RULES FOR THE EXPANSIONS TO "SIEGE"
Version 1.7: 04/03
EXTENSION SET 1: THE TEMPLARS' CASTLE

EXTENSION SET 2: THE FORTIFIED MEDIEVAL TOWN

Translation by Bob Gingell, January and April 1999.  Maps and rules by Duccio Vitale. Booklets state SIEGE and CROISADES are REXTON games under exclusive licence from STANDARD GAMES. 

Contents:

1.	Introduction

2.	The Templars' Castle (Le Château des Templiers)
	(1)	Background
	(2)	Description

3.	The Fortified Medieval Town (La Cité Médiévale Fortifiée)
	(1)	Background
	(2)	Description

4.	Clarifications and Supplementary Rules concerning Sieges (common to both sets of rules)
	(1)	Comparative table of levels of elevation
	(2)	Shooting from different levels
	(3)	Missile-fire and ramparts
	(4)	Siege engines, siege towers and battering rams
	(5)	Ladders and ramparts
	(6)	The end of an assault
	(7)	Deployment beneath the ramparts
	(8)	Besieging the besiegers
	(9)	Garrison surrender table
	(10)	Movement and combat on stairways.

5.	Siege Record Sheets 
		(1)	Introduction and description
	(2)	Side 1: Battering reference sheet; battering table
		(3)	Side 2: Siege reference sheet; sortie for re-supply, healing, surrender  

1	INTRODUCTION

“The Templars' Castle” and “Fortified Medieval Town” are additional map sets for the Cry Havoc/Siege/Outremer (Croisades) system of games published by Standard Games of England and originally by Jeux Rexton then by Eurogames of France. They are published by Standard Games in the form of a two-map and a four-map set, but without any specific rules or scenarios for their use. Rexton and Eurogames sold these map sets as boxed Extension Sets for “Siege”, with rules, tactical plans for battering, and extra playing pieces (including another set of siege equipment, and in Set #1 an extra set of characters for Croisades), but still without any scenarios for their use.

The rule sets are 8-page A5 size booklets with the first 2½ pages specific to the castle concerned, and the remaining 5½ pages providing identical sets of advanced rules on castles. 
The one-map castle provided with “Siege” is renamed ‘The Border Castle’ to avoid confusion, and the advanced rules apply equally to that castle. These rules could also be applied to the Wizard's Tower from the “Dark Blades Expansion Set” and to other fortified buildings.

I make no claims that this translation is perfect. The rules are supplementary to the Eurogames rules, which have a few significant differences from the Standard Games rules, but for the most part these rules are compatible with both.  The PBEM rules developed by Lutz Pietschker, which derive from and extend the Standard Games rules, do not cover all of the points in these rules, and cover differently some of the points dealt with here. Translator's comments are in italic square brackets [].

NOTE ON ADDITIONAL RULES FOR SIEGES: The Montjoie extension published in Claymore #5 provides additional rules on flat roofs, mining under the walls, throwing rocks onto attackers, and the use of grappling hooks for climbing the walls. This set of rules is translated separately as a supplement to Cry Havoc (see the ‘Cry Havoc Supplement’).

NOTE ON SCENARIOS: Some siege scenarios using these maps have appeared in French magazines; these have been translated separately in three collections of scenarios: ‘Siege tactical scenarios’, ‘Siege campaign scenarios’ and ‘Town scenarios’.

Scenarios using The Templars Castle:
-	The Castle of the Mamluks (Claymore #3) [see ‘The Breaths of Life’ campaign]
-	The Final Assault (Claymore #5) [see ‘Robin Hood’ campaign]
-	The Breach at Chateau Gaillard (Claymore #10) [see ‘Siege Tactical Scenarios’]

Scenarios using The Fortified Medieval Town: [see ‘Town scenarios’ for most of these]
-	Sunshine of the Caliphate, 1111 (Journal du Stratège #71)
-	The Streets of Mansourah (Vae Victis #19)
-	The Alliance (Claymore #1)
-	The Siege of Beaucaire (Claymore #4) [see ‘Siege Campaign Scenarios’]
-	The Executioner of Nottingham (Claymore #5) [see ‘Robin Hood’ campaign]
-	The Downfall of the Lions (Claymore #8)
-	The Capture of Santarem, 1147 (Claymore #10)
-	The Blachernae Palace, 1203 (Claymore #11)
-	The Revolt of Nicosia, 1192 (Claymore #12)
-	Dublin, 1171 (Claymore #13/14)

