Playing with Janek the first two scenarios of Kingdom of Heaven (Scenario A – The First Crusade & Scenario B – The Second Crusade) really sparked interest in us to continue further with this title. This game had all things we cherish in boardgames: great historical theme; great – where needed – detailed rules; nice – once you clip them – components and great implementation of card driven mechanics. It is also a lesson in history and possibility to influence its actual outcome.
So during our regular monthly boardgame weekend, we decided to bring this title again to the table. Below elaborate session report, with game introduction, historical background and conclusion; as well as tons of (hopefully) nice pictures. 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 C – The Invasion of Egypt – 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!
The failure of the Second Crusade was followed by Nur ad-Din’s consolidation of power in northern Syria. In the two decades that followed, the Kingdom of Jerusalem was blessed with strong kings (Baldwin III and Amalric I) who sought to counteract this increase in hostile power. The Muslim powers to the north were too strong, but the doddering Fatimid Caliphate offered a more tempting target.
For the first, but not the last, time the wealth and resources of Egypt became the target for the Crusaders. By the 1160’s the Caliphate split into two camps led by rival viziers: Shawar and Dirgham. Both sides sought outside help in their internecine quarrels, creating a convenient pretext for both Amalric and Nur ad-Din to intervene.
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: 1163-1169 (seven turns)
Scenario Cards Used: C0-C4 – those cards provide special historical events, specific to the scenario, which enhance the basic deck.
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: Seljuk Turks
- Neutral: Lesser Armenia, Assassins
Special Rules:
- Caliphate of the Fatimids Civil War – simply, both sides (Muslims and Christians) can support one side of the Civil War and try to get control over Egypt.
- The Fickle Fatimids card – may not be played on the last turn — to prevent a player losing simply due to luck.
Victory Conditions:
- Christian Victory: Christian Player has 26 or more VP and Cairo.
- Muslim Victory: Muslim Player has 14 or more VP and Cairo.
- The Christian Player starts with 21 VP. The Muslim Player starts with 9 VP.
And of course, the initial Map and Forces:


Session Report
It was already third our 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 – I am sure Janek will remember one card for a very long time!





Our Session Conclusion
After about 4 hours of play we concluded the game at the end of turn 6. Below the final result:


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:
The squabbles in Egypt sucked in first Nur ad-Din’s deputy Shirkuh, and then Amalric. Although Shirkuh won the civil war for Shawar, Amalric got the upper hand in Egypt. In reaction, Nur ad-Din launched an offensive into the Principality of Antioch as a distraction. He defeated the joint Antioch-Tripoli army in 1164, and Amalric had to withdraw from Egypt.
In 1168, however, the alliance with Byzantium was cemented, and Amalric marched into Egypt to annex it once and for all. Shawar called on Shirkuh once again. The Crusaders took Bilbais and besieged Cairo, but they could not deal with both the Fatimids and Shirkuh’s army, and had to retire. Again the Byzantines failed to show. Tired of all his machinations, Shirkuh had Shawar killed and took the post of vizier himself. Amalric made one last attempt in 1169, this time with the aid of the Byzantie fleet, but the allies had poor coordination, and the attempt on Damietta failed miserably. The attempt to conquer Egypt had failed.
That was not the worst result of the campaign. In 1169 Shirkuh died, and was replaced by his nephew al-Malik al-Nasir Salah ed-Din Yusuf, known in the West as Saladin. Deposing the Caliph, Saladin brought Egypt into the empire of Nur ad-Din, creating a unified Muslim empire stretching from the Tigris to the Nile, one which he would himself take over after Nur ad-Din’s death.
Summary
After playing the third scenario, I can honestly say the game is worth all the time invested in digesting its rules and gradually gaining experience with it. We definitely know now the cards better, we understand the mechanics well and see how they interact with each other. The historical accuracy, meticulous attention to detail, and – most importantly – the brilliant portrayal of siege warfare and the attrition armies endured in those times are really unique as far as wargames are concerned.
More reports to come!



