ONE MAP SCENARIOS FOR “CRY HAVOC” AND “CROISADES”
Version 1.3: 11/05
The following 14 scenarios from French magazines use the counters from “Cry Havoc”, “Siege” or “Croisades”, and just one map, so will normally give a short game.  According to “Scenario Book 2” one-map scenarios should usually take about one hour to play. Additional one-map scenarios can be found in some of the supplementary campaigns, and in the sets of scenarios listed below.

Translations by Bob Gingell, with notes in square brackets [ ].

Contents
	Cry Havoc maps
	The Crossroads map 
1.1	The Lepers, from Claymore #3 (2-3 players: Cry Havoc, Siege)
1.2	Tomorrow at Dawn: the Hill, from Claymore #7 (Cry Havoc)
1.3	The Lilies Reversed 1214, from Claymore #11 (Cry Havoc, Siege, Croisades)
1.4	Usamah’s First Fight 1119, from Claymore #11 (Croisades)
1.5	An Appetiser for Poitiers (732), from Graal #12 (Croisades)
1.6	The Pilgrims, from Chimère #5 (Cry Havoc)
	The Village map 
2.1	Fons Murez 1149, from Claymore #11 (Croisades)
2.2	For Love of Edith, from Casus Belli #54 and Scénarios Livret 1 (Cry Havoc)
2.3	The Holy Phial, from Journal du Stratège #23/24 (Cry Havoc)

	Other maps
	The Open Field map (supplementary map ‘La Plaine’)
3.1	Kanz-al-Dawla’s Plot 1174, from Claymore #12 (Croisades)
3.2	The Combat of the Thirties 1351, from Journal du Stratège #72 (Cry Havoc, Siege, Croisades)
	The Temple map (from “Samouraï” / “Samurai Blades”)
3.3	The Ford, from Claymore #1 (Croisades)
	The Watering Hole map (from “Outremer” / “Croisades”)
3.4	The Keystone: Poitiers 732, from Graal #13 (Croisades)
	The Forest map (supplementary map)
3.5	Roland’s horn: Roncesvalles 778, from Graal #13 (Croisades)

Map		Scenario				Games		Source		Translation
Castle		Ah, the spirit of youth!		CH+S		C #3		Siege tactical scenarios
Castle		Kill the Mercs			CH+S		G #16		Siege tactical scenarios
Camp		The attack on Bernieres		CH+S		C #6		Siege tactical scenarios
Forest		Arms convoy			S		CB #47		Siege tactical scenarios
Village		Fredegonde’s Fury		V		C #7		Vikings supplement
Coast No.2	Heavy fog on the coasts		V		C #9		Vikings supplement
White Dragon	Ainus!				SB		C #3		Samouraï supplement
Village		A stake for Godiva		DN		C #2		Dragon Noir supplement
Forest		Wolf Hunt in Ettrick Forest	DN+CH/S/V	C #13/14	Dragon Noir supplement
The Sea		The captain’s head		SB+V		C #7		Mongol Armies extension
Ford		A peaceful meeting		V		C #13/14	Irish/Scottish extension

Abbreviations: 
Games: CH = Cry Havoc, S = Siege, CR = Croisades /Outremer, SB = Samouraï /Samurai Blades, V = Vikings /Viking Raiders; DN = Dragon Noir /Dark Blades. Magazines: C = Claymore, G = Graal, CB = Casus Belli.

The ‘Viking Raid’ campaign from Claymore #6 also has 5 one-map scenarios.
One-map scenarios can also be found in the following “official” publications: Cry Havoc (3), Siege (4), Samurai Blades/Samouraï (5), Viking Raiders (1), Dark Blades (1), Cry Havoc Scenario Book 1 (3), Scenario Book 2 (5), Dark Blades Expansion Set (7), Dragon Noir 1 (4), Dragon Noir 2 (1).

1	SCENARIOS USING THE CROSSROADS MAP

1.1	THE LEPERS (Les lépreux)

Scenario by H. Delattre for 2 or 3 players using “Cry Havoc” and “Siege”, published in Claymore #3.

Background: For some time the numbers of lepers had been growing in the city of Lancaster. Duke Gaston decided to expel them from the town. Luckily, the very pious and charitable Lady Claudia suggested that the old abbey at Clim, abandoned by the monks for a decade, should be converted into a “house of healing”. The Duke accepted, but in the shadows Count Richard, Lady Claudia’s half-brother, plotted. He would stop the lepers reaching the abbey, which he hoped to seize and occupy with  band of mercenaries intended to topple the Duke. On the road from Lancaster to Clim, he set up an ambush on the sick people. Thanks to God, Lady Claudia, who had discovered the plan of her relative, appealed to her baron to send some knights to save the poor fellows.

Map layout: The Crossroads.  The pool on the map is dry and characters can move normally across it.

The sides (CH = Cry Havoc, S = Siege)
The lepers (use wounded characters) – Sergeant: Sgt Pugh (S); Billmen: Tybalt, Rees (CH); Spearmen: Arnold, Stori (S); Peasants: Cedric (CH), Ivor, Harry, Mathew (S); Woman: Blodwin (S).

Count Richard’s men – Mounted knights: Sir Richard, Sir Piers, Sir John (CH); Sir Mortimer (S). 
Sergeant: Sgt Arnim; Archer: Fletcher; Halberdiers: Ben, Watkin; Spearmen: Mark, Odo (CH).

The Duke’s men – Mounted knights: Sir Gilbert, Sir Gaston, Sir Thomas, Sir Peter, Sir Jacques, Sir James, Sir Alain, Sir Gunter, Sir William (CH), Sir Hughs (S).

Starting positions and beginning the action: The lepers are placed on the map in indian file. Sergeant Pugh leads the file, and is placed on the hexagon 9 hexes to the right of the one marked “Side 5” and 3 hexes in the direction of side 7. Blodwin is at the end of the line on the hexagon marked “Side 8”. 
[This seems to require a crooked line (in any order so long as Sgt Pugh is at the head and Blodwin at the rear) stretching from U14 to Z8 (the instructions are not entirely clear and could alternatively intend U13, but U14 fits better as it is 10 hexes away from Z8). A character should be only be adjacent to those immediately in front or behind in the line.] 