Scenarios using The Border Castle (additional to the 6 scenarios in “Siege” and the 12 scenarios in Scenario Book 2): 
-	Button up your Woollies (Journal du Stratège #31) [see ‘Siege Tactical Scenarios’]
-	Death to the Cathars (Casus Belli #34) [see ‘Siege Campaign Scenarios’]
-	Ah, the Spirit of Youth!! (Claymore #3) [see ‘Siege Tactical Scenarios’]

Other siege scenarios:
-	El Kahf: the Castle of the Assassins (Casus Belli #51 – uses 2x “The Castle” map, cut and combined to create a 2-map castle) [see ‘Siege Campaign Scenarios’]
-	The Siege of Montségur (Claymore #4 – uses special map of “Montségur”, a 1-map castle on a cliff) [see ‘Siege Campaign Scenarios’]

2	THE TEMPLARS' CASTLE (LE CHÂTEAU DES TEMPLIERS)

1).	Background

At the time of the Crusades the castle was thought to be the best weapon for holding onto territory. Over two centuries the barons of the Franks [the Western European Crusaders] and the Religious Orders built nearly one hundred castles, with a length of walls of over 1000 kilometres, from inland Anatolia to the edge of the Red Sea. An enormous project within which we can identify the importance of particular fortresses and gain understanding of the technologies of the period, not least the difficulties of building a castle in mountains or in open desert.

By building in this way a large number of strongholds, of which some are counted among the most beautiful produced in the Middle ages, the Crusaders were not only following the medieval art of war. They were also looking for a way of compensating for their enormous numerical inferiority. A handful of men in a castle acquired, in fact, a capacity for defence worth ten times their number, and represented a constant danger to an invader who dared to ignore them. Lines of communication and supply were never certain if there was an enemy castle nearby. Also, apart from a few big battles and frequent surprise attacks and raids between neighbours, the conflicts of this period consisted above all of a succession of sieges which often ended up wearing down even the most intrepid of conquerors.

In times of war, the role of border castles was to delay the advance of the enemy so as to give time for the garrisons of towns and hinterland castles to organise their response. The role of the great fortresses was more strategic. It consisted of holding at all costs in front of an enemy which was most commonly vastly superior in number, in such a way as to create islands of resistance which would provide many points of support for the re-conquest of the invaded territory. As a consequence the baronial castles provided very elaborate systems of defence, as you can see in the description that follows.

2).	Description of the Castle

In designing the castle represented here we were inspired by different plans of crusader castles, notably by the most famous of them all: Krak des Chevaliers which can be found in hex 3208 of the strategic map for CROISADES. As it was designed the Templars' Castle offers four successive lines of defence.

The first is, of course, made up of the outer ramparts. The main entrance is protected by a fortified guard post and an uncrossable moat that is too deep to be filled with bundles of wood. Any character falling into the moat is automatically killed by the fall. Access to the main courtyard of the castle is by means of a straight ramp, which ends in a chicane. This layout makes surprise attacks very difficult, even with the drawbridge lowered. Also, while they hold the Guard Post, the defenders have the possibility of making sallies, whose effect can be devastating against besiegers defending among the clumsy siege engines.

The second line of defence consists of the walls of the citadel, which includes the lower inner courtyard, the upper court and the keep. The two courtyards are open to the sky with the exception of the corner towers. It is difficult not to notice that a part of the ramparts of the citadel face directly onto the outside of the castle. The besiegers would count themselves lucky if just one major error on the part of the defenders were to ensure the success of an attack on this side.

The third line of defence is placed at the level of the upper court. The single stairway which leads from there can in fact be neutralised thanks to a system of pulleys which enable the top of the stairway to be raised like a drawbridge. To work the mechanism a character must be in the keep on the arrow-slit hex next to the middle of the stairway. The rules applied are the same as for drawbridges (section 1.8 of the SIEGE rules). [A character must spend a full turn on the hex in question without moving, shooting or combat.] However, if a character is on the stairway hex at the moment that the mechanism is set in motion, that character will be wounded (not stunned [as happens when a drawbridge is raised]). To show that the stairway is not usable, place a blank counter on the upper hex. That hex is considered to be impassable. Note that a besieger cannot use a scaling ladder to reach the Upper Court unless it can be placed on a rampart hex next to the wall, or on a flat terrain hex in the inner courtyard of the citadel. The wall surrounding the Upper Court offers the same protection as a normal rampart.

