RULES FOR “SIEGE” AND “CRY HAVOC”
Version 1.1: 12/03
Rules translated from the English into French with alterations by Duccio Vitale and re-translated back into English by Bob Gingell. The games were initially published in France by Jeux Rexton in 1984, then later by Eurogames. “Cry Havoc” was originally published in 1981, and “Siege” in 1983, both by Standard Games and Publications Ltd. of England. The designer of the English version of “Siege” was Alan E. Paull.

Translator’s note: This set of rules has been translated from the French version of “Siège”, with notes on changes that were made from the English version of “Siege” and changes made from both English and French versions of “Cry Havoc”. The English rules were published over a 3-year period and some changes were made over that time. The French versions of “Cry Havoc”, “Siege” and “Samurai Blades” (published under the name “Samouraï”) followed very closely the rules published by Standard Games, but included a number of clarifications and adjustments. The French rules were all published at approximately the same time, so there were no significant differences between them.

The rules provided here form a base from which later, more specialised, games developed. The rules for the English games “Samurai Blades”, “Outremer”, “Dark Blades” and “Viking Raiders” are at root the same as these rules but with additions to deal with particular time periods, cultures and equipment. On the other hand, the French games published after “Samouraï” diverged significantly from these rules and the English games. Counters and maps were shared, but the rules and scenarios were different. Many of the differences were minor, but the popularity of the games in France and two-year development of the French version of “Outremer”, renamed “Croisades” and published in 1987, did create a different vision. Rule changes underwent detailed play-testing and the games were widely played at conventions and tournaments. The rules for “Croisades” can be used to replace the rules provided here where they differ from each other; the translation of those rules can be found in the file ‘Croisades Rules’.

Development of the “Cry Havoc” series in France also included two boxed Expansion Sets for “Siege”: ‘The Templars Castle’ and ‘The Fortified Medieval Town’. These appeared immediately after “Croisades” in 1987; a translation of the extra rules from those extensions is in the ‘Siege Extension Rules’. Some of the rules for “Siege” were modified, and these changes have been noted alongside the rules below. “Scenario Book 1”, with extra scenarios for “Cry Havoc”, was published by Standard Games in 1984 and by Jeux Rexton in 1985; the French version contained one more scenario and improved rules for capturing horses.

Contents											Page

RULEBOOK INTRODUCTION					 				  5
	Summary of the rules 
	Description of the counters

SECTION ONE (page 2 in the rulebook)							  8
1.1	Terrain types on ‘The Castle’ map 
1.2	Game turns
	1.21	Sequence of play
1.3	Shooting with a bow or crossbow 
1.4	Restrictions on shooting 
1.41	Line of fire
1.42	Shooting over other characters
1.43	Shooting through doorways 
1.44	Shooting from behind battlements and arrow-slits
1.45	Shooting at characters on ramparts or in arrow-slits
1.46	Shooting at characters in the castle moat
1.5	Cover
1.51	Battlements and arrow-slits
1.52	Interior of the castle
1.53	Doorways
1.54	Keep doorway
1.55	Moat
1.56	Walls
1.57	Drawbridge
1.6	Movement
1.61	Restrictions on movement
1.62	Stacking
1.7	Combat
1.71	Effect of terrain on combat
1.72	Combat against more than one character
1.73	Advance after combat
1.74	Combat restrictions
1.75	Special rule: the keep doorway
1.8	Special equipment: the drawbridge
1.9	Special equipment: scaling ladders
1.91	Carrying and raising the ladder
1.92	Moving an upright ladder
1.93	Movement, shooting and combat
1.94	Toppling a scaling ladder

SECTION TWO (page 12 in the rulebook)							16
2.1	Special terrain
2.2	‘Filled moat’ markers
2.3	‘Rubble’ markers
	2.31	Placing the markers
	2.32	Shooting and cover
	2.33	Movement
2.4	Special equipment: siege towers 
	2.41	Moving the tower
	2.42	Movement in the interior of a siege tower
	2.43	Shooting from a siege tower
	2.44	Restrictions on shooting and cover
	2.45	Movement and combat from a siege tower
	2.46	Stacking

SECTION THREE (page 15 in the rulebook)							18
3.1	Terrain types on ‘The Camp’ map (and from “Cry Havoc”)
3.2	Restrictions on shooting and cover
	3.21	Scrub
	3.22	Trees
	3.23	Slope
	3.24	Tents
	3.25	Trenches
	3.26	Shooting through windows (from “Cry Havoc”)
	3.27	Courtyards and gateways (from “Cry Havoc”)
	3.28	Exterior building corners (from “Cry Havoc”)
3.3	Special rules for characters on horseback
	3.31	Horsemen in cover
	3.32	Restrictions on movement
	3.33	Mounting and dismounting
	3.34	Riderless horses
	3.35	Shooting and combat involving horses and their riders
3.4	Special equipment: ballistas
3.41	Operating a ballista
	3.42	Restrictions on shooting
	3.43	Restrictions on movement
3.5	Fires: how to ignite and extinguish a fire
	3.51	How to light a fire
	3.52	How the fire spreads
	3.53	How to extinguish a fire
	3.54	Evacuating a fire hex and restrictions on movement
	3.55	Damage caused by the fire

SECTION FOUR (page 19 in the rulebook)							23
4.1	Breaching the walls of the castle
	4.11	The means available to the besiegers
	4.12	The Siege Record Sheet
	4.13	Different levels of demolition
	4.14	Result of demolition
4.2	Special equipment: trebuchets and mangonels
	4.21	Operation
	4.22	Restrictions on shooting and movement
	4.23	Repair of damaged trebuchets and mangonels
4.3	Special equipment: battering rams
	4.31	Moving the battering ram
	4.32	Operation
	4.33	Restrictions on shooting and cover
	4.34	The battering ram and hand-to-hand combat

SECTION FIVE (page 22 in the rulebook)							26
5.1	Carts and draft animals (and mules) 
	5.11	General rules
	5.12	Shooting and combat against draft animals
	5.13	Mules (from “Cry Havoc”)
5.2	Special equipment: screens
	5.21	Moving the screens
	5.22	Facing and cover
	5.23	Restrictions on shooting and movement
	5.24	Restrictions on combat
5.3	Fires: flaming arrows and boiling oil
	5.31	Flaming arrows
	5.32	Barrels of boiling oil
5.4	Healing wounds

