Dive into history and heroism with Crusaders: The Siege of Acre 1291, a solitaire wargame that lets you experience the last stand of the Knights Templar and the Crusaders in the Holy Land.
Relive the courageous stand of some 15,000 Crusader soldiers, Knights Templars, Teutonic Knights, and Hospitallers as they defend Acre, a critical port city in the Holy Land, against a massive Mamluk army of some 80,000 soldiers armed with siege engines and catapults in the century after the Ninth Crusade.
Fighting was brutal. Mamluk archers and catapults rained missiles on the walled city, infantry conducted relentless assaults against its perimeter while miners attempted to breach the defenses of the stronghold from below. From behind its ramparts, the Crusaders repelled attack after attack while leading raiding parties outside of the city as the immense Mamluk army tightened the noose of the defending Crusaders.
When the dust settled, the city of Acre was overun by the Mamluk army. Crusaders and citizens were killed as the remnants of the Crusader army fled back to Europe while the legendary Order of the Knights Templars retreated to the island of Cyprus. The Crusaders lost their last major stronghold of the Crusader Kingdom of Jerusalem, never to return. Can you hold Acre?
-Grant
Glad you liked it, and thanks for posting! Definately a very light game meant to be played in less than 30 minutes. The other two in the series: “Rorke’s Drift’ and “The Alamo” have a bit more ‘crunch’ to them but also along the same vein of light, travel quick playing offerings.
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Just picked up the Alamo but have yet to get it to the table. Looking forward to it.
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Players of this game should note that there is an errata list ( 2 items ) under the Rules Questions for this game on the BGG website.
This “covers” two of Grants minor issues.
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I note that the game’s Player’s Aid sheet has the “Move the turn marker” phase of a turn at the END of the turn. Thus , with the marker starting in turn box 1, you would get 14 turns, thus agreeing the Errata info ( noted in my previous post above ). Grant seems to be moving the turn marker at the beginning of a turn, thus achieving only 13 turns.
Does the rule book have a different “turn sequence” to the game’s Player Aid Chart” here ?? In light of the Errata info , is the game’s Player’s Aid sheet correct ( rather than the rule book ) ?!!
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