The final line of defence is provided by the keep and on occasion the Tower of Solomon. A secret passage, marked by dotted lines on the map, connects these two parts of the castle. You enter the two ends by stone spiral staircases. The staircase hex costs two movement points. The other passageway hexes cost only one point each. Friendly characters can pass each other. Enemy characters can fight each other. [The implication of this statement, backed up by the rules on mine tunnels from Claymore #5, is that missile-fire is not possible.] To differentiate characters in the secret passage from characters on the surface, place a blank counter on top of them. The secret passage can be flooded thanks to a sluice system, which a character can initiate from the keep hex containing the letter "S" of Secret. The rules used are the same as those for a drawbridge (section 1.8 of the SIEGE rules). At the end of the other player's turn all characters found in the passage (except those on the staircase hexes) are considered drowned.  In the same way it is possible to drain the water and make the passageway usable again.

Note: The rules of SIEGE concerning the main door to the keep are also applied here (see sections 1.54 and 1.75 [of Eurogames version, section 1.82 of Standard Games version.]). [These rules state that the keep doorway hex gives infinite cover against missiles, and in combat any attacker from outside is treated as being in disadvantageous terrain (-).].

Special details: Some arrow-slits, whose design may cause some confusion, contain a small black arrow: this has the sole purpose of showing which direction is affected by an arrow-slit.  On the other hand, for aesthetic reasons, some rampart hexes are curved: as a result they do not precisely match the hexagonal grid. As a general rule the type of hex is determined by the majority terrain, in other words by the terrain which covers more than half the area of the hex.

3	THE FORTIFIED MEDIEVAL TOWN (LA CITÉ MÉDIÉVALE FORTIFIÉE)

1).	Background

In the Middle Ages, villagers had the custom, at the approach of an enemy force or band of brigands, of taking refuge in the castle of their feudal lord. However, a thread through those centuries was the transformation of village into market town, then from market town into city, which made such a system of defence unusable. The growth of population and the increased value of possessions to protect, in particular storehouses of food and goods, forced the construction of defensive works of ever-greater length. The most important towns ended up building a continuous ring of fortifications, thus giving their residents and their possessions protection against outside aggression. The more the town became rich and prosperous, the more the walls needed to be strong to hold back the covetousness of the neighbours and to dissuade them from attacking.

However, the element that made the fortified town strong - the number of people living there - was also its weakness.  The number of mouths to feed quickly became the main concern during a siege. From this point of view, the coastal towns form a separate group: they could in fact receive reinforcements and supplies by sea, at least as long as the besiegers were unable to establish a naval blockade. As a consequence, when the Crusaders in the First Crusade took possession of most of the fortified towns along the coast of Palestine and Syria, they were granted a defensive position of the first order, thanks to the naval supremacy of the Western powers. During the Hundred Years War the English benefited from the same advantage in controlling ports such as Calais, Cherbourg and La Rochelle.

2).	Description of the Town

There are three town gates. Their opening and closing requires the presence of a friendly character on one of the two hexes next to the gate (on the inner side). Any closing of the gate is impossible if the character instructed to do it is in contact with an enemy who is in a position to attack. When the gate is open, a character can occupy the relevant hex at ground level. To show that he is not on the ramparts level, place a blank counter on top of the character. In the situation where the rampart hex above the gate is also occupied, put the character on the upper level on top of the blank counter. The blank counter symbolises in this way the difference in levels. The rampart hexes above the gates are considered to be fortified on two sides. It should also be noted that some rampart hexes are fortified on the inner side: these will offer the usual benefits (heavy cover). 
	Battering of the gates from a distance results in destruction of the relevant piece of wall. On the other hand, battering of a gate by a battering ram during the assault only results in the opening of the gate. The gate cannot then be closed until after the end of the assault.

-	The water trough in the central square can be crossed at a cost of 4 points per hex. It represents disadvantageous terrain in the event of combat. The well hex in the citadel is, in contrast, impassable. [Suggestion: Cost from water hex to water hex should be 3 MPs without the trough edge to cross.]

-	The stables (grey hexes) are roofed. Consequently they offer infinite cover to characters inside. On the other hand, the two hexes at the entrance into the stables (yellow paved hexes) are in the open air. Characters on the neighbouring ramparts or in the Great Tower can shoot freely over the stables.

-	For towns that possess a port, access to the sea is made through the Montferrat Gate. As a result, all of the flat terrain outside the thick walls and between the folds of the map C1 and C2 should be treated as being impassable deep water hexes.