OPTIONAL RULES FROM “SIÈGE” AND “CRY HAVOC”					28
6.1	Panic and rout (from “Siege”)
	6.11	Effects of panic
	6.12	Effects of rout
	6.13	Exiting the map
6.2	Ability to aim accurately (from “Siege”)
6.21	Errare humanum est
6.22	Shooting skill
6.3	Ammunition limitation (from “Cry Havoc”)
6.4	Ransom and surrender (from “Cry Havoc”)
6.5	Command control (from English version of “Cry Havoc”)
6.6	Using lead miniatures (from English version of “Scenario Book 1”)
6.7	Miscellaneous rules from scenarios
	6.71	Effect of half and quarter rations (from “Siege”)
	6.72	Capturing the outer part of the castle (from “Siege”)	
	6.73	Heroic warrior (from “Scenario Book 1”)
6.74	Riders capturing horses (from French version of “Scenario Book 1”)
6.75	Night actions and sleeping characters (from French version of “Scenario Book 1”)

THE SCENARIOS										35
1.	General rules for the scenarios
2.	Changes made to the scenarios for “Cry Havoc” 
3.	Changes made to the scenarios for “Siege”
4.	Changes made to “Scenario Book 1” 

PLAY SHEETS (GAME AID CARDS) 								39
1.	Terrain effects table
2.	Missile-fire tables
3.	Combat results tables
4.	Battering, Healing and Fire tables
5.	Levels of elevation and restrictions on shooting and combat
6.	Sequence of play

Structure of rulebooks for “Cry Havoc” and “Samouraï”	Section in ‘Siege rules’	
Introduction, Description of the counters	Introduction	
Terrain types (including additional terrain from “Cry Havoc”, but excluding the new terrain types introduced in “Samouraï”)	1.1, 3.1	
Game turns	1.2	
Sequence of play	1.21	
Shooting with a bow or crossbow (bow only for “Samouraï”)	1.3	
Restrictions on shooting	1.4, 3.2	
Cover	1.5, 3.2, 3.31	
Movement	1.6	
Restrictions on movement	1.61, 3.32, 3.33, 3.34	
Stacking	1.62	
Combat	1.7	
Shooting and combat against horses and mules (horses only for “Samouraï”)	3.35; mules added as 5.13	
Optional rules from Cry Havoc: Limited ammunition, Ransom; Command control (from English version only)	added as 6.3, 6.4; 6.5	
Special rules for “Samouraï”: Light carts, Challenges, Hara-kiri, Monks, Ninja, Barricades, Lanterns; new terrain types	Not included: see the ‘Samurai Supplement’	

Comparative table of numbers of counters and character attack/defence strengths	
Game	CRY HAVOC	SIEGE	SAMOURAI	
Troop or equipment type	No.	Strengths	No.	Strengths	No.	Strengths	
Mounted barons/ Samurai bow	6	26/12 – 30/14	3	24/10 – 27/14	4	22/13 – 28/14	
Mounted knights / Samurai	10	20/8 – 24/12	3	20/10 – 22/10	6	25/12 – 32/15	
Foot samurai (ronin) with bow					12	10/7 – 15/10	
Sergeants / Samurai monks	4	10/9 – 12/8	3	11/9 – 12/9	6	13/8 – 17/11	
Halberdiers / Foot samurai	9	10/6 – 12/8	3	11/7 – 12/8	14	10/6 – 16/10	
Billmen / Naginata (ashigaru)	5	9/7 – 11/6	3	9/6 – 11/7	14	9/5 – 10/7	
Spearmen / Yari (ashigaru)	8	7/6 – 9/7	8	5/6 – 8/7	17	6/3 – 8/6	
Crossbow / Ninja	12	5/4 – 7/7	4	5/5 – 7/6	5	8/6 – 12/7 (N)	
Shortbow / Longbow	6	5/4 – 7/6 (S)	6	4/4 – 7/5 (L)	6	4/3 – 6/6 (L)	
Engineers / Monks			3	3/4 – 4/5	5	4/3 – 10/7	
Peasants	11	3/2 – 7/5	9	2/3 – 7/4	6	2/3 – 6/3	
Civilians	4	2/2	1	2/2			
Mules / Carts + draft animals	6 Mules	2 Carts + horse + ox	1 Cart + horse	
Screens / Ladders / Barricades		6 Screens, 6 Ladders	4 Barricades (2-hex)	
Siege towers / Battering rams		3 Towers, 3 Rams		
Other equipment		12 Barrels of oil	3 Lanterns on poles	
Ballistas/ Mangonels/ Trebuchets		4 Ballistas; 4 Mangonels, 4 Trebuchets		
Rubble / Fascines (filled moat)		10 Rubble; 8 Fascines + 4 Fascines (2-hex)		

INTRODUCTION

[The one-page Rules Summary from the back of the Rules booklet has been included in this section. Information on the playing pieces is included in the ‘Historical Background’ booklet, but the rest of that booklet has not been translated so the information fits in best here.]

“Siege” is both a self-standing game in its own right and a companion game for “Cry Havoc”. The rules for the two games are entirely compatible with one another, and, although five of the seven scenarios proposed here only require “Siege”, the remaining two also require material from the game “Cry Havoc”. Players are actively encouraged to design their own scenarios. Supplementary maps and figures are also available separately.

“Siege” contains many new rules, because this simulation introduces a range of techniques for attacking and defending a castle stronghold of the 13th century. In order to enable players to gradually understand the rules, this booklet is divided into five sections, each of which corresponds to one scenario. At the end of each section it is possible to immediately play a scenario that puts into practice the rules that have just been read. A summary of the rules is printed on the back of this booklet (see below); this will enable players to quickly familiarise themselves with the way in which a game of Siege is played.

Note that throughout these rules the terms ‘he’, ‘his’ and ‘him’ have been used for convenience of expression. These terms do include the feminine versions ‘she’ and ‘her’.

HOW DO YOU PLAY “SIEGE”? (Summary of the rules)

The game turns
The players first choose one of the scenarios provided. Some scenarios only cover one day, others many weeks of siege. For the latter the players will need a siege record sheet. They will record on this the damage inflicted on the castle walls and mark each day that passes. When the time comes for tactical action, each side places its characters on the specified starting locations. Then the first game turn starts. In successive player turns, each player moves and conducts combats for his characters. Archers and crossbowmen can also shoot. The detailed sequence of each game turn is shown on the Game Aid cards. 

Specific victory conditions for each scenario will enable determination of the winning side and the end of the game. 

Movement
The blue number on each counter indicates the number of Movement Points available for that character in each game turn. The character can spend all or part of his points and move on the map in any direction. Depending on the difficulty of the terrain crossed, each hex will require him to spend one or more Movement Points (see the Terrain Types chart). Note that in the interest of realism some moves are prohibited or impose special conditions: e.g. to reach the ramparts it is necessary to move up a stairway or climb a ladder, a character on horseback cannot enter the castle moat, etc.

Combat
To be able to attack, a character must be in one of the hexes adjacent to that of his enemy. Some special restrictions are explained on the back of the scenario booklet.