The Count’s men are placed together in hexes of the dry pool and on the slope around it. The Duke’s men enter on the 2nd turn through any hex on side 8.

On the first turn, the lepers move first. On the second turn, and subsequent turns, the order is: lepers, Duke, Count.

Special rules
-	The Duke’s men are instructed to protect the lepers but they will not die for them (as soon as they are wounded, they stop fighting and leave the map through the nearest map-edge). During their movement the Duke’s men will not get as close as 1 hex away from the lepers (although retreats are permitted). 
-	As a priority the Count’s bowman must shoot at the lepers.

Victory conditions:
For the lepers and the Duke – At least one leper must leave through map-edge 6.
For the Count – All the lepers are dead or all the Dukes knights have left the map.

1.2	TOMORROW AT DAWN: THE HILL (Demain; à l’aube la colline)

Scenario using “Cry Havoc” by Carl Pincemin, published in Claymore #7. 

1.	Background: Sergeant Arnim had received orders to occupy the hill that dominates the village of Plebelle tomorrow before dawn. Why? He does not know. But that is what the orders say. So, tomorrow, he and his men will go and instal themselves there, hoping that no-one finds out that they are there. 

2.	Map layout: The Crossroads

3.	The sides
Player A – Sergeant: Sgt Arnim; Halberdiers: Ben, Geoffrey; Billmen: Jean, Rees; Spearmen: Hal, Mark, Odo, Wat; Archers: Aylward, Engerrand, Fletcher; Peasants: Baker, Carpenter, Farmer, Gobin, Wulf.

Player B – Sergeant: A’Wood; Halberdiers: Naymes, Watkin; Billman: Guy; Spearmen: Bertin, Crispin, Perkin; Crossbowmen: Arbalister, Ben, Jacques, Roland; Peasants: Gam, Radult.

4.	Starting positions and beginning the action: Player B places his characters on the hill. Player A enters his characters through side 6 of the map and starts the game.

5.	Special rule: Ammunition limitations – Archers 1D10 + 6; Crossbowmen 2D10 +2.

6.	Victory conditions: The victor is the player that, at the completion of the combat phase, controls the map with a minimum of three characters. If this condition is not met, the game is a draw.

1.3	THE LILIES REVERSED, 27 July 1214 (Les Lys renversés)

Scenario for “Cry Havoc”, “Siege” and “Croisades” by Christian Delabos, published in Claymore #11 

Background: While the battle of Bouvines ran its course, the King of France, Philip II Augustus, found himself isolated in the midst of the spears of a detachment of Brabançon mercenaries led by the mercenary captain Hugues de Boves.

1.	Map layout:  The Crossroads

2.	The sides (CH = Cry Havoc, S = Siege, CR = Croisades/Outremer)
The French, Group 1 – The King of France: King Philip (CR). Knights: Sir Richard, Sir Roland, Sir Gilbert, Sir Gunter (CH).
The French, Group 2 – Knights: Sir Peter, Sir William, Sir Gaston (CH); Sir Mortimer (S). Sergeant: Sgt Guy (CR).

The Brabançons – Knight: Sir Hughs (S). Sergeants: Sgt Tyler, Sgt A’Wood, Sgt Arnim, Sgt Martin (CH); Sgt Morgen, Sgt Llewellyn (S). Billmen: Tybalt, Robin, Rees, Guy, Jean (CH); Godric, Cliff, Shawn (S). Spearmen: Bertin, Crispin, Hal, Odo, Ben, Mark, Perkin, Wat (CH); Brendan, Mordred, Bryn, Gareth, Arnold, Hayden, Stori, Aki (S).

3.	Starting positions and beginning the action: The Brabançons are placed first on the map. The King of France enters with Group 1 through the map-edge of his choice and starts the game. Group 2 enters the map through the same side as Group 1 on turn 6. 

4.	Victory conditions: The objective of the game is the life of the King.

5.	Epilogue: The King’s horse threw him and the king found himself on the ground. Surrounded by mercenaries, he was almost ready to see his death. It was at that moment that a group of French knights, among whom were Pierre Tristan, Guillaume de Barres and the sergeant-at-arms d’Estaing, charged in and rescued the king. Without losing an instant, Philip remounted a horse and re-launched the attack.

1.4	USAMAH’S FIRST FIGHT, 1119 (Le premier combat d’Ousâma)

Scenario for “Croisades” by Christian Delabos, published in Claymore #11.

Background: In August 1119, Usamah, a young prince from Shaizar, led his first expedition against the Franks. His father had instructed him to ravage the harvests around Apamea [a nearby Crusader stronghold], and to do this he gave him a small troop of mercenaries consisting of warriors of rare valour. However, the Franks launched a counter-attack

1.	Map layout:  The Crossroads.

2.	The sides
The Syrians – Usamah: Nassim (Syrian cavalry); Syrian Cavalry: Ashok, Mohammed, Moonga, Suejac; Bedouins: Al-Ashraf, Kitbuqa, Rukn, Ismail, Thatoul, Mehmet; Slinger: Jalil; Civilians: Morris, Jasper, Ivor, Dylan, Will’m, Gawain, David, Geoffry.

The Franks – Knights: Sir Raymond, Sir Gerard, Sir Walter; Turcopoles: Arnulf, Kamal, Merton; Spearmen: Bryn, Gareth, Arnold, Hayden, Stori, Aki.

3.	Starting positions and beginning the action: The Syrian player places his men on the map first. The Franks then enter the field through the side of their choice and start the game. 

4.	Victory conditions: The player that puts half of the enemy characters out of the fighting (killed or stunned) will win the battle.

5.	Epilogue: At the first clash, the Muslim troop caved in and found itself close to disaster. However, thanks to a series of individual exploits by the Syrian cavalry the situation reversed itself and Usamah had won his first fight…

1.5	AN APPETISER FOR POITIERS, 732 (Un avant-goût de Poitiers)

Scenario for “Croisades” by Julien Caporal, published in Graal #12. [Note that this file has two other scenarios dealing with this particular era by the same author: Scenarios 3.4 and 3.5.]