-	The secret passage entered from the keep is not used here. It appears in scenarios created for “The Knights of the Black Dragon”, a medieval-fantasy game similar to CRY HAVOC which will be published at the end of 1987.  [In fact DRAGON NOIR Volume 1 was not published until 1990, and no scenarios for Volumes 1 or 2 use this map; Volumes 3 and 4 of Dragon Noir (“The Conquest” and “The Return”), which might done, will not now be published.]

Lines of defence: The Town has four successive lines of defence. The first consists of the exterior ramparts. The second consists of the citadel and that part of the ramparts which is joined to it, from the Great Tower to the round tower that flanks the right side of the Lady Gate. The wooden stairway that joins that tower to the ramparts below can be raised in the same way as a drawbridge. To work the mechanism a character must be on the hex in the centre of the tower. When the stairway is raised the hex becomes impassable and a blank counter should be placed on it. Any character found on the stairway hex at the moment that it is raised will be stunned. The besiegers can obviously try to lay siege to this second line of defence from the start; however this part of the ramparts has a higher elevation (level 2), and it is more difficult to surmount it on foot (see the supplementary rules on ladders and ramparts below).

The third line of defence is made up of the citadel proper. Here also a system of counterweights allows the hex which connects the citadel to the town ramparts to be rendered impassable (place a blank counter on it). To activate the trap, a character must be on the windlass hex that controls the citadel drawbridge. Any character finding himself on the tipping trap at the moment that it is activated is considered dead. He will fall into a vertical shaft over 20 metres deep... The exact site of the trap is shown on the small-size plan of the Town. Finally, the fourth line of defence starts at the keep and the tower adjacent to it. The rules of SIEGE on the main door of the keep are applied here. 

Note: To activate the trap or raise the stairway, the same rules should be used as for a drawbridge (section 1.8 of the rules for SIEGE).

4	CLARIFICATIONS AND SUPPLEMENTARY RULES CONCERNING SIEGES

This section is common to the rules booklets of both Templars' Castle and Fortified Medieval Town.

1).	Comparative table of levels of elevation
The table below allows comparison of different levels of elevation shown on the maps for the Border Castle, the Templars' Castle and the Fortified Medieval Town, which can be found respectively in the game SIEGE and the Expansion Sets 1 and 2. The principle applied is the same for all three maps: the level of elevation of a hex is equal to the number of stair hexes necessary to reach it from Level 0.

On all three maps Level 0 is shown by flat terrain hexes (yellow). There are, however, two categories of flat terrain hex that are not at level 0: those that are at the bottom of a moat, and those that form the inner courtyard of the citadel of the Templars' Castle. In the second situation it is considered in reality that access through the St. James Gate includes a broad ramp and that there is a consequent change in level from one courtyard to the other.

Note: The levels shown here for the Border Castle replace those rules used in the game SIEGE.

LEVEL OF
ELEVATION	BORDER CASTLE
(SIEGE)	TEMPLARS' CASTLE (EXTENSION 1)	FORTIFIED MEDIEVAL TOWN (EXTENSION 2)	
-5		Moat at main entry.		
-1	Moat around the castle	St. James Gate moat;  
Secret passage	Moat at entry to citadel
[Secret passage, if used]	
0	Flat terrain hexes (excluding moat)	Guard Post at main entry; 
Flat terrain hexes (excluding citadel courtyard and moats)	Stables and houses; 
Flat terrain hexes (excluding moat)	
+1	Tower and rampart hexes [Note: there is no connection between ramparts and gatetowers]	Lower level of Young Ladies' Tower and rampart hexes up to tower to right of main entrance;  Inner Courtyard of citadel	Outer ramparts 
(except the part from Great Tower to Lady Gate and the two Pilgrims Gate towers)	
+2	Keep hexes.	Upper level of Young Ladies' Tower and remaining rampart hexes (including those of the citadel).	Outer ramparts from Great Tower to Lady Gate; 
Pilgrims Gate towers; 
Citadel ramparts	
+3		Solomon Tower and adjoining small tower;  
Upper Court (in citadel)		
+5		Keep hexes	Keep hexes and linked tower	
+7		Watchtower on roof of the keep *	Watchtower on the keep *	

[* Lutz Pietschker proposes that the watchtowers could optionally be treated as being at level +3 with a central trapdoor to dungeons underneath. Up to 18 prisoners could be stacked in the dungeon under the Templars Castle, and 21 under the Town’s citadel; exit would only be possible if the prisoner were pulled up by a rope.]