Combats are resolved with the help of a ten-sided die, numbered from 0 to 9 (with 0 counting as 10). However, the result of a combat will also depend on a comparison of the attack strength of the character initiating the combat (the black number) and the defence strength of the character attacked (the red number). By comparing the two numbers an odds ratio between attacker and defender is obtained, and this will be matched against one of the columns of possible results (see the Combat Results Tables). The die will then identify one of the 10 results within that column.

E.g. a knight of strength 24 attacks a soldier with a Defence Strength of 7. The odds ratio is 24 against 7, which is 3.4 against 1, rounded to 3:1 (the 3:1 column in the Combat Results Table for combats against characters on foot). If the player controlling the knight rolls the die and obtains a 2, the result is ‘D’ = Defender stunned. The soldier’s counter is consequently turned over. If the number obtained on the die had been a 7 (result ‘A’), the knight would have been wounded.  

It should be noted that the odds ratio in a combat could be altered if there are several attackers and if the characters involved are in different types of terrain.

Shooting
Once it has been determined that a shot is possible, its effectiveness will depend not only on the weapon used (shortbow, longbow, crossbow or ballista) but also on the range of the shot and the cover that assists the target. It is obviously easier to shoot at someone who is nearby and in the open than at someone who is far away and hidden in a tree… As with combats, the die is rolled to determine the result of the shot (see the Missile Results Tables). It should be noted that knights have better protection, even when they are on foot, and that a shooter aims less well when wounded.

Some special situations are explained on the back of the scenario booklet, in particular when the shooter and his target are at different heights.

DESCRIPTION AND USE OF THE COUNTERS FOR THE GAME 

Some comments on time scales and distance
“Siege” is a game that, on the tactical maps, simulates man-to-man combat. In other words, each game turn represents a very short period of real time: a few tens of seconds at most [five to ten seconds in the English versions]. Enough time to shoot an arrow, to strike a blow with a sword, or to run a few metres.

The width of a hexagon is equivalent to two metres [‘about six feet across’ in the English versions], a space sufficient for one soldier to wield his weapon comfortably but not enough for a rider on a horse. It is for this reason that each mounted character occupies two hexes, and that it is forbidden to have two living characters on the same hex.

Missile-fire generally takes place at short or medium range. However, shooting at long range has been included for the benefit of players who wish to use additional maps so as to create a much larger game board. Such maps are either available separately or in other boxed games of the series, all of which are compatible with “Siege”.

The counters representing the characters
Each foot character is represented by two double-sided counters. The first shows on one side the character in good health and on the reverse the character stunned. The second counter shows the same character when he is wounded and dead. Characters possessing a mount have four counters: two represent them on foot and two others mounted. On the back of the healthy mounted rider's counter is a picture of the horse without a rider, and on the back of the wounded rider is the dead horse. 

The system of double-sided counters is identical for all the characters in the game. It should be noted that a stunned character can neither move nor attack, and that his defence strength is reduced to the passive protection offered by the equipment worn or carried.

On each counter are [the name and picture of the character, as well as] three numbers: 
•	A black number: it represents the attack strength of the character. Its amount is determined by the length and heaviness of the weapon, the skill of the man who is using it, and his physical condition.
•	A red number: it represents the defence strength of the character. Its amount is determined by the skill of the character in parrying and dodging blows, as well as his physical condition. Characters in armour have their red number surrounded by a circle.
•	A blue number: it represents the movement allowance of the character, in other words the number of movement points that he can spend each game turn. Its amount is determined by the mode of transport - on foot or on horseback, the weight of armour worn, and the physical condition of the character.

Markers for ‘Panic’ and ‘Rout’, and ‘Ransom’ 
The Panic and Rout markers are only used if the optional panic rule is being played. The Ransom markers are used if the optional rule for capturing knights is being played. All these markers are placed, when the circumstances require, on top of the counters for the characters concerned. 

Equipment counters
Counters for siege towers and battering rams occupy three hexes. The two-hex ladder counter is used when a scaling ladder is being carried; the one-hex ladder counter is used when the scaling ladder is upright against the castle walls. The counters for siege engines are flipped over if they have been burnt. Barrels of oil become flame pieces when flipped over. 
Filled moat markers are placed on moat hexes to show that the hexes have been filled; a few ‘double’ pieces covering two hexes are included for convenience. Rubble markers are placed on battlement hexes if the wall has been destroyed. 
The drawbridge counter is placed in the marked area at the gates when the drawbridge is lowered. 

Draft animals and mules are represented by one double-sided counter. As they are killed by just one hit, the back of the counter depicting the healthy animal has a picture of the dead animal.

SECTION ONE

1.1	TERRAIN TYPES ON ‘THE CASTLE’ MAP

Terrain type	Movement cost per hex
    (in Movement Points)	Type of cover	Effect of terrain on combat	
Flat terrain	1	None	0	
Castle wall (hex)	Impassable	Infinite	Impossible	
Arrow slit	1 on foot; Impassable from outside	Heavy	+ / Impossible (1)	
Battlements	1; 4 from a ladder	Heavy	0	
Stairway	2 on foot; Impassable to horses	None	-	
Tower / keep doorway	1 on foot; Impassable to horses	Medium / Infinite	+	
Tower / keep interior	1	Depends on location of shooter	+	
Moat	1 on foot from adjacent moat hex, otherwise 4; Impassable to horses	None	-	
Special equipment	Movement cost per hex	Type of cover	Effect on combat	
Drawbridge	1	None	0	
Scaling ladder (upright)	3 on foot; Impassable to horses	None	-	

NOTES:
(1)	Combat is impossible across an arrow slit.
(2)	Characters in hexes containing Special Equipment ignore the natural terrain in that hex.
(3)	As will be explained later, the type of cover affects shooting at a distance, while the advantage (+) or disadvantage (-) associated with terrain affects hand-to-hand combat.
(4)	The English version of “Siege” refers to ‘door in building wall’ and so allows horses to enter tower doorways in the same way as they can enter the house doorway hexes in “Cry Havoc”. The French Terrain Effects Tables are clear in identifying that only tower and keep doorways appear in “Siege” and that horses cannot enter them.

1.2	GAME TURNS
The game consists of a series of Game Turns, each of which is sub-divided into two separate Player Turns, one for each side. During his own Player Turn, the relevant player makes his characters shoot, move and fight. Each scenario will state which of the sides starts with the first Player Turn. 

When there are several players on each side, all the players of the same side will shoot, move and fight during the same Player Turn. 

1.21	Sequence of play
Each game turn is divided into phases as follows: 
(Note that the word ‘all’ refers to all the characters from one side.)