Time required: 2 hours. Number of players: 2. Map: The Crossroads.

General background: Well before the Crusades, Arabs and Franks had fought one-another, most notably in Gaul. The Frankish kingdom, recognised by Byzantium from the beginning of the 6th century, consolidated itself despite the Frankish custom of dividing inheritance between all the sons, and would reach its peak under Charlemagne (who was emperor in 800).

As for the Arab presence in the south of Gaul, this was the continuation of the tremendous explosion of Islam and of the horsemen of Allah, who would soon control the whole of the southern Mediterranean among other places (e.g. Syria…).

Historical time-line:
661-749:	Umayyad Caliphs ( + Almoravid Caliphs continued until 1492)
711:		Tarik disembarks at Algeciras
713:		Capture of Merida
714:		Submission of Aragon and Catalonia
719-720:	Conquest of Roussillon and lower Languedoc
732:		Victory of Charles Martel at Poitiers
737:		Victory of Charles Martel at La Besse (Southern Narbonne)
759:		Evacuation of lower Languedoc
778:		First Frankish expedition to Spain: the disaster at Roncesvalles
806:		Surrender of Pamplona; Charlemagne creates the Spanish March, thus protecting Aquitaine and Septimania from the threat of Arab raids. 

A little ‘chrome’: 
The Frankish army in the 8th century was mainly composed of infantrymen with little protection that were excellent spearmen. No knights in proper terms, but light cavalry (the ‘turcopoles’ are recommended). No crossbows and few bows, but they used the francisca (throwing axe) and the framée (javelin: to throw it, treat it under the category of ‘shortbow’).

Die Roll Modification due to range	
Range in hexes	Short range	Medium range	Long range	
Framée	1-8	9-16	17-30	
Francisca	1-3	4-6	7-14	

Translator’s notes:
(1)	The rules given do not specify which results table to use for the francisca: to create a rough equivalence between the two missile weapons and to reflect the greater damage when it hits, the francisca should use the longbow results table (as with thrown daggers).
(2)	There seems little purpose in distinguishing the framée from other javelins, such as the later types provided for in “Croisades”; the only difference between the rules in “Croisades” and those above is ranges of ‘7/15/30’ instead of ‘8/16/30’. In the interests of simplicity it is therefore recommended that the ordinary rules of “Croisades” be used for the Frankish javelins, though only one will be carried by each man for the purposes of this scenario.
(3)	A different set of rules for franciscas, by Christian Delabos, was published in Claymore #6. These alternative rules give the axes a significantly shorter range but greater effectiveness. See the Vikings Supplement for details of these optional alternative rules.

Scenario background, 7 October 732: 
The situation is critical for the Arabs: the army commanded by Abd Er Rahman is returning to Spain, burdened with the fruits of its rape and pillage, but it is being closely harried by Charles’ troops, consisting of Franks, Burgundians and Alemans, strongly determined to make them pay for their visit to Gaul. A small troop, commanded by the Syrian Nassin, is returning from the sack of a small monastery. It is hurrying to rejoin the main Arab force when the Franks appear!

The sides:
The Arabs: Syrian cavalry: Nassin and the 4 Seljuk light cavalry [Yesugai, Arghun, Ruzzik, Bar]; Bedouin cavalry: Kitbuqa, Mehmet, Rukn; Dismounted Bedouins: Thatoul, Ismail, Al-Ashraf (who can lead the bedouin horses); Syrian infantry: all 6 [Husseyin, Baysan, Mesut, Abdul, Ali, Tossaun]; Equipment: 1 draft horse and cart. 

The Franks: The 6 turcopoles; the 6 spearmen [Gareth (armoured), Aki, Bryn, Arnold, Hayden, Stori]; the 2 billmen [Cliff, Shawn (both armoured)]; 2 sergeants on foot: Sgt Pugh, Sgt Llewellyn.

Optional use of characters from “Vikings” to represent the Franks: It is possible to use the rules from Claymore #6 for both javelins and throwing axes. In that case the 5 unarmoured spearmen should be replaced as necessary (and in the following proposed order) by ceorls and bondi: 
•	Axemen with franciscas: Eadric, Runolv, Balder, Hagbard, Ordheh.
•	Javelinmen: Aethelberht, Weohstan, Aelmaer, Torleik, Eardwulf.
Additionally the 5 armoured Frankish foot soldiers could be replaced by huscarls armed with swords: Edgar, Beorhtulf, Aethelmund,Tostig, Ecgbryht. 
It should be noted that the effect of both of these substitutions will be to increase slightly the total Defence strength and wounded strengths of the Frankish force.  

Placement: The Arabs enter through map-edge 5 and must leave through map-edge 7. The Franks can either enter through map-edge 6 or through map-edge 8, but only through one side (not through both map-edge 6 and map-edge 8 at the same time).

Starting the action: The Arabs take the first player-turn.

Victory conditions: The Arabs note down the points earned from leaving the map: the cart gives 30 points (it contains their booty), each rider gives 5 points and each foot soldier 2 points.
The Crusaders note down their points earned by eliminating enemy troops: Rider killed: 5 points, rider wounded: 2 points; foot soldier killed: 1 point; capture of the cart: 30 points.
The winner is the player that has the greatest score.

Additional rules:
•	There is no possibility of surrender.
•	See Rule 1.59 for the use of the cart.
•	The [5] unarmoured Frankish infantrymen will each possess one missile weapon (Roll a die – on 1-5: framee, on 6-10: francisca; see the section above ‘A little chrome’).
•	If there is neither a horse nor 3 characters to pull the cart, only 5 points are earned by the happy possessor of the immobile treasure! [The implication of this is that any cavalry horse could be harnessed to the cart, but if this is done it should only be able to move at draft horse speed.]
•	[The 4 Seljuk cavalrymen are horse archers, but to avoid an imbalance in favour of the Arabs in this scenario it seems that they should be treated as if they are not carrying bows.]
•	[Frankish javelinmen should be able to transfer or pick up unthrown framées, and axemen should be able to do the same with unthrown franciscas.]