2).	Shooting from different levels
As a general rule when the shooter and the target are not on the same level and are separated by an obstruction (rampart, house, etc.), shooting is possible if the character situated on the lower level is at least as far away from the obstruction as the character on the upper level. However, a substantial difference in levels of elevation can interfere with lines of fire which do not then fit into the general framework. In that situation the players can work out the possibility of shooting by making a quick calculation drawn from Thalès' Theorem:

	If "N" is the difference in level between the shooter and the target;
	If "D" is the number of hexes between the two characters;
	If "D1" is the number of hexes between the lower character and the bottom of the obstruction;
	And if "H" is the difference in level between the lower character and the obstruction;

	A SHOT IS POSSIBLE IF: N x D1 is greater or equal to D x H.

On the tactical plan it is often useful to know the zones of fire, and as a consequence the dead areas of a shooter on sentry duty.
					For such, it is necessary to carry out 
   					one of the two following calculations: 
^  ||						D1 = D2 x H / (N - H)
    ||						D2 = D1 x (N - H) / H
    ||							
N ||					The result must be rounded up 
    ||              ^  ||				if necessary to the next whole 
    ||              H ||				number. It shows the minimum
    ||                  ||				distance between the obstruction
    || <   D2   > || <   D1   > 		and the character who may be 
      <              D              >		able to shoot (see diagram).  
							
Note: Hexes in which other characters can be found are not taken into account when making the calculation of distance. To determine the level of elevation, consider the highest point of houses and trees to represent an obstruction of level 1, without them blocking shooting from one rampart to another across the interior of a fortress. When a line of fire passes through a covered tower it is necessary to add 1 point to the level of the tower to include the height of the roof. When a shot passes over several obstacles, it is essential to check whether any one of them blocks the line of fire. Finally, each stairway hex is treated as being at the corresponding level of elevation [i.e. it exists at both levels].

3).	Missile-fire and ramparts
A character on a rampart hex which is set back in relation to the battlements, in other words on a hex which does not touch the outer wall, cannot fire towards the outside nor can he be targeted from the outside, except in two situations:

1.	If he is standing on the side of a demolished wall hex. He can then shoot or be targeted across the breach. He does not benefit in any way from any cover.

2.	If the enemy is standing on a siege tower. Shooting is then possible in both directions, from the time that the character in the siege tower is as close to the battlements as is the character on the ramparts. Here also the character on the ramparts does not receive any cover.

When the ramparts are at level 1 or level 2, houses and trees that are situated at a lower level will not block firing from one rampart to another.

Two characters, one on the lower level inside the walls, and the other on the ramparts, can shoot at each other. However, if the character above is not at the edge of the ramparts (on the interior side), shooting will only be possible under certain conditions:

-	the rampart cannot be fortified on the interior side, as is the case for example with the towers either side of the Lady Gate in the Medieval Town;

-	if there is one level of difference between the higher and the lower character, the latter must be twice as far from the edge of the rampart as the character standing on the rampart itself;

-	if there are two levels of difference, the lower character must be four times as far from the edge of the rampart as is the upper character.

In calculating the distance separating each character from the edge of the ramparts, the character's own hex is not counted.

4).	Siege engines, siege towers and battering rams
Battering interior rampart hexes: A rampart hex behind the front edge of the battlements (i.e. one that is not in contact with the outer part of the wall) cannot be battered unless it is next to a demolished battlement hex. A single "D" result on the Battering Table will then be sufficient to demolish it, compared to the four hits required for a rampart hex next to the battlements.

Siege Towers
•	The height of the towers: Siege towers allow all heights corresponding to 1, 2 or 3 levels of elevation to be reached.
•	Cover: Characters on the top of the siege tower benefit from medium cover when anyone shoots at them from levels 1 or 2. When the shooter is on level 3 or above, they only receive light cover.
•	Angles of fire: A siege tower always tops the rampart that it attacks by one level. Consequently it is possible to shoot from the top of a siege tower into the fortification so long as the restrictions on shooting are satisfied (see above). The defenders only benefit from cover if they are immediately behind a battlement or in a covered area of the town or castle.

Movement of siege towers and battering rams: Siege towers and battering rams can, where needed, pivot on their centre by one hex to the right or left. This manoeuvre takes one full game-turn. They can also move backwards. As a result, towers and rams can on occasion reach the inside of the castle or town so long as their movement is over flat terrain, drawbridge or filled moat. 

