Crusaders: Thy Will Be Done

2018 · Médiéval

Crusaders: Thy Will Be Done

Lead an order of knights to spread religious and political influence across the land. Players move knights, erect buildings such as churches and banks, and send forces on crusades to convert locals and expand control. Actions are governed by a personal rondel that players can upgrade, combined with a mancala-style resource flow; each faction has a distinct power that modifies rondel movement. The buildings a player constructs and the timing of actions shape strategic options, while a rising alarm track representing the king’s concern can trigger an abrupt end to play.

Joueurs
2–4 idéal à 3
Temps de jeu
40–60 min
Âge
14+
Complexité
2,5 / 5
6,7 sur Ludoyaà partir de 52,21 €Construction de territoiresBonus de fin de partieRondelGrille hexagonale

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78
Parties enregistrées
126
Joueurs
1h 24m
Partie moyenne
28
Dans des collections
10
Dans des listes de souhaits

6,7/10

sur 12 avis Ludoya

  • Evan5,9

    This is on the shorter end yet still managed to be a decently meaty euro game. Even with four players the whole game takes about an hour with rules. Essentially, each player has a little mancala wheel. You take an action with strength equal to the markers currently in the space, then distribute the markers one at a time around the wheel going clockwise from the space you selected. As you play you build things onto the board which uncovers bonus symbols that increase the strength of future actions. The interesting part of the game is you can choose to upgrade your wheel by spending an action to unlock a second action for that same spoke. From that point on you can split your action markers between both effects in a single turn. Very satisfying with a few different paths to follow. ★ Art, Iconography and components functional ★ Clever or interesting mechanisms ★ Reasonably low downtime between turns with mildly AP players ★ Multiple plays stay interesting ★ Low or mitigatable luck elements ★★☆☆☆ Raw enjoyment

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