First Player Turn
1.	FIRST MISSILE FIRE PHASE: All archers and crossbowmen can shoot, with the exception of those engaged in combat during the previous Game Turn.
2.	MOVEMENT PHASE: All characters can move, with the exception of crossbowmen that have just shot.
3.	SECOND MISSILE FIRE PHASE: All archers can shoot again, including those that were engaged in contact during the previous Game Turn.
4.  	COMBAT PHASE: All characters in contact with enemy characters may engage in combat.
5.  	STUNNED CHARACTERS PHASE: All friendly characters who were stunned during the preceding Player Turn will stand up (turn over the relevant counters).

Second Player Turn
This proceeds in exactly the same sequence as that of the First Player. When Phase 5 has been completed, a new Game Turn starts and the First Player restarts the sequence with Phase 1.

Notes: 
(1)	It is important to keep to the order of succession of the Phases. A new Phase cannot be started until the previous one has been completed.
(2)	Instead of the hierarchy noted above of ‘Game Turns’, ‘Player Turns’ and ‘Phases’, the English rule-books refer to ‘Game Turns’, ‘Phases’ and ‘Steps’ respectively. The change in wording was made by the translator when translating later games of the series, in an attempt to clarify occasional confusions within those rules between Game Turns and Player Turns; for consistency that terminology has been retained in this translation. 
(3)	The English rules divide the First Missile-fire Phase into two separate phases: archers on foot (shooting first) and others. The French rules recognised that since all those shooting were on the same side, and nothing could happen to the crossbowmen while the archers were shooting, there was no practical purpose in the separation of the two groups.

1.3	SHOOTING WITH A BOW OR CROSSBOW 
Even though the die roll is the most important element in determining the result of a shot from a bow or crossbow, there are several other factors that can modify the circumstances of the shot. See the Play Sheet supplied with the game.

On the Play Sheet are all the tables needed for resolving shots. The first table shows the possible modifications to the die roll dependant on the range of the shot and the state of health of the shooter. The two tables after that each deal with one category of target. Depending on the situation and the missile weapon used, refer to the relevant table using the column for Shortbow, Longbow or Crossbow. Roll the die once, then follow the horizontal row for the number obtained (after any modifications) to the column for the target’s cover, and the result of the shot will be noted as A, B, C, D, E or F. An explanation of those results is given with each table. The cover gained from each type of terrain is listed in the Terrain Table. Now we need to look at the special rules for restrictions on shooting.

Note: Siege is a three-dimensional simulation, so players should check the table summarising the effects of different levels of elevation on the game, and the restrictions on shooting that apply if the shooter and target are not on the same level of elevation. 

1.4	RESTRICTIONS ON SHOOTING 

1.41	Line of fire
A character can shoot at an enemy character if there is an unobstructed line of fire between the shooter and the target. The line of fire is an imaginary straight line that can be traced from the centre of the shooter’s hex to the centre of the target’s hex. [Note that the English rules state ‘any part’, rather than the centre, of the hexes.] If this line of fire crosses a hex containing either a character or a type of terrain other than flat terrain, the shot will be subject to the restrictions explained below.

1.42	Shooting over other characters
If the line of fire of a crossbowman passes through a hex occupied by a living character, shooting is impossible. Both stunned characters and animals are classed as being ‘living characters’. [Stunned characters are ignored, with shots freely passing over them, in “Croisades” and later games.]

On the other hand, archers can shoot over other characters on condition that the target is at medium or long range and is only benefiting from light cover (or no cover at all). 

Shots against or across battlement or arrow-slit hexes, and shots into the moat, benefit from special rules if the shot crosses two levels of elevation (see rules 1.44, 1.45, 1.46).

1.43	Shooting through doorways
A character outside or inside a building can shoot through a doorway if he is at the same level of elevation as the doorway and the line of fire does not cross a section of wall. When a character shoots from a doorway hex [or from a hex behind a doorway hex-side], the line of fire is traced from the middle of the opening and not from the centre of the hex. Special rule: It is not possible to shoot from or through the keep doorway.

“Cry Havoc” adds that the line of fire must not cross two doorways or windows although targets in doorway and window hexes can be shot at through a doorway. All characters benefit from medium cover when shot at through a doorway, but this does not apply if the shooter is standing in the relevant doorway hex. The restrictions relating to doorways apply in the same way to courtyard gateways and to all combinations of the two types of entry.

1.44	Shooting from behind battlements and arrow-slits
When a character in a battlement hex aims at a target outside the castle, his line of fire is traced from the middle of the hex-side chosen to shoot from and not from the centre of the hex. In the same way, when a character in an arrow-slit hex shoots through the arrow-slit, the line of fire is traced from the aperture of the arrow-slit. In all other situations the line of fire is calculated normally.

In “Siege”, characters in the keep are at a higher level than characters in the towers or on the battlements, and those characters are in turn at a higher level than all character in other types of terrain except those at the top of a scaling ladder or on the upper level of a siege tower. As a result, for a range of 8 hexes from battlement and tower arrow-slit hexes, and for 12 hexes from arrow-slit hexes in the keep, the shooter ignores characters and other intervening obstacles at lower levels. However, the shot is not possible if a character from the same side as the shooter is adjacent to the target and at the same height as the target (although if you think that your men are veteran bowmen you could use the optional ‘errare humanum est’ rule 6.21). In addition, targets within the specified ranges will not benefit from any cover if they are in scrub or slope hexes (see Section 3). 

Note: Trees, siege towers, the castle keep and towers will continue to block any line of fire. It is possible, however, for a line of fire from the keep to pass over battlements, towers and siege towers if the character below is at least as far away from the wall (or siege tower hex) as the shooter. When calculating range affected by castle battlements, treat the wall concerned as if it straddles both of the two adjoining hexes (see the illustration below).

1.45	Shooting at characters on the battlements or in arrow-slits
If a shot is possible from above, it will also be possible from below with two exceptions: 
(1) To shoot at a character behind an arrow-slit, the shooter must be in an exact straight line with the arrow-slit; (2) characters in the castle moat cannot shoot at battlements or arrow-slits.

The example below illustrates the different rules explained in 1.44 and 1.45.

		keep	A
	keep		From the keep, A can shoot from the arrow-slit at G and D but not at C, as C is only 1 hex from the wall [treated as straddling two hexes] while A is 2 hexes from it. A cannot shoot at E or F because they are too close to the tower.	

Battlement							
	tower		B
Bmt		Battlement	From the battlements B can fire at C, G, D and E, but not at F because the line of fire hits the tower wall.	
arrow
 slit		arrow
slit 		Battlement			
	a-slit
		(Bmt)
moat		
moat	C, G, D and E can shoot at B, who will benefit from heavy cover. G and D can also shoot at A (heavy cover) because they are in a straight line from the arrow-slit.	

moat		
moat		
moat			
	
moat		C				
F						If characters were in the arrow-slits hexes in the tower, only E would be able to shoot and only at the one in the middle.	
	E		G				
						If B was an enemy who had got into the castle, A could shoot at him and B would have no cover.	
			D				
						If D was on their side, neither A nor B could shoot at G.	