5).	Ladders and ramparts
The height of the ladders: Scaling ladders allow all heights corresponding to 1 or 2 levels of elevation to be reached. It is impossible to achieve heights of more than 2 levels with a ladder.	

Movement: Climbing up or down a scaling ladder costs 3 movement points. If the ladder covers 1 level of elevation it is possible for a character with 8 movement points to climb a ladder and move onto a rampart hex [which costs 4] during the same game turn, so long as the ladder had been raised on a previous turn. On the other hand, if the ladder covers 2 levels of elevation, the character who climbs up or down it must end his turn on the ladder, however many movement points he has remaining. This rule replaces the one in section 2.69(1) of CROISADES  [No such rule is given in OUTREMER; for Standard Games only SIEGE section 1.91 has any rules for ladders and it should be regarded as modified since it treats all walls as being the same level of elevation].

Special rules on carrying ladders: Two characters on a rampart can lift up a ladder so long as it is currently in a vertical position and both are adjacent to the ladder without either being adjacent to an enemy who is in a position to attack. For this operation, each character spends 4 movement points. A "horizontal ladder" counter must then replace the "vertical ladder" counter. This counter is placed on the hexes occupied by the two characters.

Similarly, two characters carrying a ladder on a rampart can slide it to one side or the other at any time so long as they are not adjacent to an enemy in a position to attack and at least one of the two is at the edge of the rampart. The lower hex, on which the ladder will be set up vertically (the counter will have to be changed), must be unoccupied and adjacent to one of the two carrying characters. For this operation each character spends four movement points. The ladder can be used in the same turn that it is installed.

Note: Any movement of a ladder is impossible if there is a character on it, or if an enemy character is on a hex adjacent to the bottom of the ladder.

Toppling a ladder from below: A character can attempt to topple a ladder from below in exactly the same way as if the attempt had been made from above (see rule 1.94 of SIEGE [rule 1.92 in the Standard Games version]). To do this the character must be on a hex adjacent to the bottom of the ladder.

6).	The end of an assault
An assault is treated as ended when no face-to-face combat has taken place for five turns, and all the defenders are separated from the attackers by a wall, a moat, a gate or an impassable hex. At the end of an assault, all the defenders who are isolated from the keep (i.e. unable to trace an empty line of hexes to the keep) are automatically captured.

This cutting short of the action, faithful to the reality of combat in the period, permits the attackers to regroup and the besieged troops to gain some time. It will be noted that as a consequence of this a border castle may be taken in two assaults, although it will often be necessary for four to take a baron's castle or a town.

7).	Deployment beneath the ramparts
Representation in two dimensions limits the extent of interior spaces. In reality under the ramparts would have been found stables, living quarters, guardrooms, etc. It is therefore logical to permit a player to:

1.	Stack horse counters at the bottom of a rampart, in which position they will all benefit from infinite cover;
2.	Deploy attackers under the ramparts before launching the assault. This solution is obviously only possible when the besiegers have already gained control of part of the fortification. The characters are placed on the rampart hexes while recognising that they are in fact underneath. As soon as the assault starts, the attackers come out of their hiding place and the rampart hexes revert to their usual role. This type of deployment adds to and perfects the special rule used in Scenario 4 of SIEGE.

8).	Besieging the besiegers
Once the besiegers have become the masters of the ramparts and the defenders continue to resist in the inner parts of the citadel, a troop of reinforcements may arrive to try to break the siege from outside. Faced with new arrivals, the besiegers have the choice between giving battle outside (see section 2.66 of the CROISADES rules [no equivalent in OUTREMER]), or alternatively to take refuge in that part of the castle or town that they control.

If they decide to give battle outside, the besiegers must choose one of the two following procedures:

-	either give battle with all their forces while withdrawing from that part of the castle or town that they control; in that situation the besieged garrison automatically recovers control of the whole fortification;

-	or divide their forces into two: one party will give battle while the other will continue the siege in the interior of the fortification; in this situation, the besieged automatically gain the initiative and can try to retake the part of the town or castle held by the besiegers.

This initiative is only applicable for the first day of the strategic siege turn during which battle takes place. If the besieged refuse to take the initiative, it will revert to the besiegers. The battle and the combats in the interior of the castle or town must be played simultaneously, each player passing from one table to the other.

