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Crusaders : Thy Will Be Done

Crusaders : Thy Will Be Done
Crusaders : Thy Will Be DoneCrusaders : Thy Will Be DoneCrusaders : Thy Will Be Done
Our Price:  £45.99
List Price:  £57.99
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Part Number:  TTT1022
Brand:  TMG (Tasty Minstrel Games)
Game Type:  Rondel
Intended Audience:  General
Minimum Age:  14+
Player Count:  2-4
Game Duration:  45-60 minutes



No stock, delayed despatch

  (1 Review)

Special Offer:  Discounts of 3% and 6% are available when you order £75.00 and £150.00 or more of selected products.

Move your knights, erect buildings, and go crusading to spread the influence of your Order. When the Orders get too strong, King Philip will become nervous and disband all Templar orders, ending the game.

Crusaders: Thy Will Be Done uses a combination of rondel and mancala mechanisms. Each player has their own rondel, which they can upgrade over the course of the game, that controls their action choices during the game. Your faction gives you a special power to control your rondel, and the buildings you erect will help you form a strategy.

Average Rating (1 Review):  
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Medium length, satisfying game
Wednesday, 13 February 2019  | 

People often say the sign of a good game is one that you want to play again immediately. I'd agree on that and add this addendum: a game that you LOSE at and still want to play.

That's Crusaders to me. I've played it a bunch of times and never won, but I still want to keep playing it. Maybe my thirst for it will be quenched once (if) I eventually win a game, but I hope not.

The key to the replayability of this game is a combination of the many and varied player powers and the unique rondel system for taking actions. The rondel is made up of 6 segments which are randomly placed at the start of the game to make each game relatively unique.

The game itself is a points rush. There are only a finite number of points (Influence) in the game and once their gone, that triggers the end scoring. You score points by building, mustering armies, fighting wars or sometimes just straight up taking them (one of your available actions is gaining influence - just take points).

The clever part to actions is that they are only as powerful as the number of tokens you have assigned to them. You want to move 3 spaces, you're gong to need three action tokens on the Travel segment for example.

Any action you take is followed by redistribution of the tokens on that segment, making subsequent actions that follow it in a clockwise direction, more powerful. This makes for a requirement to think forward and plan your next two to three turns.

The components are nice, chunky punch boards and wooden pieces. The only downside is the price, which feels a little heavy for a game that although nicely put together feels like it should belong in the 30-40 range rather than the 50 bracket.

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