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The Kingdoms Of Crusaders box art
2007 Ranked #15,987

The Kingdoms Of Crusaders

An area-control card game has players build armies in territories and compare their formations to claim victory markers. Regiments, battalions, and companies break ties in sequence, allowing a completed army to prove a rival cannot surpass it.

Card Game Hand Management Players: Two-Player Only Games

Players

2

Play time

Not listed

Age

12+

Complexity

1.21/5

Rating

6.01

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

In The Kingdoms of Crusaders, players assemble units to create armies and overwhelm opponents competing for the same territories. The game includes components for a two-player game; by combining two sets, up to four players can compete.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

In The Kingdoms of Crusaders, players assemble units to create armies and overwhelm opponents competing for the same territories. The game includes components for a two-player game; by combining two sets, up to four players can compete. Units are represented by cards, with each card depicting the forces in it with color-coded symbols across its top. The forces come in five strengths, which from weakest to strongest are Lance, Bow, Sword, Helmet and Banner. For example, a unit (card) with Sword and Helmet will have across the top: blank, blank, green, yellow, blank. Each player starts with a hand of five cards and a location card on the table depicting five territories, which is where a player lays his cards. On a turn, a player draws a card from the deck, then lays one card from his hand into one of the territories next to his location card. Each territory can have no more than four cards in it. Once you've played four cards into a territory, you've determined the final strength of the army there. If the same symbol is on all four cards, you've created a Regiment; the same symbol on only three cards creates a Battalion, and the same symbol on only two cards creates a Company. (You can create multiple Regiments, Battalions and Companies in the same territory.) To determine who wins the battle in a territory, compare each player's army in this territory. The player whose army has the most Regiments wins; if players are tied for the number of Regiments, then the player with the strongest Regiments wins; if players have equally strong Regiments, then the player with the most Battalions wins; and so on. Even if his opponent(s) have not completed their armies, a player can win a territory by proving that it's impossible for someone to create a stronger army in the same territory. When a player wins a territory, he places a lowest available victory marker on this army. Once all five victory markers have been claimed, the game ends. The player who collects the most markers wins; if players are tied for the number of victory markers, then the player whose markers have the lowest sum wins.

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Category

1

Mechanism

1

Family

1

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
2
Play time
30 min
Age
12+
Complexity
1.2/5
Credits and catalog connections

Credits

Designers

2
Danila Goryunov Sergey Machin

Artists

1
Gustave Doré

Publishers

2
Rightgames RBG SIA Stolitsa Design Group

Linked items

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