How to Play

Crusaders: Thy Will Be Done

2-4 players 40-60 min 7.5 Board Game Geek Rating

Players control Templar Orders, using unique rondel-mancala mechanics to command knights, construct buildings, and launch crusades. Each faction possesses distinct rondel abilities that can be enhanced throughout play. Victory requires maximizing your Order's influence before King Philip grows suspicious and dissolves all Templar organizations, triggering the game's end.

Published 2018

Crusaders: Thy Will Be Done

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Select player components
Each player takes in their color (plastic or wooden): 1 player board, 6 wedge tiles, 12 action markers, 3 Knights, 16 buildings, 5 Troop flag tokens, and 1 Knight Order Tile
2
Arrange wedge tiles
Place 6 wedge tiles single action side up; one player randomizes the order on their board, then all players match that wedge layout
3
Place action markers
Put 2 gold hexagon action markers on each of the 6 wedge pieces (12 total)
4
Position Knights
Place 2 Knights on designated spots on the Castle row at top of player board; set 1 Knight aside to be placed on the main board
5
Arrange buildings
Place 4 Castles, 4 Churches, 4 Farms, and 4 Banks on their corresponding rows on the player board
6
Set up Troop flags
Place 5 Troop flag tokens in notches at top of player board in order, flag up: I, II, III, IV, V
7
Choose Knight Order Tile
Select however you wish (random, pick from 2-3, or draft) and alter setup as necessary based on the tile's requirements
8
Prepare main board
Put the main board out on the 3-4 player side or the 2 player side
9
Place enemy strength tokens
Put 1 Prussian (grey) and 1 Slav (gold) token at the top of their matching tracks (#3 spot)
10
Distribute enemy tokens
Shuffle all remaining enemy tokens (including Saracen/brown) together and place 1 token on each flag space; place brown tokens face-up
11
Place building bonus tiles
Randomly place all 30 building bonus tiles face-up on the board in their matching shaped spaces
12
Determine start player
Choose randomly and give them the Metal Sword (1st player marker)
13
Place starting Knights
In reverse turn order, each player places their set-aside Knight on the board in 1 of the starting hexes (shows a Knight icon); multiple Knights cannot occupy the same starting area
14
Set aside majority tiles
Put the 6 majority tiles (1st and 2nd place for Slavs, Prussians, Saracens) nearby for end game scoring
15
Create Influence supply
With 2/3/4 players, put 140/200/260 influence points (IP) in a supply; keep extra tokens nearby

On Your Turn

What you can do during your turn.

1
Choose your action type
On your turn, select either A) Resolve an Action or B) Upgrade a Wedge
2
Resolve an Action - Select wedge
Pick 1 wedge with at least 1 action marker on it
3
Resolve an Action - Calculate strength
Count action markers on the chosen wedge plus any bonuses from buildings or other sources
4
Resolve an Action - Execute
Carry out the associated action based on the calculated number
5
Resolve an Action - Distribute markers
After completing the action, take all markers from that wedge and distribute them clockwise, 1 per wedge (mancala style), starting with the next wedge
6
Upgraded wedge option
If using an upgraded wedge, split action markers between the 2 actions however you wish and carry out both in either order; complete one action before starting the second
7
Upgrade a Wedge - Flip tile
Flip over 1 wedge that hasn't been upgraded; keep all markers on this wedge
8
Upgrade a Wedge - Optional distribution
You may pick any 1 wedge and distribute its action markers like normal
9
Travel action
Count action markers plus bonuses from Castles and Churches; split this value between your Knights on the board
10
Muster action
If action markers plus Farm bonuses equal or exceed the next flag's value, flip that flag tile and take IP from the supply equal to the flag's level
11
Crusade action
Choose an enemy token in a hex with your Knight; meet or exceed the enemy's strength using action markers plus bonuses from Mustered troops and Castles
12
Influence action
Collect IP from supply equal to action marker value plus bonuses from Churches, Farms, and Banks
13
Build action
Place a building in a hex without an enemy token or existing building where your Knight is present

Winning

How to claim victory.

1
Trigger game end
When the Influence token supply is depleted, finish the current round (ending with the last player)
2
Continue collecting IP
Even after the supply runs out, still collect additional IP granted to you
3
Award enemy majority tiles
For each enemy type (Slavs, Prussians, Saracens), award 5 IP for most tokens collected and 2 IP for second most
4
Score Level 4 Castle
Earn 4 IP for each complete set of Saracen, Prussian, and Slav tokens
5
Score Level 4 Church
Earn 6 IP
6
Score Level 4 Farm
Earn 1 IP for each of your Knights on the board plus each troop flag you flipped
7
Score Level 4 Bank
Earn 4 IP for each level 4 building you have on the board, including the Bank itself
8
Determine winner
The player with the most Influence Points wins; there is no tiebreaker

watch & Learn

Let the pros teach you with these top videos.

Hipshot Introduction: Crusaders

Hipshot Introduction: Crusaders

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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