1.6	THE PILGRIMS (Les pélérins)

Scenario for ‘Cry Havoc’ by Jean-Pierre Belzic published March 1986 in issue number 5 of “Chimère” (Chimera), the fanzine of the Games Club “Stratèges et Maléfices” of Nantes. Translated by Bob Gingell. Note that counters numbered from 1 to 14 will be needed for the pilgrims.

Background:
For many weeks pilgrims on the route to the shrine of St James at Compostela [in NW Spain] have been attacked and held for ransom by bandits. After several fruitless patrols, the good Baron Gilbert, the local lord, decided to try a different approach. With several of his soldiers he joined some real pilgrims and hoped thus to catch the bandits in the act.

Map layout: The Crossroads

The sides:
The pilgrims: Knights on foot: Sir Gilbert, Sir Jacques, Sir Thomas, Sir William; 
Sergeants: Martin, Arnim; Archer: Mathias; Billmen: Guy, Robin, Jean; 
Real pilgrims (Civilians): Edith, Audrey, Philip, Leopold; Two mules. 

The bandits: Knight on foot: Sir James; Sergeant: A’Wood; 
Halberdiers: Otto, Geoffrey, Hubert, Tom; Archer: Chretien; Crossbowman: Francisco; 
Spearmen: Ben, Odo, Bertin, Crispin; Peasants: Radult, Giles, Cedric, Gam, Gobin.

Starting positions and beginning the action:
The “pilgrim” player first places the numbered pilgrim counters in a group in the centre of the map. The identity of each counter must be written down secretly on a piece of paper. 
 
The “bandits” enter through any map-edge in any order. They can move their maximum Movement Allowance, taking account of terrain costs. The ambush begins!

Special rules:
1)	A “pilgrim” counter will be replaced by its real identity if hit by a missile, or if attacked in hand-to-hand combat [so not necessarily when attacking], or whenever the player wishes to do so.
2)	Use the rules for “Ransom”, with the following modifications:
•	A pilgrim surrenders at odds of 3:1
•	Surrender is always accepted
•	One bandit is sufficient to escort one pilgrim.
3)	The archer disguised as a pilgrim is revealed as soon as he first shoots.
4)	Soldiers while disguised as pilgrims can only use 4 Movement Points.
5)	The real pilgrims are free to take part in combat.
6)	All of the 14 numbered “pilgrim” counters have the same values as civilians: Attack: 2, Defence: 2, Movement: 4. The character corresponding to each number is noted in secret.

Victory conditions:
At the end of the 15th game-turn the players add up their victory points (VPs) as follows:

Pilgrims	Bandits	
Each mule leaving through side 6 or 8	30 VPs	Each pilgrim ransomed or mule captured	20 VPs	
Each pilgrim leaving the map	15 VPs	Each knight killed	15 VPs	
Each bandit killed	10 VPs	Each soldier killed	10 VPs	
Each bandit wounded	5 VPs	Each knight wounded	7 VPs	
		Each soldier wounded	5 VPs	

2	SCENARIOS USING THE VILLAGE MAP

2.1	FONS MUREZ, 29 June 1149

Scenario for “Croisades” by Christian Delabos, published in Claymore #11.

Background: After having forced Nur al Din, Atabeg of Mosul, to raise the siege of Nepa [Inab], Raymond of Poitiers, Prince of Antioch, sought to exploit his success. Ignoring the numerical weakness of his army, the Frankish prince encamped in blighted countryside near the village of Fons Murez [or Fons Muratus, the Spring of Murad]. Very quickly, Nur al Din mobilised his forces and encircled the Franks with troops six times their number.

1.	Map layout:  	The Village

2.	The sides
The Franks – The prince of Antioch: Sir Raymond; 
Knights: Sir Roger, Sir Amalric, Sir Balian, Sir Dreux, Sir Raul; Sergeants: Sgt Llewellyn, Sgt Pugh; 
Billmen: Cliff, Shawn, Fursa; Crossbowmen: Adam, Bernard, Aubrey, Gille, Henry. 

The army of Nur al Din – Emirs: Saladin, Murda; plus all Royal Mamluks, Light Mamluks, Horse archers, Seljuk horse archers, Seljuk heavy cavalry, Syrian heavy cavalry, Bedouins, Turcopoles.

3.	Starting positions and beginning the action: The Franks are placed first: the knights in the streets and the infantry in the houses. The Muslims then enter the map through one or more sides of their choice, and start the game.

4.	Victory conditions: The Muslims must exterminate the Franks. The only aim of the men of Antioch is to survive.

5.	Epilogue: In the morning the Turks flooded over the Franks and massacred them. Raymond of Poitiers was among the dead and his head was sent to the Caliph of Baghdad.

6.	Source: René Grousset: ‘Histoire des croisades’, Volume 2, Paris 1935.

2.2	FOR LOVE OF EDITH (POUR L'AMOUR D'EDITH)

Scenario by Duccio Vitale for “Cry Havoc”, published in Casus Belli issue #54 and also in “Scénarios Supplémentaires pour le jeu Cry Havoc, Livret 1” (as an addition to the 6 scenarios translated from the English ‘Scenario Book 1’). Additions from the scenario book version are presented in italics.

Setting the scene
Edith is the youngest daughter of a wealthy local lord. Her father has promised her in marriage to an influential and powerful knight who has been courting her for some time. On the eve of their wedding, Edith, whose beauty is matched by her strength of will, decided to run away to join a young bowman who she had met several months earlier during a festival at the castle. Outraged, her fiancé flung his men at arms in pursuit, with orders to bring her back in time for the wedding. Edith, accompanied by Leopold her faithful servant, was caught at night-fall by the knight's men, not far from a small village. The group decided to spend the night there and to leave for the castle at daybreak. The young bowman, who had also been searching for his lady-love once he had discovered her flight, managed to discover her whereabouts. Accompanied by a brother-in-arms, and by his uncle and his uncle’s three sons, he set out for the village late at night... 

