
- BGG rank
- BGG #23,435
- BGG rating
- 6.0
Give Me Liberty
- 1–4 players
- 120–360 min
- Complexity 3.3/5
- 1992

2003
Rules assistance for Granada: The Fall of Moslem Spain
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

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Answers come from the official rulebook, with the page to check.
Granada: The Fall of Moslem Spain is a board game released in 2003 for 2 players, 60–120 minutes per game, and ages 12 and up. It was designed by Robert G. Markham and its main mechanics are Area Movement, Dice Rolling, and Point to Point Movement.
From Avalanche Press: For over 700 years, Spanish Christians tried to exterminate the Arab kingdoms of southern Spain. This great "Reconquista" fired the crusading zeal of countless generations. The Arabs, or Moors as the Spanish knew them, saw the Spaniards as backward barbarians and fought ferociously to protect their sophisticated civilization. Finally, in 1482 King Ferdinand of Aragon embarked on the last campaign, to take the fabled city of Granada from its Islamic rulers. This quick-playing, physically beautiful game re-creates the final 10-year struggle for Granada. Players take command of the Christian and Moslem holy warriors. God is on your side. Will you prevail? Granada is a two-player game based on the 1481-1492 campaign between Ferdinand and Isabella of Aragon and Castille on one side (the "Spanish player") and Muhammed XII and later Muhammed XIII on the other (the "Moorish player"). The game's designer is Robert G. Markham, known for Soldier Kings: The Seven Years War Worldwide and dozens of other game designs. The game is not overly complex. The game board (mounted, 22x17 inches) shows southern Spain including the Kingdom of Granada and surrounding areas. A network of key points is laid over this map, with castles, ports and unfortified areas connected by roads. Troops move along these roads from point to point. The object of the game for the Spanish player is to conquer the Moorish kingdom - Granada herself and five other important Moorish sites. The Moorish player seeks to prevent this, or to force peace on the Spaniards by taking their key cities of Cordoba and Lorca. Each player has troops with which to carry out these tasks - knights, cavalry, and foot soldiers plus warships. The Spanish player also has siege cannon. Both players have leaders to move their troops and assist them in battle, with Ferdinand for the Spaniards and Muhammed al-Zagal for the Moors being much better at this than other leaders. In battle, both players place their units on a combat display and roll dice to determine how many "hits" are achieved. Four hits will eliminate most units. The best units in the game are the Moorish Jund armored cavalry and the fanatic Spanish Knights of Santiago and Calatrava. A well-manned castle is very difficult to capture, but the Spanish siege guns can make an enormous difference. At sea, the Spanish player is trying to deny the Moor reinforcements from Africa. Many Moorish troops are volunteers from overseas, who must arrive at ports. The Moor can also gain aid from the Ottoman Empire, but only if he or she has kept the ports open.
Granada: The Fall of Moslem Spain supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Granada: The Fall of Moslem Spain is 60–120 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Granada: The Fall of Moslem Spain for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Granada: The Fall of Moslem Spain has a complexity rating of 2.2 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Granada: The Fall of Moslem Spain belongs to these categories: Fighting, Wargame, and Medieval. Its main mechanics are Area Movement, Dice Rolling, and Point to Point Movement. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Granada: The Fall of Moslem Spain are: Robert G. Markham. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Granada: The Fall of Moslem Spain as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.