This was already our fourth session together with Janek, playing the Kingdom of Heaven. Incredible, how we were hooked by this title and how much fun we have with it. This game embodies everything we value in boardgaming: a rich historical theme, well-crafted and appropriately detailed rules (sieges!), attractive components (once clipped!) and an excellent use of card-driven mechanics. It also serves as a meaningful lesson in history and offers players a chance to explore how events might have unfolded differently.
Scenarios we played so far:Kingdom of Heaven – Scenario A – The First CrusadeKingdom of Heaven – Scenario B – The Second CrusadeKingdom of Heaven – Scenario C – The Invasion of Egypt
During our regular monthly boardgame weekend, we decided to…
This was already our fourth session together with Janek, playing the Kingdom of Heaven. Incredible, how we were hooked by this title and how much fun we have with it. This game embodies everything we value in boardgaming: a rich historical theme, well-crafted and appropriately detailed rules (sieges!), attractive components (once clipped!) and an excellent use of card-driven mechanics. It also serves as a meaningful lesson in history and offers players a chance to explore how events might have unfolded differently.
Scenarios we played so far:Kingdom of Heaven – Scenario A – The First CrusadeKingdom of Heaven – Scenario B – The Second CrusadeKingdom of Heaven – Scenario C – The Invasion of Egypt
During our regular monthly boardgame weekend, we decided to bring this title back to the table. Below you will find a detailed session report, including an introduction to the game, historical background, final thoughts, and plenty of (hopefully) enjoyable photos. Enjoy!
About the Game
In 1097, thousands of lords and knights, soldiers and camp-followers, pilgrims and prophets marched east in response to a Papal appeal, charged with the task of restoring Jerusalem and the Holy Land to Christian control. Their surprising victory led to the creation of the first overseas European colonies and the reshaping of Muslim power in the Middle East. The repercussions of their journey continue to live with us today.
In Kingdom of Heaven – The Crusader States 1097-1291 (KOH) two players use cards to activate forces, trigger random events, conduct diplomacy or prosecute siege warfare on a vast arena stretching from Antioch to Cairo and from Cyprus to Mosul.
Nine scenarios cover all the major campaigns of the era, from the First, Second and Third Crusades to the Mongol invasion and the rise of the Mamluk Empire. In addition to the ‘basic deck,’ each scenario adds different cards representing historical events unique to that campaign. Turns are yearly, and most scenarios can be finished in 3-4 hours.
Historical Scenario Background
Before jumping into the session report, let us talk a bit about the Scenario D – The Third Crusade – and its historical background. For me this is first and foremost a lesson in history, and the game allows me to reshape it or even change completely. Especially with such prominent antagonists whom we shall witness this time!
The decade after Amalric’s death in 1174 was disastrous for the Crusader states. His heir, Baldwin IV, was a childless leper, and disputes over the regency intensified after his death in 1185. At the same time, the Byzantine Empire’s defeat at Myriokephalon in 1176 ended any hope of northern support. After Nur ad-Din’s death, Saladin rose to power in Egypt and gradually expanded his control over Damascus, Aleppo, and Mosul, forming the Ayyubid Sultanate.
Although his direct attacks on the Kingdom of Jerusalem failed in 1177 and 1179, he spent the following years consolidating power and honoring a truce with the Franks. By 1187, he believed the situation stable. Meanwhile, succession disputes in Jerusalem placed Guy of Lusignan in a weak regency, unable to control the barons. Reynald of Châtillon then plundered an Ayyubid caravan traveling under a flag of truce. Saladin now had the justification he needed to act.
Set-Up
With the background done, let us now look at the scenario set-up. For this, we will need to cover several aspects.
Scenario Length: 1187-1169 (six turns)
Scenario Cards Used: D0-D6 – those cards provide special historical events, specific to the scenario, which enhance the basic deck.
Scenario D Special Cards (Click to enlarge)
Powers and their initial alignment – some might be influenced during the game:
- Pro-Christian: Byzantium, Principality of Antioch, County of Tripoli, Kingdom of Jerusalem, Templars, Hospitallers
- Pro-Muslim: Sultanate of the Ayyubids
- Neutral: Lesser Armenia, Principality of Cyprus, Assassins
Special Rules:
- Antioch and Tripoli will never go pro-Muslim unless attacked by the Christian Player.
- Saladin’s Clemency: Saladin gets a +1 on all Calls for Surrender, in addition to the +1 for his battle rating.
- Crusade: A Crusade will arrive on Turn 4 if the Muslim player has 19 or more VP. If they do not, the game ends with a Christian auto-victory.