Map layout: The Village map

The sides
The knight's men: 
Spearmen: Wat, Ben, Odo;  Billmen: Tybalt, Rees;  Crossbowman: Gaston;  plus Edith and Leopold.

The bowman and his friends: 
Bowmen: Mathias, Chretien;  The uncle and his sons (peasants): Gobin, Gam, Farmer, Carpenter.

The villagers: 
Peasants: Baker, Cedric, Giles, Radult, Salter, Smith, Wulf, Philip the peddler.  

Starting positions
The knight player secretly places his men-at-arms and the villagers into the different buildings, with the exception of one soldier who mounts guard in the village street. There can be no more than two characters in each room, and the soldiers cannot sleep in the same rooms as the peasants. The characters in the rooms cannot occupy the door or window hexes. They are all asleep and their counters are turned over to the stunned side. The sentry must be placed on one of the road hexes, or door hexes (for buildings 1 and 2) or the entry to the yard. The knight player then writes down (still in secret) the room where Edith and Leopold can be found while keeping their counters off the board. For buildings which have two rooms, treat the one with the number of the building as Room A and the other as Room B. Edith and Leopold will be additional to the characters who may be already in the room. 

On his part the bowman player notes, also in secret, which of the two archers is Edith's lover, and which of the villagers is the cousin of Uncle Gobin. The two cousins have not seen each other for a long time, and Gobin no longer remembers which house he lives in, but he is certain that he will help them.

Sequence of action
The bowman player starts the game by entering his characters through any map edge. He need not enter them all through the same map edge. The knight player cannot anyone except the sentry until the alarm is given. The sentry cannot move more than 3 hexes from his starting hex, in other words his movement is limited to a range of 3 hexes around the spot he was placed in before the game started. 

Special rules
1) The sleeping characters: Anyone entering a room (through either window or door) wakes up the characters sleeping there if he rolls 8, 9 or 10 on the die. The die is rolled for each character who enters and for each room entered. The roll takes effect at the exact moment that the character steps onto the first hex in the room. Once a character is awake, his counter is turned over (recovering his full strength). It is possible to discover the identity of the sleeper without waking him: the character just has to be on one of the hexes adjacent to the sleeper. It is also possible to deliberately wake a character or to attack a sleeping character. In this latter situation, the defence strength is reduced by 1 during the first attack, after which he will fight normally if he has not been killed in his sleep... It is possible to pass through a hex with a sleeping character, but not to stop there.  

Edith, who has not managed to fall asleep, is revealed as soon as a character enters her room. For each new room visited, the knight player must accurately reveal whether or not Edith and her servant can be found there. If they are discovered, he must place the two counters in the room.
Note: the sentry cannot enter a room until the alarm has been given. 

2) The alarm: The alarm is given automatically as soon as one of the knight's soldiers is woken up, or the sentry sees something moving (to determine his line of sight, treat obstructions in the same way as for a line of fire). However, as it is night, he will not spot a character moving through slope, scrub or tree hexes. [Note that, as in “Samurai Blades”/“Samouraï”, characters inside a building should only be visible if the observer is next to a door or window, or if he is inside the room itself.] Once the alarm is given, the knight player can move his men-at-arms as he wishes during his player-turn. The counters that he does not move remain stun side up but are considered to be awake. In this way he can keep part of his force hidden so long as some of his characters do not move. 

The bowman player can avoid the alarm being given if he manages to kill* all the soldiers he has woken up in the same phase of the game [player turn] that he enters the room. In the same way, the sentry will not give the alarm if he is killed* by the first arrow fired after he saw something move. If the two bowmen are able to fire, they can both shoot their first arrow at the same time. [* It is recommended that an amendment from “Samouraï” to the night action scenario in “Samurai Blades” be used here: ‘stun’ results will also prevent an alarm being given.] 

3) The peasants and the cousin: The peasant counters will not move throughout the game (they are terrified), except for the one chosen as the cousin to Uncle Gobin. Once woken up, he will join the bowman's friends after having explained in detail the disposition of all the characters on the map (the bowman player immediately acquires the ability to check the identity of all the sleeping characters - who remain sleeping - and the counters for Edith and Leopold are placed in the room written down at the start).  The peasant counters, with the exception of the cousin, will not block other characters' movement.

4) Edith and Leopold: The knight player can move Edith during his game-turn so long as he has a man-at-arms next to her. The bowman player can make Edith move and fight (do not forget her strength of will...) if her lover moves to within a range of 3 hexes of her location. [In calculating this range, it is possible to pass through a window or a door but not across a wall.] Brave Leopold acts just as his mistress tells him to do and follows her in all her moves. 

Victory conditions: The knight player wins if he keeps Edith under his control [and succeeds in killing her lover]. The bowman player wins if Edith succeeds in escaping with her lover (by exiting the map). [If Edith escapes but her lover is killed, the game is a draw.] If Edith dies, both players lose.

2.3	THE HOLY PHIAL

Scenario for “Cry Havoc” by Olivier Fèvre and Nicholas Quenton, from Le Journal du Stratège #23/24.

Background: In the year of grace 1226, the Holy Phial containing the consecrated oil - the Holy Chrism - essential for the coronation of the young king Louis IX, had been stolen from the bosom of the church of St Remy at Rheims. It was a band of mercenaries, in whose pay nobody knew, whose theft threatened to stop the ceremony from taking place. Thus, a group of knights and several men-at-arms were despatched, hoping that they would be able to recover the Holy Phial safely during the night and force the mercenary band to make amends. The encounter takes place in a small abandoned village...

Map layout: The Village.

The sides:
The mercenary band - Leader: Sir Richard*; Lieutenants: Sir Alain*, Sir Jacques; Halbardiers: Frederick*, Watkin; Spearmen: Hal*, Bertin; Crossbowmen: Roland*, Gaston; Archer: Mathias*; Men-at-arms: Farmer*, Baker, Carpenter; Horses: 3, of which only Sir Richard's is bedded down; [plus 6 markers for lanterns, 1 marker for the Phial].