1.46	Shooting at characters in the castle moat
Characters behind the tower arrow-slits and on the battlements can shoot into the moat if the wall does not block their line of fire. Possibilities of shooting from the keep arrow-slits are few because characters in the moat are normally too close to the walls [only hexes F13 and N4 seem to be visible]. Characters outside the castle wishing to shoot into the moat must either be in the moat itself or in a hex next to the edge of the moat. As the moat is quite deep, a shooter in a hex next to the moat edge can shoot over characters in the moat.   

					A and E can shoot at everybody, but B cannot shoot at D and C. 	
Battlement		Battlement		Battlement		
	E
Bmt		Battlement		D and C cannot shoot at B, nor can they shoot at E because they are in the moat.	

moat		
moat		
moat		
	D
moat		C
moat			
						
	A					
B						

1.5	COVER

1.51	Battlements and arrow-slits
Characters in battlement or arrow-slit hexes benefit from heavy cover when the line of fire crosses the battlement wall hex-side sheltering the character or the arrow-slit aperture. 

1.52	Interior of the castle
When the drawbridge is raised, any character inside the castle benefits from infinite cover from the outside unless he is either on the ramparts or behind an arrow-slit. The only exceptions to this rule are explained in Section 2 (see 2.32 and 2.43).

1.53	Doorways
A character in a doorway hex benefits from medium cover. This cover is however limited to one side (exterior or interior) of the doorway. If he is subjected to a crossfire, the character must choose the side from which he will be protected.

All characters in the interior of a building benefit from medium cover when shot at through a doorway. This situation does not apply if the shooter is standing in the doorway hex. [Note that doorways may be represented either as whole hexes or as hex-sides. Characters standing just outside a doorway hex-side should be treated as if they were ‘standing in the doorway hex’ if shot at from inside. As spiral stairs have walls partially blocking the hex, like doorways and building corners, they should give medium cover against missiles; but shots cannot pass through a spiral stair hex.]

1.54	Keep doorway
A character in the keep doorway hex benefits from infinite cover. The fact that an arrow or crossbow bolt cannot pass through this doorway reflects its special design and great strength.

1.55	Moat
Characters in moat hexes do not benefit from any cover.

1.56	Walls
Characters behind a section of wall without an opening in it benefit from infinite cover. It is impossible to shoot at them.

1.57	Drawbridge
When the drawbridge is lowered, the two castle hexes on either side of the drawbridge offer heavy cover against shots from outside the castle. When the drawbridge is raised, cover is infinite.

1.6	MOVEMENT 
Each character has a number of Movement Points (MPs) printed on the counter which represents him (as a blue number). Each hex entered requires the spending of a number of MPs corresponding to the difficulty of the terrain encountered (see the Terrain Types Table). Each turn a player can move all or only some of his characters, using all or a part of the movement allowance for each. Unused Movement Points cannot be transferred from one character to another, nor can they be kept in reserve for future turns.

[Note that in “Croisades”, and the other later games, movement allowances were increased for most characters. Knights on horseback could move 12 MPs, and unarmoured characters on foot could move 8 MPs in full health and 4 MPs when wounded; only armoured soldiers (such as sergeants and halberdiers) and dismounted knights kept their original movement allowances.]

1.61	Restrictions on movement
1)	Characters cannot pass through hexes containing living enemy characters, even if they are stunned. [However, in later games characters can pass through hexes containing stunned enemies.] On the other hand, it is possible to cross hexes containing friendly characters.
2)	Walls and arrow-slits are impassable. The towers and the keep can only be entered through doorways. Arrow-slit hexes can only be entered from the interior of the building.
3)	Battlement hexes are impassable from the outside of the castle unless a character is on a scaling ladder (or a siege tower – see Section 2). Battlement (rampart) hexes are accessible from the interior of the castle by stairways. 
4)	Hexes containing three dead persons or one dead horse cost one movement point more than their normal cost. 
5)	Hexes containing six dead persons or two dead horses become impassable. (The same rule applies if a hex contains three dead persons and one dead horse).

1.62	Stacking
At no time during the game can two living characters occupy the same hex. Exception: A character that has fallen from a ladder can be placed on top of another character (see 1.94) and a siege tower can hold two characters in each hex (see 2.45). However, it is possible for characters to pass through hexes containing friendly characters. 

1.7	COMBAT
When two or more characters are on adjacent hexes, they can fight each other. Each combat is optional. The decision whether or not to attack rests with the player whose turn it is [the active player]. His characters are the attackers. In the following Player Turn they will defend against the opponent's attackers. 

To resolve a combat, divide the attack strength (black number) by the defence strength of the character being attacked (red number). This will give an odds ratio which matches a column of possible results on the relevant Combat Table. The attacker then rolls the die to determine the exact result of the combat in question. On the Play Sheet there are two Combat Results Tables: one is used to resolve combats against mounted characters, the other against characters on foot.

When calculating the odds ratio, the number obtained must be rounded, if necessary, in favour of the defender. Thus an attacker with a strength of 8 against a defender with a strength of 3 gives an odds ratio of 2.6 against 1 which rounds down to 2 against 1 (2:1). Attacks attempted at odds of less than 1 against 1 (1:1) are impossible. [This changes the English rules, which treated attacks at less than 1:1 as being made at 1:1.]

1.71	Effects of terrain on combat
The odds ratio of a combat can be modified by the nature of the terrain occupied by each of the characters involved. As can be seen from the Terrain Types Table (see the Play Sheet), a terrain can influence combat in three ways: it can be neutral (0), it can give an advantage to the character in it (+), or it can disadvantage him (-).

According to the terrain that each occupies, the odds ratio may need to be modified by shifting the column of possible results to the left or to the right. This is shown on the Terrain Effects on Combat Table above the two Combat Results Tables on the Play Sheet.

1.72	Combat against more than one character
When a character occupies a hex adjacent to several opponents, he can choose to fight some, all or none. If he decides to attack more than one, he must combine their defence strengths to make one single total defensive factor, which is then used to calculate the odds against his attack strength. 

When two characters (or more) decide to attack one enemy character, they can attack individually, or alternatively they can add their attack points to create a single total attack factor which is used to calculate the odds against the defender's strength. If they attack together, they may, as a bonus, shift the odds column so obtained by one column to the right (see example below). This rule does not apply to attacks against a mounted character.

When the result of a combat shows that one of the attackers or defenders has been stunned or wounded, the player of the side affected decides which of the characters receives the blow. On the other hand, the result "Attacker retreats" or "Defender retreats" applies to all the characters that participated in the attack or defence.

