
- BGG rating
- 6.1
The Kingdom of Crusaders: Ordonnance
- 2–4 players
- 30 min
- Complexity 1.0/5
- 2011

2007
Rules assistance for The Kingdoms of Crusaders
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.
The Kingdoms of Crusaders is a board game released in 2007 for 2 players, 30 minutes per game, and ages 12 and up. It was designed by Sergey Machin and Danila Goryunov and its main mechanics are Hand Management.
In The Kingdoms of Crusaders, players assemble units to create armies and overwhelm opponents competing for the same territories. The game includes components for a two-player game; by combining two sets, up to four players can compete. Units are represented by cards, with each card depicting the forces in it with color-coded symbols across its top. The forces come in five strengths, which from weakest to strongest are Lance, Bow, Sword, Helmet and Banner. For example, a unit (card) with Sword and Helmet will have across the top: blank, blank, green, yellow, blank. Each player starts with a hand of five cards and a location card on the table depicting five territories, which is where a player lays his cards. On a turn, a player draws a card from the deck, then lays one card from his hand into one of the territories next to his location card. Each territory can have no more than four cards in it. Once you've played four cards into a territory, you've determined the final strength of the army there. If the same symbol is on all four cards, you've created a Regiment; the same symbol on only three cards creates a Battalion, and the same symbol on only two cards creates a Company. (You can create multiple Regiments, Battalions and Companies in the same territory.) To determine who wins the battle in a territory, compare each player's army in this territory. The player whose army has the most Regiments wins; if players are tied for the number of Regiments, then the player with the strongest Regiments wins; if players have equally strong Regiments, then the player with the most Battalions wins; and so on. Even if his opponent(s) have not completed their armies, a player can win a territory by proving that it's impossible for someone to create a stronger army in the same territory. When a player wins a territory, he places a lowest available victory marker on this army. Once all five victory markers have been claimed, the game ends. The player who collects the most markers wins; if players are tied for the number of victory markers, then the player whose markers have the lowest sum wins.
The Kingdoms of Crusaders 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 The Kingdoms of Crusaders is 30 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 The Kingdoms of Crusaders 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.
The Kingdoms of Crusaders has a complexity rating of 1.2 out of 5 from BoardGameGeek players, which makes it a 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.
The Kingdoms of Crusaders belongs to these categories: Card Game. Its main mechanics are Hand Management. 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 The Kingdoms of Crusaders are: Sergey Machin and Danila Goryunov. 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 The Kingdoms of Crusaders 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.