The pursuing group - Lords: Sir Gilbert, Sir Roland, Sir Gunter, Sir Thomas, Sir Piers; Sergeants: Sgt A'Wood, Sgt Arnim; Halbardiers: Ben, Tom, Hubert; Billmen: Jean, Rees, Tybalt; Spearmen: Crispin, Wat; Crossbowman: Gilles; Archers: Chretien, Fletcher; Horses: None (they need to approach quietly).

Starting positions and special rules: The scenario takes place at night so several special rules must be used. Weather: Moonlight.

The defender (the mercenaries): Part of the band is in bed; all the characters starred above (*) [=7] are considered to be asleep. They must spend a complete turn, in addition to the one in which the attackers enter the map, to represent waking up and arming themselves. [By implication Sir Richard's horse also needs 1 turn to be spent adjacent to it to put on its harness.]

The guards (the mercenaries who are awake) each have a lantern. These can be placed anywhere, and illuminate a radius of five (5) hexes around that of the lantern. The light does not pass through obstacles.
Characters hiding in the buildings or who are not in an illuminated area have their counter covered [suggestion: by a blank marker] in such a way that their characteristics are not revealed to the other player (playing semi-blind).

The defender must place a maximum of four (4) and a minimum of two (2) characters per building during the set-up stage, while the attacker must prepare his deployment in secret (he enters through no more than two different map-edges without disclosing his forces - the counters are covered up). 
[The instructions above seem to mean that the guards must start off in the buildings, although it is not clear whether they could have placed their lanterns outside to illuminate the area; the best interpretation seems to be that the guards can rush out of the buildings with their lanterns as soon as the attackers enter the map, while the sleepers must wait a turn before moving.] 

Movement restrictions: In illuminated areas movement is normal; but in unlit areas movement is divided by 2 (rounded upwards).
Missile-fire restrictions: The target must be in an illuminated area.
Combat restrictions: No difference in unlit areas.

A lantern-carrier is considered to have put the lantern down before combat. It can be picked up by anyone.

The Holy Phial will automatically be in the house with Sir Richard (represent it by a marker which is placed under the counter of the character carrying it). 

[Note that there are no rules on raising the alarm: presumably since it is a moonlit night the alarm is raised the moment that the attackers enter the map.]

Victory conditions: The group of pursuing knights will win if one of them succeeds in leaving the map after having seized the Phial.
The mercenaries will win if Richard or one of his lieutenants succeeds in leaving the map with the Phial.

Note: The character who has the Phial will not win on leaving the map if an enemy character can also exit within a radius of 3 hexes from the hex exited by the fugitive. This does not apply if the possessor of the Phial is on horseback but the other is on foot. To pick up the Phial, it is necessary to beat the character who is carrying the Phial, but the marker can only be picked up after spending a complete turn without fighting.

Absolute victory condition: Eliminate all of the enemy.

3	SCENARIOS USING MAPS OTHER THAN THOSE IN “CRY HAVOC”

3.1	KANZ AL-DAWLA’S PLOT, 7 September 1174 (Le complot de Kanz al-Dawla)

Scenario for “Croisades” by Christian Delabos, from Claymore #12.

Background: After Saladin seized power in Egypt (1171), the supporters of the overthrown Fatmid dynasty did not disarm but fomented plots. In 1174, the former Fatimid general Kanz al-Dawla organised the recruitment of Sudanese from the Aswan region and marched them against the town of Qus. Saladin sent his brother Al’-Adil against the rebels with an army of Syrian Mamluks.

1.	Map layout: The Open Field

2.	The sides
The Syrians – Al’-Adil: Saladin; Syrian heavy cavalry: Ashok, Mohammed, Moonga, Suejac, Nassim; Horse archers: Ayub, Fakr, Imad, Mongka, Qutuz, Rashid.

Sudanese rebels – Kanz al-Dawla: Murda; Fatimid spearmen: Gashan, Mehmet, Anwar, Magid, Mohsen, Yassaffa, Ahmed, Hashmi, Ibrahim, Jamil; Javelinmen: Shazir, Abdoul, Yousef, Essem, Said, Taqi; Archers: Al-Ashraf, Kitbuga, Rukn, Ismail, Thatoul, Mehmet.
[The only mounted rebel is Murda; rebel archers are represented by dismounted Bedouins.] 

3.	Starting positions and beginning the action: The rebels are placed on the map at no more than 3 hexes from one of the map-edges. 
The Syrians enter the map through the opposite map-edge and start the game.

4.	Victory conditions: For both sides – kill the opposing heavy cavalrymen.

5.	Epilogue: The Sudanese, attacked in a pitched battle, were all butchered.

6.	Source: “Histoire des croisades”, Volume 2, René Grousset, Paris (1935) 1991.

3.2	THE COMBAT OF THE THIRTIES, 27 March 1351 (Le combat des Trentes)

Scenario for “Cry Havoc” for two players or teams, also using counters from “Siege” and “Croisades” / “Outremer”, and the map ‘The Open Field’. Scenario written by Christian Delabos and published in Le Journal du Stratège #72. [This scenario also appears in the ‘Tournament Scenarios’ file.]

 Background: The year 1351: civil war is ravaging the Duchy of Brittany with the ducal title claimed by both Charles of Blois, supported by the French, and Jean de Montfort, aided by the English. It is in this context that on 27th March 1351, 30 Frenchmen led by the Marshal Robert de Beaumanoir confronted on the field of honour the Captain of Ploërmel, Richard Bamborough, and 30 “Englishmen” (of whom 10 were Breton and German mercenaries).

Map layout: The Open Field

The sides (all on foot)
Richard Bamborough [The English] – 
Knights: Sir Clarence, Sir Fitzwaren, Sir Hughs, Sir Mortimer, Sir Wulfric (Siege); Sir Amalric, Sir Balian, Sir Dreux, Sir Gerald, Sir Matthew, Sir Michael, Sir Raoul, Sir Raymond, Sir Walter; Sergeant: Sgt Baldwin (Croisades).