If the attackers decide to attack jointly and they are on different types of terrain, the least advantageous terrain will be counted to compare with that occupied by the defender. Example: Assume that two characters attack an enemy at 4 against 1 (4:1). If one is on terrain (+) and the other on terrain (-), the two attackers are considered to be on terrain (-). If the defender occupies terrain (+), the Terrain Effects on Combat Table (see the Play Sheet) shows that the odds ratio must be shifted two columns to the left (4:1 becomes 2:1). But if they attack together they can shift the odds ratio one column to the right. The combat would then be resolved at 3:1.

1.73	Advance after combat
If, at the end of a combat, the attacker or the defender have been forced to retreat (or if one or the other has been killed) the victorious player can advance one of his characters by half his movement allowance. The first hex crossed must always be one of the hexes evacuated by the enemy (or the hex of the killed character). This advance is, however, limited to one hex if the character moving forward advances into a hex adjacent to an enemy. [The later games allow maximum advances of only 2 hexes on foot or 3 hexes if mounted; these advances can go through a hex containing a stunned enemy. However, a character that passes without stopping through a hex next to an enemy character must roll to see whether he has been wounded.] 

Advance after combat is not obligatory but it must be carried out immediately, without waiting for the resolution of the other combats in progress. Only a character involved in the combat can benefit from the advance after combat. The Movement Points used during the advance after combat do not prevent the character concerned from moving normally during his Player Turn.

1.74	Restrictions on combat
It is not possible to attack an enemy on the other side of an arrow-slit. As a general rule, any combat is impossible if the attacker could not move into the hex that he is attacking. Example: a character on a ladder can only attack a character in the battlement hex against which the ladder is resting.

Note: Siege is a three-dimensional simulation, so players should check the table summarising the restrictions on combat that apply if the attacker and defender are not on the same level of elevation. 

1.8	SPECIAL EQUIPMENT: THE DRAWBRIDGE
To lower or raise the drawbridge, a character must be on the hex containing the winch (in the South Gatetower). He must spend a full Turn without moving, shooting or combat to be able to operate the drawbridge. At the end of the turn in question, if the drawbridge has been raised, remove the counter from the map; if it has been lowered, place the counter onto the map in the space marked with the dotted lines.

Any character on the drawbridge hex when it is raised will be hurled into a moat hex adjacent to the drawbridge (the controlling player deciding which side he falls). The character will be stunned by the fall. If he has already been stunned or wounded before falling, he will be killed.

1.9	SPECIAL EQUIPMENT: THE SCALING LADDER

1.91	Carrying and raising the ladder
A scaling ladder can be carried by any two characters. Use the ‘horizontal ladder’ counter and place the characters on top of it. Characters carrying a ladder cannot engage in combat or shoot; their movement allowances are both reduced by 2 Movement Points. 

When one (or both) of the characters reaches a hex adjacent to a battlement hex, they can then raise the ladder. Replace the ‘horizontal ladder’ counter with an ‘upright ladder’ counter, which must be placed in one of the two hexes previously occupied by the horizontal ladder and pointed at an adjacent battlement hex-side. Note that the towers cannot be scaled, nor can the two gate-tower wall sections next to the drawbridge. [The “Siege Extension Sets” also allow for upright ladders to be pulled up a wall and horizontal ladders on ramparts to be slid down into an upright position. This can be done by 2 adjacent characters, at a cost of 4 MPs each, if no enemies are adjacent.]

1.92	Moving an upright ladder
An upright ladder can be moved one hex, or faced in a different direction within the same hex, by two characters adjacent to the ladder hex. Each character spends 2 Movement Points to carry out this process. It is impossible to move or turn a ladder if someone is on it [i.e. in the ladder hex].

1.93	Movement, shooting and combat
To climb a ladder, a character spends 3 Movement Points. It is not possible to move into a hex containing an upright ladder without paying the necessary 3 Movement Points.

A bowman at the top of a ladder can only shoot into the battlement hex facing him. His target will still benefit from heavy cover. [Shooting from a ladder was not referred to in the English rules.]

Characters on a ladder do not benefit from any cover and are considered to be in disadvantageous terrain (-) in the event of combat. Characters can move from the top of a ladder into the battlement hex that the ladder is resting against at a cost of 4 Movement Points or as a result of Advance after Combat (see 1.73). [If unarmoured characters are allowed to move 8 MPs, it becomes possible for them to climb a ladder and cross into a battlement hex in a single move. “Croisades” (in Section 2.69) prohibited this type of move, but the “Siege Extension Sets” immediately allowed it again for ordinary castle walls such as those on ‘The Castle’ map.] 

1.94	Toppling a scaling ladder
A character on a battlement hex that is facing the top of a ladder may attempt to topple the ladder instead of normal shooting and combat. The attempt takes place during the character’s Combat Phase. Roll one die: 1-6: The ladder is toppled; 7-10: The ladder stays in place. [The “Siege Extension Sets” allow ladders to be toppled from an adjacent hex below in exactly the same way.]

If a ladder is toppled, replace the ‘upright ladder’ counter with a ‘horizontal ladder’ counter. This must be placed by the player that toppled the ladder so that one of the halves of the horizontal ladder still occupies the original ladder hex. Any character that was on the ladder falls down and must be placed by his owner in one of the hexes adjacent to the upright ladder hex, but not (of course) in a battlement hex.

The fallen character may be placed on top of another character or on top of the toppled ladder. The character is automatically wounded by his fall, and if he ends up stacked on top of another character that other character will be stunned. A character that is already wounded or stunned will be killed. Ladders do not have any effect on characters below if they topple onto them.

STOP! DO NOT READ ANY FURTHER YET!
You can now play Scenario 1, which allows you to put into practice the rules described so far.

SECTION TWO

2.1	SPECIAL TERRAIN

Terrain type	Movement cost per hex	Type of cover	Effect of terrain on combat	
Filled moat	2 on foot; Impassable to horses	None	0	
Rubble	2 on foot; Impassable to horses	Medium	-	
Siege tower	2 on foot; Impassable to horses	Infinite / Light	0 / -	

2.2	‘FILLED MOAT’ MARKERS
Before starting an assault on the ramparts, the besieging player places ‘Filled moat’ (fascines) markers on the moat hexes of his choice. The number of available ‘Filled moat’ markers will be stated in each scenario.

Filling a part of the moat not only makes the movement of characters on foot easier, but it is also the only means by which siege towers and battering rams can be pushed up to the walls.

In scenarios covering several days of siege, the ‘Filled moat’ markers are removed at the end of each day and distributed afresh before another assault.