If the besiegers refuse to give battle and decide to take refuge in the part of the castle or town that they control (as was notably the case at the siege of Antioch during the Crusades in 1098), they can take their siege engines there. No rule stops the besieged from trying to set these on fire during the assaults.  From the supply table, the besiegers have at their disposal the rations left by the besieged garrison when they retreated to the citadel (see Action 1 of section 2.64 of the CROISADES rules [there is no equivalent in OUTREMER]), as well as those that they may have brought with them.

Concerning initiative, the roles are from now on reversed: the besieged (citadel and reinforcements) from now on become the besiegers, and those who hold the ramparts become the besieged. However, if the new besiegers choose to batter from a distance, the side that holds the ramparts can decide on an assault against the citadel, even if they have not obtained the initiative. The negotiations concerning surrender of one or the other side are suspended. Only the rules on automatic surrender are applicable (see Game Aid 2 for CROISADES [no equivalent in Outremer/Siege]). 

9).	Garrison surrender table
It is necessary to add the following bonus at the end of the Surrender Table (from Game Aid 2 of CROISADES):
	"or +4 if the besiegers control all the castle, or all the town, with the exception of the keep (this situation does not apply to the border castle)".
It will be noted that three different factors are taken into account for bonuses: the number of besiegers, the level of supply of the besieged, and the degree of progress of the siege. Only the bonuses derived from different factors are cumulative. [See the revised form of this Table on the Siege Record Sheets.]

10).	Movement and combat on stairways

When the start or end of a stairway coincides exactly with the side of a hexagon, only the space of the hexagon in question allows access to the stairway or combat with a character on it.  In the same way, when a stairway opens onto two hexes at the same time, both hexes allow access and combat.  Finally, when a stairway opens into the middle of a hex, all the hexes adjacent to that one can be used for access to the stairway or to participate in combat with a character on it.
5	SIEGE RECORD SHEETS

1)	INTRODUCTION AND DESCRIPTION
The two Rexton/Eurogames extension sets for SIEGE - The Templars' Castle and The Fortified Medieval Town - provide valuable game aids in the form of a tactical plan for each of the castles with a record sheet for days of the siege on the back. These are equivalent to the single-sided Siege Record Sheet provided by Standard Games in SIEGE, but with the addition of a few key tables for ease of reference including a Surrender Table revised from the original in CROISADES. The only differences between the two expansions is that (obviously) the castle plans are different, the map layouts for sorties for re-supply are also different, and there are some variations on relevant rules for battering; in all other respects the rules and the tables are identical.

At top left of each side of the reference sheet is an identification box for the name of the town or hex number of the castle on the strategic map. At top right is a set of three boxes to be ticked identifying the castle/town as Crusader, Saracen or Mongol. At top centre is the name of the map (The Templars' Castle or The Fortified Medieval Town) with subheading of Battering Reference Sheet on side 1 and Siege Reference Sheet on side 2.

2)	SIDE 1: BATTERING REFERENCE SHEET
Each sheet has a small-scale reproduction of the full set of maps for the castles concerned, with the following set of rules. 

On days when the besieger batters the walls, mark a cross on the relevant hex each time that he obtains a “D” result on the Battering Table. Four crosses are needed to destroy one rampart hex at the front of the battlements. One cross is enough to destroy a rampart hex that is not in direct contact with a battlement. On the next assault, the besieger should place a “demolished wall” (rubble) counter on each destroyed hex.

Note: The rampart hexes that are not in direct contact with a battlement cannot be battered until the nearest battlement has been destroyed.

Additional note for the Town map: Battering the town gates from a distance also causes the destruction of the relevant part of the wall. On the other hand, battering a gate with a battering ram during an assault will only affect the opening itself. The gate cannot then be closed until the assault has ended.

Battering Table / 1D10

	Number of battering points	
Die roll *	1	3	6	9	12+	
  1
  2
  3
  4
  5
  6
  7
  8
  9
 10	1C

D	1C

D
D	2C
1C

D
D
D
D	3C
2C
1C

D
D
D
D
D
D	4C
3C
D/2C
D/1C
D
D
D
D
D
D	

Explanation of results:
D: 	The wall has been damaged.
C: 	The specified number of battering points cannot be used [until repaired] because of wear to the engines (this does not apply to battering rams). 

(*) Modifications to the number obtained on the die:
-1 	for round walls and walls at height level 2 [including Border Castle tower and keep walls];
-2 	for walls of the Solomon Tower and Upper Courtyard (Templars Castle) and the Great Tower (Town);
-3	for walls of the keep [Templars Castle and Town], and for the tower linked to the keep on the Town map.
Note: These modifications are not cumulative.