Robert de Beaumanoir [The French] – 
Knights: Sir Clugney, Sir Conrad, Sir Gaston, Sir Gilbert, Sir Gunter, Sir Jacques, Sir James, Sir John, Sir Piers, Sir Richard, Sir Roland, Sir William (Cry Havoc); 
Sir Lacy (Siege); Sergeants: Sgt Guy, Murda (Croisades).
[Note: The two sides have the same total of points values, but the English have a small advantage in attack strength and the French a corresponding advantage in defence strength.]

Starting positions and beginning the action: Richard Bamborough’s men start the action by entering the map through any map-edge of their choice. Robert de Beaumanoir’s men then enter the map next through the opposite map-edge. 

Special rules:
(1)	Use the rule on capturing from “Cry Havoc”. If several knights take part in a capture, the player must determine to which knight the capture should be attributed. If that character is then killed or captured himself, the captured fighter can return to the fray, entering the map through the opposite map-edge. The sergeants are considered to be ‘knights’ for this purpose.
(2)	The game finishes at the end of the thirtieth turn.

Victory conditions: The player with the greater number of victory points wins.
Victory points: For each knight killed – his defence strength.
For each knight captured – the total of his defence and attack strengths.

Epilogue: For a long time the combat was indecisive, then it turned in favour of the English, but finally it was won by the French. It was the cheating by Guillaume (William) of Montauban in charging Bamborough’s men on horseback that allowed the supporters of Charles of Blois to seize the upper hand. Among the prisoners was the famous captain Robert Knolles.  

3.3	THE FORD (Le gué)

A two- player scenario for “Croisades” by Christian Delabos, published in Claymore #1. Translation by Terry Ford, with clarifications and amendments to phrasing by Bob Gingell.

Background: In 1119, Ibn Badi, head of the Aleppo militia and the sworn enemy of the Ismailis was expelled from Aleppo. The Assassins lie in wait for him at a ford..... 

The Map:  The Temple map from “Samouraï”.

The sides
Ibn Badi and his escort - Saladin (Ibn Badi); 2 Seljuk heavy cavalry: As-Salih, Kilij; 3 horse archers: Arghun, Bar, Ruzzik. 

The Assassins - The 2 Assassins: Hassan, Talat; 6 Syrian spearmen: Abdul, Ali, Baysan, Husseyin, Mesut, Tossaun; 2 Bedouins on foot: Thatoul, Mehmet

Starting positions and beginning the action: The Ismaili player enters onto the Temple map through that part of side 3 behind the river, then the Seljuk player enters through side 1. 

Special Rules
1)	The "bridge" hexes are considered to be "ford" hexes. Crossing the river at the ford is possible for all characters, and costs 3 movement points. The influence of the ford on combat and missile-fire is identical to that of water hexes. It is impossible to pick up the weapons of a character that died in the ford. A character stunned on a "ford" hex is killed. A dead character on a "ford" hex remains on the spot (unlike the rule in “Samouraï”) and could therefore possibly obstruct movement.  
2)	All the men of the Assassin side have throwing daggers. 

Victory Conditions: The Seljuk player must make Saladin leave through that part of map-edge 3 located behind the river. If he succeeds, that player wins. If he is unsuccessful [Saladin is killed], the Assassin player wins even if all his men are killed. 
(In the situation that the heavy cavalryman has insufficient movement points to cross the ford [i.e. the assassins and all the horses have been killed, but Saladin is dismounted and wounded, or only Saladin survives but the ford is blocked], then it is a draw.) 

Source: B Lewis: Assassins, Paris, 1982, page 146 

3.4	THE KEYSTONE: POITIERS 732 (Clef de voûte)

Scenario by Julien Caporal for “Croisades”, published in Graal #13. [The scenario title refers to the crucial stone upon which an arch rests: remove the stone and the arch will fall.]

Background: The Battle of Poitiers (732) – the combat is raging and the Arabs have once again been repelled by the powerful Frankish cavalry. Duke Eudes determines to profit from this respite by taking the initiative himself. On a hill there is a unit of Arabs covering the manoeuvres necessary for the re-forming of the ranks of the riders of Allah into good order. Duke Eudes with some cavalry, followed by a small troop of infantrymen, leads an assault on the afore-mentioned hill while shouting loudly. 

Map layout:  1 The Watering Hole 3     North

The sides:
The Arabs: Seljuk heavy cavalry: As-Salih (commander), Kilij; Horse archers: All 7; Fatimid spearmen: Anwar, Gashan, Magid, Yassaffa; Dismounted bedouin cavalry (their horses are burdened with gold): Al-Ashraf, Ismail, Thatoul; Slingers: Omar, Mustaq.

The Franks: Turcopoles: All 6 (Arnulf representing Sir Dreux [misprint: this should be Eudes] with great dignity); Spearmen: All 6 – each carries one framée (javelin); Peasants: All 8.

Starting positions and beginning the action: The Arab player places his troops on the map where he wishes, but at a minimum of 6 hexes from the Northern map-edge [map-edge 2] and not in the water. The Frankish player enters his men through map-edge 2 with their movement allowances halved for the first Game-Turn. The cavalry can charge.

Victory conditions: The length of the scenario is 7 Turns. If at the end of that time a player has more characters than his opponent on the hill, he has won since the position that he occupies is strategically important. When determining which are the hexes of the hill, count both the top of the hill and its slopes. A cavalryman is counted even if he only controls one of those hill hexes. At the end of Turn 7, the Arabs will have finished their response and everything can start again!