2.3	RUBBLE MARKERS

2.31	Placing the markers
In scenarios that only cover a single day, such as Scenario 2, the attacker places Rubble markers in the same manner as ‘Filled moat’ markers. However, when the scenario covers the whole length of the siege, the Rubble markers are only placed on those hexes that have been destroyed by the besiegers’ mangonels, trebuchets and battering rams (see Section 4).

2.32	Shooting and cover
It is possible to shoot into or across a rubble hex. The breach so created allows shooting at the interior of the castle. Characters on Rubble hexes benefit from medium cover irrespective of the direction from which they are shot at. 

2.33	Movement
When a Rubble marker is placed on a battlement hex, castle wall or arrow-slit, this hex becomes accessible from all the hexes around it, unless there is an intact wall that blocks passage. Characters can thus move from a moat hex (whether filled or not) or a battlement hex into a Rubble hex by spending 2 Movement Points. However, in order to move from a Rubble hex onto a battlement hex, tower hex or keep hex, a character must spend 3 Movement Points.

2.4	SPECIAL EQUIPMENT: SIEGE TOWERS 
Description: The siege tower occupies three hexes and consists of two main levels. Characters inside the siege tower (on the lower level) are placed under the counter; characters on the upper level of the tower are placed on top of the counter. 

2.41	Moving the tower
Three characters inside the siege tower can move it at a rate of 2 Movement points per turn. Movement can only be made in a straight line, either forwards or backwards (see the illustration below). [English rules only allowed forwards.] At the start of the assault, the attacking player brings on the tower through one of the hexes at the board edge, having faced it in the desired direction.

	|                      |
Siege Tower	
	The “Siege Extension Sets” also allow siege towers and rams to pivot on the centre by one hex per turn instead of moving.	

If one of the characters moving the tower engages in combat, the siege tower will not be able to move during the following turn. A siege tower can only move over flat terrain or filled moat. 

2.42	Movement in the interior of a siege tower
A siege tower can carry 3 character on its upper level, additional to the 3 characters that push it. A character entering a siege tower hex must spend 2 Movement Points if he wishes just to pass through it or stop at the lower level. To climb to the top of the tower he will also have to spend a further 2 Movement Points. Movement between hexes on the same level only cost 1 MP per hex. Consider that each hex on the lower level also connects to the hex immediately above it on the upper level, and vice versa.

2.43	Shooting from a siege tower
For a range of 10 hexes from the upper level hex where he is standing, a shooter will ignore characters and other obstacles below him. However, shooting is not possible if a character from the same side as the shooter is adjacent to the target and at the same level of elevation as him (although for greater realism you can use the optional rule in 6.21). In addition, targets on scrub and slope hexes (see Section 3) will not benefit from any cover within that range. 

Note: Trees, the keep and the castle towers continue to block any line of fire. It is, however, possible to shoot over the battlements from the upper level of the siege tower if the character inside the castle is at least as far away from the wall as the shooter  (treating the wall for the purposes of this calculation as if it straddled both of the two adjacent hexes [except when the siege tower is in an adjacent filled moat hex]). [Targets immediately behind battlement hex-sides keep heavy cover.]

2.44	Restrictions on shooting and cover
It is possible to shoot into a siege tower hex but not across it. Characters on the upper level of a siege tower benefit from light cover [although this is changed to medium cover in the “Siege Extension Sets”]. Characters inside a siege tower benefit from infinite cover, but cannot shoot.

2.45	Movement and combat from a siege tower
When a siege tower is adjacent to one or more battlement hexes, the characters on the upper level can move into these hexes unless enemy characters occupy them. Moving from a siege tower hex into a battlements hex (or vice versa) costs 2 Movement Points. It is also possible to take advantage of Advance after Combat (see 1.73) to achieve such movement.

Characters on the upper level of a siege tower and those on the battlements can engage in combat as soon as the hexes are adjacent. Combats can also take place on the three hexes that comprise the upper level of the tower. On the other hand, no combat is possible between characters on different levels of the siege tower. Characters inside the siege tower (on the lower level) can attack and be attacked from adjacent hexes at ground level.

2.46	Stacking
There can be three characters each occupying one hex on the lower level of the tower and three other characters each occupying one hex on the upper level of the tower. These are placed respectively beneath and on top of the siege tower counter, so there can be in this manner two characters in the same hex.

STOP! DO NOT READ ANY FURTHER YET!
You can now play Scenario 2, which allows you to put into practice the rules described so far.

SECTION THREE

3.1	TYPES OF TERRAIN: ‘THE CAMP’ MAP (AND “CRY HAVOC”)

Terrain type	Movement cost per hex	Type of cover	Effect of terrain on combat	
Flat terrain	1	None	0	
Scrub	2	Light	-	
Tree	2 on foot; Impassable to horses	Light	-	
Slope	2 (1)	Medium	-	
Tent or part of tent	2 on foot; Impassable to horses	Light	-	
Trench	1; Horses can cross but cannot stop	Heavy	+	

Other terrain types from “Cry Havoc”	Movement cost per hex	Type of cover	Effect of terrain on combat	
Building interior	1 on foot; Impassable to horses	Medium (2); or None	+	
Building wall	Impassable	Infinite	0	
Window	4 on foot to climb through; Impassable to horses	Medium (2); or None	Impossible across window; [or +] (3)	
Exterior corner of building	1	Medium if shooter cannot see both sides of the building (4)	0	
Doorway of house or Courtyard gateway	1 (horses can go here); [or doorways impassable to horses] (5)	Medium	+	

NOTES: 
(1)	Slopes are changed in “Vikings” to a cost of 2 for foot and 4 for horses. “Dragon Noir” also introduces a different type of slope, the ‘steep slope’, which costs 4 for foot and 8 for horses. Any map can use either of these rules in place of the original rule that slopes cost 2 MPs for everyone. 
(2)	Interior of building and interior of window hexes benefit from medium cover if the shot crosses a doorway or window, otherwise no cover.
(3)	The rules that combat through windows is impossible in “Cry Havoc” do not fit with the general rule that combat is always possible if a character can move between the two hexes. All the later English games, starting with “Siege” and including “Scenario Book 1”, change this so that windows count as + when inside defending against attacks from outside. “Samouraï” adopts the same rule and explains that this is different from the rule in “Cry Havoc” because the bamboo walls of the houses are thinner. Nothing on windows appears in the French rules for “Siege” or in the “Siege Extension Sets” (despite houses in the Fortified Medieval Town). The rules of “Vikings”, which can be implied into “Croisades” as that game has no houses, state that attacks from either side of a window are at – against +. However, to confuse matters further, in both volumes of “Dragon Noir” attacks through windows are impossible!
(4)	The rule on exterior building corners, as further clarified in “Samouraï”, makes it clear that both exterior corner hexes and hexes adjacent to a building corner can give protection against missiles, so cover is not limited to corners wholly within a hex.
(5)	In “Samouraï” and the later French games horses are not allowed into doorway hexes (with the sole exception of the temple porch in “Samouraï”). It is suggested that, if horses are to be allowed into doorway hexes, only the front half of the horse should be able to enter that hex. Horses can still enter and pass through courtyard and castle gateways. Horses can never enter tower doorways.