Victory Conditions:
- Christian Victory: Christian Player has 19 or more VP (starts with 18 VP)
- Muslim Victory: Muslim Player has 25 or more VP (starts with 14 VP)
And of course, the initial Map and Forces:
Set-up of the scenario D, with me leading the Christian ***side while Janek taking care of the ***Muslim forces.
Close-up on the (soon!) most contested part of the map.
Diplomacy status (with marked pro-Christian and pro-Muslim states), general Game Record track and neutral forces. On turn 4, in case of lack of Christian automatic victory thanks to good progress of Saladin, the Crusaders will arrive!
Session Report
It was already third fourth session with this game. This time we were very well prepared rules-wise and simply, experienced with core mechanics. There was not so much looking up of the rules but more focus on strategy and tactics. Was it exciting play? Oh definitely – both Barbarossa and Richard achieved great feats which Saladin will remember for long…
In the first three turn Christian player is on defense and Muslim has to accumulate enough points to prevent auto-Christian victory. After several initial debacles (not so easy to take Templar castle!) Janek decided to go for one of the high-value targets…
…but the target was not Jerusalem as historically Saladin did but Antioch! That was a brutal siege which ended just before end of turn 3 saving Muslim forces from auto defeat.
And now the true game started! First, Barbarossa marched (safely, no drowning!) through the Asia Minor.
***And then Richard & Philip arrived via sea route – unfortunately, not with full strength as Troubles in Europe prevented some crusaders from participation. ***
March through Asia Minor can be difficult but Barbarossa – seasoned leader – managed to arrive in County of Edessa almost unscratched. That move posed huge risk to Saladin who has to choose between defending Antioch or Edessa.
In the end, he did none of those things but fought with Barbarossa. What an epic clash it was – which ended up in Major Victory for Christians and severely routed Saladin forces, which took huge casualties.
Richard teh Lionhear was also very active. First of all, he quelled the rebellion in Cyprus.
And then besieged Cairo! What a momentum & impetus for Christian forces!
Our Session Conclusion
After about 4 hours of play the game ended, saving the draw for Muslim forces. One more turn and they would be completely obliterated, as they lost too much forces and were playing pure defense now.
******Overall situation on the map, after six turns, at the conclusion of the scenario. Antioch still in Muslim hands (with crushed Saladin hiding behind the walls) and Cairo besieged by Richard. A completely ahistorical draw! ******
Historical Conclusion
And how did it ended historically? I believe we all know, but why not to sum it up in a nice manner 🙂 So this is what happened:
*Saladin’s march on Tiberias forced the Christians into action, and Guy was convinced to lead the largest Crusader army ever assembled. At Hattin, **Saladin *won a decisive victory that destroyed the Christian field force. He then moved swiftly to eliminate remaining resistance, capturing poorly defended castles whose garrisons had marched with the army. Acre fell almost at once, and Jerusalem surrendered after a short siege. Saladin spared the inhabitants, allowing those who could pay to ransom themselves and personally covering the cost for many others, though the rest were enslaved. By the standards of the era, this was notably generous.
Only Tripoli and Tyre held out in the south, with Tyre defended stubbornly by Conrad of Montferrat. News of Jerusalem’s fall shocked Europe, and Pope Urban III died upon hearing it. His successor, Gregory VIII, immediately called for a new Crusade, prompting the kings of England, France, and Germany to take up the cross. Frederick I Barbarossa marched overland and crossed Anatolia with relative ease, but he died after falling into the Saleph River, causing his army to collapse.
*Meanwhile, Richard the Lionheart and Philip II sailed for the Holy Land, with Richard detouring through Cyprus to depose a rebel prince. He then joined the siege of Acre, which surrendered in 1191. For the following year, Richard and Saladin engaged mostly in skirmishes, as Saladin struggled to keep his army together and Richard avoided risky advances inland. The only major battle was at **Arsuf *in 1192, where Richard won an important victory. After months of negotiations – and disputes over the crown of Jerusalem – a truce was agreed upon. The Third Crusade ended, and the two great rivals never met again.
Summary
After completing the fourth scenario, I can confidently say that the game fully rewards the time spent learning its rules and gradually building experience. We now have a much stronger grasp of the cards, understand the mechanics clearly, and see how they interact in meaningful ways. Its historical accuracy, meticulous attention to detail, and—most notably—the outstanding depiction of siege warfare and the attrition faced by armies of the era are truly exceptional within the world of wargaming.
More reports to come!