Special rules
(1)	The Frankish spearmen carry a framée (a type of javelin). In Graal #12, I recommended that this weapon be treated like a shortbow (with ranges of 1-8 short, 9-16 medium and 17-30 long). To show whether a spearman has not yet thrown his framée, place a matchstick [or blank marker] on the second counter for each character (whether wounded or in full health) and remove it when he makes his throw: a simple and effective solution!
(2)	Do not apply Exception 3 of Rule 1.42 on “Shooting over other characters” (a regular army has not yet been created). [This rule would have allowed javelinmen to shoot through a line of adjacent friendly characters. Note that javelinmen are allowed to shoot over intervening characters at medium and long ranges while slingers cannot do this.]
(3)	As in the scenario from Graal #12 it is suggested that (other than the exceptions noted above) the ordinary rules (and ranges) from “Croisades” should be used for javelins. 
(4)	Optionally the ranges for both javelins and slings could be proportionately reduced to match “Vikings”, a game that covers this era; Javelins: 1-5/6-10/11-25, Slings: 1-8/9-15/16-30.
(5)	Since the rules for javelins in Graal #12 specify that only unarmoured spearmen will carry a framée, it is suggested that Gareth (the only armoured character in the Frankish force) should be treated as if he were not wearing armour.
(6)	Optionally characters from “Vikings” could replace the foot soldiers from “Croisades” on the Frankish side: Spearmen – Aelfric, Aethelbehrt, Aelmaer, Weohstan, Eardwulf, Glum; Peasants – Aelfere, Eadwig, Wilfrid, Cerdic, Eanulf, Orlac, Ecgulf, Eadred.  

3.5	ROLAND’S HORN: RONCESVALLES 778  (Ami Roland, sonne du cor …)

Scenario by Julien Caporal for “Croisades” and ‘The Forest’ map, published in Graal #13.

Background: What’s this? You don’t know your history!!!

The Pass of Roncesvalles in 778: Charlemagne’s rearguard is mauled by very discontented Vascons (Basques). The troubadours distorted the facts for our very great delight: despite the pack of Saracens that assailed them on all sides, the noble Frankish knights held out for hours and were massacred to the last man (which was Roland). To avoid such butchery, he would only have had to blow his horn to warn curly-bearded Charlemagne who was on the other side of the mountains. 

The medieval epic tells us that at the end Roland does blow his horn, but too hard! The only thing left for our hero to do is to break Durandal, his fabulous sword, so as to ensure that it does not fall into the hands of heathens…   

The sides:
The Franks: King Richard I (as Roland); Sgt Guy (as Olivier); Turcopoles (6 on foot); Spearmen (6); Billmen (2): Cliff, Shawn; Halberdier (1): Fursa; Sergeants (3 on foot): Baldwin, Llewellyn, Pugh.

[Optionally (and primarily for appearance) characters from “Vikings” could replace the Frankish foot soldiers: ceorls/bondi for unarmoured and huscarls/hirdmen for armoured characters. This would give King Richard and Sgt Guy plus 11 unarmoured (Aelfric, Aelfweard, Aelmaer, Aethelberht, Eadric, Eardwulf, Godwine, Oswald, Weohstan, Runolv, Yngve) and 7 armoured (Beorhtulf, Edgar, Osmed, Hulvid, Ingemar, Magnar, Torgils).] 

The Arabs: Seljuk infantry (4); Fatimid spearmen (10); Slingers (3); Sudanese archers (3*); Syrian infantry (6); Mamluk light cavalry (6 on foot).
[* There are in fact 4 Sudanese archers, so the Saracen player should select any 3. Optionally the players may agree that the Saracen player can use all 4 archers.]

Map used: ‘The Forest’ supplementary map

Starting positions and beginning the action: The Frankish player places his men in the clearing. The Saracen player can then place his troops in ambush: in any of the ‘tree’ and ‘scrub’ hexes.The Saracen player takes two turns one after the other to simulate surprise; Frankish characters that are stunned at the end of the first turn will remain stunned during the second turn. 

The scenario ends when the final Frank is killed.

Victory conditions: 
Take note of the special rules below!

For the Franks: 
•	Each turn add the number of points equal to the number of the Game Turn plus the number of Turns that Roland has not blown his horn. (E.g.: Roland has not yet blown his horn in Turn 3, which gives 6 points). Note that Turn 0 (in which only the Saracen plays) does not give any points.
•	For each turn in which Roland attempts to break Durandal, add one extra point for the Frankish player. This rule only applies after the moment that Roland has blown his horn.
•	If the horn is not blown – lose 45 points.

For the Saracens: 
•	Each Frank killed: 1 point. 
•	For having killed Roland: 6 points.

Special rules
(1)	The Franks cannot climb the trees nor force their way into the bushes. They cannot move more than 7 hexes away from Roland.
(2)	Frankish armour only protects from blows and arrows, but does not give a penalty (+1) on the opponent’s die-roll (they are cumbersome and hinder the characters in the difficult rough terrain of the Pyrenean forests). 
(3)	The hero Roland: He will not abandon ground to the enemy. He must stay in the centre of the map (so his men cannot flee).
	- He will never surrender!
	- He can blow his horn if there are no enemies fighting him.
- Before blowing his horn he cannot initiate any combat: he is too occupied in asking himself if he should or should not do it. 
- Until the end [after blowing his horn] he will try to break his beautiful Durandal, obviously without succeeding in doing so. [This means that he only defends himself all through the game and never makes an attack, although he can move about within the central area.]
	- The hero is lucky! He can avoid the effect of the first three hits inflicted on him. 
(4)	[There is no mention of franciscas or javelins, so it should be assumed that none of the Frankish characters are carrying any of these weapons. Optionally the unarmoured characters (6 turcopoles and 5 spearmen) could be allowed to carry either missile weapon.] 
(5)	[It is suggested that the reduced ranges of “Vikings” should be used for missile weapons: Slings: 1-8/9-15/16-30, Shortbows: 1-10/11-25/26-50, Javelins (if used): 1-5/6-10/11-25.]

Translation history
Version 1.0 June 2000; version 1.1 October 2000 added minor corrections to spelling and background information for scenarios; version 1.2 December 2003 added Scenarios 5, 12 and 13 from Graal (re-numbering the original scenarios 5-10), and amended Scenario 7 to take account of differences in the version of ‘For love of Edith’ that appeared in the French publication of Scenario Book 1. Version 1.3 added a new scenario 1.6 from the Chimère fanzine and renumbered the rest into three sections.

RDG: CRY HAVOC one-map scenarios, version 1.3, November 2005