powers like Byzantium and Armenia. The First Crusade scenario is particularly interesting: it creates a dynamic where players must cooperate for the collective goal to succeed, yet they cannot forget their own personal objectives. It is that kind of political tension that turns the board into a diplomatic battlefield. The Third Crusade scenario focuses on a direct duel for two players, being more contained and focused on military engagement. Sieges are fundamental here, and combat is resolved through those classic Combat Results Tables (CRT) that make any wargame veteran feel right at home. The map covers a vast area, from South-East Asia Minor to Northern Egypt, offering a geographical scope that really helps to visualize the scale of the conflict. While it is a game that demands patience and time—especially due to the written orders—it remains one of the most detailed and atmospheric representations of the Crusades ever made. If you enjoy simulations that take history seriously and are not afraid of a session that lasts an entire afternoon, this is a classic that every enthusiast should know, even if there are more modern options on the market today. ## FAQ ### Is the game very difficult to learn? It has significant weight. If you are not used to SPI-era wargames, the complexity of the rules and the written order system can be a steep initial challenge. ### How long does a game take? Prepare for a marathon. The First Crusade scenario is particularly long and can easily consume an entire afternoon or more. ### Can it be played solo? Although it is a strategy game, it is designed for multiple players, especially the First Crusade scenario, which relies heavily on political interaction. ### How does combat work? Combat uses Combat Results Tables (CRT) based on force ratios and dice rolls, following the classic standard of 1970s wargames. ### Is the game cooperative or competitive? It depends on the scenario! In the First Crusade, players must cooperate to win the campaign, but each pursues their own secret objectives, creating an atmosphere of mistrust.