Historical Background
This battle is a running skirmish. The Crusaders are trying to march through harassing fire without breaking formation, while the Seljuks attempt to cut off their supplies and goad them into a pitched battle.
The stage is set. The battle lines are drawn and you are in command. Can you change history?

War Council
Seljuk Turk Army (Use Tan blocks)
• Leader: Mawdud
• 5 Command Cards
• 3 Inspired Action tokens
Crusader Army (Use Purple blocks)
• Leader: Baldwin I
• 5 Command Cards
• 4 Inspired Action tokens
• Move First ![]()
Victory
6* Banners
Win by Two Banners Rule: A player must win by being ahead by 2 Banners once they reach 6 or more. If BOTH players reach 7 Banners or more, the battle is declared a draw, and the game ends immediately.
Special Rules
The Running Skirmish (Combat Restrictions)
Neither side wants to fully commit to a massive, chaotic melee.
- Seljuk Turks: At the start of the Seljuk turn (before playing a card), roll 1 die. If a Sword or Helmet is rolled, ordered units may initiate Close Combat normally. On any other result, only ONE ordered Seljuk unit may conduct a Close Combat attack this turn (including any resulting Momentum Combat).
- Crusaders: At the start of the Crusader turn (before playing a card), roll 1 die. If a Sword, Helmet, or Flag is rolled, ordered units may initiate Close Combat normally. On any other result, only ONE ordered Crusader unit may conduct a Close Combat attack this turn (including any resulting Momentum Combat).
Tactical Restrictions
- Reduced Missile Efficiency: The Event Card "Darken the Sky" only allows 1 shot by missile-firing units, not 2.
- Crossbow Range: Crusader Crossbowmen (MXB) may only fire a maximum of 3 hexes.
- No Swarming: The Seljuk Army may not use the Feigned Retreat or Light Cavalry Swarm rules.
Seljuk Off-Map Box & Retreats
- The Seljuk Off-Map Box is located adjacent to the "K" Row. Seljuk units and leaders can freely evade or retreat off their baseline.
- When a Seljuk unit retreats off the map, roll 1 die. On a Sword, the unit is eliminated (Crusader scores 1 Banner). On any other result, the unit survives, restores to 4 blocks, and goes to the Off-Map Box.
- Leaders are never eliminated if they evade/retreat off the map.
- Re-entry: Off-map units/leaders can re-enter by playing a Section Card and an Inspired Action Token. Place them on vacant hexes in the "K" Row of that section. They are considered ordered and may move/attack normally. Leaders may attach to entering units at no extra order cost.
Special Banner Scoring
- Watering the Horses (Crusader): The Crusader player receives 1 Banner (once per game) if they have 2 mounted units adjacent to the Orontes River tiles (G1/H1) at the start of their turn, with no Seljuk units adjacent to either of those Crusader units.
- Breaking the Blockade (Crusader): The Crusader player receives 1 Banner (once per game) if they have 4 or more Crusader units occupying hexes on the Seljuk baseline (Row K) at the start of their turn.
- Breaching the March (Seljuk): The Seljuk player receives 1 Banner (once per game) if they have 3 or more Seljuk units occupying hexes in the Crusader baseline/rear guard area (Rows A, B, or C) at the start of their turn.