Battering points per siege engine:
•	Mangonel:			1 point
•	Trebuchet:			3 points
•	Battering ram:		9 points

3)	SIDE 2: SIEGE REFERENCE SHEET
Each sheet has a “Days of Siege” Chart with 45 boxes representing the days of the siege. The boxes are grouped in threes as 1 day of the strategic game = 3 days of siege.

At the beginning of each day of the siege, each player rolls 1D10. The besieger adds 4 points to the number rolled. Whoever obtains the highest final number wins the initiative for that day. If the besieger has the initiative he can choose between launching an assault (A), battering the ramparts (B), or negotiating for the surrender of the garrison (N). If the defender has the initiative, he can choose between a sortie for re-supply (SR) or a sortie against the besieger's camp (SC). The abbreviation for the action chosen is written into the box for the relevant day...

At the end of each day of the siege, the defending player subtracts from his remaining supply points 1 point for each living defender (*), and writes the new total in the box for that day. 

(*)	1/2 point if the defenders are only receiving half-rations, 1/4 point if they are only receiving quarter-rations.

If some characters have been wounded during the day, the players roll 1D6 for each wounded character and note the character's name onto the date box when he will be healed (see Healing Table). Each date box will also record damage done to siege engines and losses among draft animals and carts.

Sortie for Re-supply
Placing of the Village map:

Templars Castle:		   
				A1		A2		2			

			   D    		Castle          B        1 Village 3

				C1		C2		4

Town:
		Option 1		B1	   B2		Option 2

		       4		A2...……………....…C1	        2

		3 Village 1		Town			1 Village 3

		       2		A1……………............C2	         4

					D2	    D1

Note on The Town: The dotted line marks the folds in the maps. The defending player chooses one of the two options [which is normally a sortie from either the Lady Gate or the Montferrat Gate]. 

[Note also that this diagram above corrects an error in the original Option 1 on the Town diagram - sides 2 and 4 had been swapped over although sides 1 and 3 were correct. It seems clear that the object in all the diagrams was to have side 1 of the Village map facing the castle. The scenario book for SIEGE has rules for a sally for supplies, and for that it also places side 1 of the Village map closest to the Border Castle (connecting to Side F of the Castle map).]

Healing Table / 1D6
For each character wounded at the end of a battle or an assault (siege), 1D6 should be rolled and the table below consulted:

Number rolled on die (1D6)	The character heals		Re-roll [if first die-roll is 6]	
 1 or 2
 3 or 4
   5
   6	1 turn later
2 turns later
3 turns later
Re-roll the die		1 or 2	The character dies from his wounds
3 to 6	The character heals 5 turns later	

Note: The “turns” referred to here are turns in the strategic game. 1 turn = 3 days of siege.

Surrender Table / 1D10
The Besieging Player rolls 1D10 and adds the modification points which apply to the siege concerned:

    +1	if the numbers of the besiegers are at least twice those of the defenders, 
or +2	if the numbers of the besiegers are at least three times those of the defenders	
    +1	if the defenders are only receiving half-rations, 
or +2	if the defenders are only receiving quarter-rations	
    +1	if the besiegers have succeeded in making a breach in the outer battlements of the castle or town, 
or +2	if the besiegers have gained control of the ramparts, 
or +3	if the besiegers hold the ramparts and have succeeded in making a breach in the wall of the citadel (of town or castle) or the keep (of the border castle), 
or +4	if the besiegers control all of the castle or all of the town, with the exception of the keep (this does not apply to the border castle)	

If the modified number is 12 or more, the castle or town will surrender. Less than 12: the siege continues.

Automatic surrender: A garrison will automatically surrender if there is nothing left to eat or if all the characters able to exercise command are dead.

Version 1.0 January 1999, Version 1.1 April 1999, Version 1.3 December 1999; 
Version 1.4: minor amendments to p.1 following translation of castle scenarios, and suggestion for reduced movement cost within Water Trough on p.5.
Version 1.5 July 2000: details of all completed siege supplements added. 
Version 1.6 March 2001: correction of a campaign title; addition of dungeons and a scenario reference.
Version 1.7: notes changed to italics; adjustments to spacing; some additional clarifications for the rules; levels of elevation and surrender table modifications placed in tables.

[RDG: Siege Extension Rules, Version 1.7 April 2003]