3.2	RESTRICTIONS ON SHOOTING AND COVER

3.21	Scrub
It is possible to shoot into and across scrub hexes. A character benefits from light cover if he is in a scrub hex or if the line of fire crosses a scrub hex.

3.22	Trees
If there are trees between the shooter and his target, shooting is impossible. It is possible, however, to shoot at a target in a tree hex, so long as the line of fire does not cross any other tree hex. A character in a tree hex benefits from light cover.

3.23	Slope
Slope hexes do not block the line of fire unless it crosses the lip of the slope. When the line of fire crosses the lip of the slope, shooting is only possible if the character at the lower level is at least as far away from the slope hex as the character on the higher level. If he is closer, the line of fire is blocked and no shooting is possible. (Note that the calculation of distance is made from the slope hex, in contrast to shots across castle battlements which are based on the distance from the wall and not from the battlement hex.) Exception: Shooting is possible if the lower character is in the slope hex itself. He can then shoot but can also be shot at. A character in a slope hex benefits from medium cover if the line of fire crosses the lip of the slope.

Shooting over intervening terrain: Diagram from “Cry Havoc” and English version of “Siege”	

D						A can shoot at B, C (light cover due to scrub), D and E.	
			Slope
E		
Slope	B can shoot at A, C and D (light cover for the two latter), but not at E who is too close to the slope hex.	
Slope		Slope		
Slope			
			
Slope		
A	C can shoot at D, at E (the line of fire does not cross the lip of the slope), as well as at A and B (light cover for both). 	
Slope		Slope		Scrub			
	Slope
C		
Slope		
B	D can shoot at A, B (light cover), C and E (both medium cover).	
		
		Scrub
			
						E can shoot at A, C and D but not at B.	

3.24	Tents
It is possible to shoot into a tent hex but not through it, unless the tent has been destroyed by fire. A character in a tent hex benefits from light cover. [English rules allowed shooting across a tent hex.]

3.25	Trenches
It is possible to shoot into or across a trench hex, even when it is occupied. A character in a trench hex benefits from heavy cover.

3.26	Shooting through windows (from “Cry Havoc”)
a) From inside: A character in a house can only shoot at the outside from a window hex. The line of fire is traced from the middle of the sill outside the window and not from the centre of the hex.

b) From outside: A character outside can only shoot through a window if the target is immediately behind the window. The line of fire must be traced to the centre of the window hex, otherwise shooting is impossible. Special rule: A shooter in the hex immediately adjacent to the window can shoot normally at the inside of the house. His line of fire is traced from the middle of the sill inside the window. His field of fire is however limited to the hexes that are within the room, including doorway hexes and other window hexes. 

All characters inside a house will benefit from medium cover if shot at through a window.

3.28	Courtyards and gateways (from “Cry Havoc”)
Characters inside a courtyard of a building benefit from medium cover if shot at through a doorway or courtyard gateway. Characters in a courtyard gateway hex benefit from medium cover. This cover is however limited to just one side (exterior or interior) of the gateway, the same as with a doorway hex. If subjected to a crossfire, the character must choose from which side he is protected.

3.29	Exterior building corners (from “Cry Havoc”)
Characters on hexes containing a building corner benefit from medium cover if the shooter is on a hex that does not allow him to see two sides of the building at the same time. If he is subjected to a crossfire, the character must choose from which direction he is protected by the corner. [In “Samouraï” it is made clear that characters in a hex adjacent to a building corner may also be able to take advantage of this type of cover. This would depend on the line of fire missing the wall but some cover still being given to the target hex by the jut of the wall.] 

House
interior	House
interior		
A	Example of crossfire	
				Crossbowmen A and B shoot simultaneously at enemy character C who is in a building corner hex. 
C cannot benefit twice from medium cover, so the owning player must choose whether he is in cover from A or from B.	
Wall
	Wall	Corner
C		Slope		

B			Slope		

3.3	SPECIAL RULES FOR CHARACTERS ON HORSEBACK

3.31	Horsemen in cover
A character on horseback occupies two hexes. If the two hexes do not offer the same type of cover, treat the horse as if the whole of it benefits from the heaviest cover type. Example: A mounted character occupying a flat terrain hex and a scrub hex will benefit from light cover.

3.32	Restrictions on movement
The following terrain types are impassable to horses and their riders: battlements (and ramparts); stairways; doorways and the interiors of buildings, towers and keep; moat (whether filled or not); rubble; trees; tents; as well as all hexes occupied by siege engines. [Note that doorway hexes can be entered by horses in “Cry Havoc” (under both French and English rules), but this rule was changed in all the French rules from “Siege” onwards.]

Mounted characters can cross trench hexes, even if they are occupied, but they cannot end their movement on a trench hex. (This rule is an exception to the general rule that prohibits movement through hexes containing living enemy characters – see 1.61.) [In “Dragon Noir” a horse that jumps over an obstacle such as a stream or a crevasse must roll 1D10. For knights on a roll of 9 the horse refuses to jump and the rider is stunned and dismounted in front of the obstacle, and on a roll of 10 the horse lands badly with the horse killed and the rider wounded and dismounted on the far side of the obstacle. Wounded characters add +1 to the die roll, and an attempt to jump over a 2-hex obstacle adds +4 to the die roll.]

3.33	Mounting and dismounting
Mounting and dismounting from a horse takes a complete turn. To be able to mount a horse, a character must be on one of the hexes adjacent to the horse. [In “Outremer” and “Croisades”, and the later English games, all mounting must be done from one of the two hexes either side of the middle of the horse counter. “Croisades” also clarifies that characters cannot move, shoot or fight whilst mounting or dismounting.] 

Only knights are able to mount a horse captured in combat. When a knight mounts or remounts a horse, the counters for the knight on foot and the horse on its own are replaced by a single counter representing that same knight on his mount. 

A wounded knight cannot mount or remount. [Note that in “Croisades”, “Outremer” and “Viking Raiders” a wounded character is allowed to mount a horse, but it takes two turns instead of one. In “Vikings” and “Dragon Noir” the rules are changed so that mounting a horse costs 3 MPs instead of a whole turn, but is not possible if an enemy is adjacent to either rider or horse.]

3.34	Riderless horses
Horses without a rider stay immobile until they are mounted or led by the bridle. To lead a horse by the bridle any character, even a wounded one, merely has to pass through one of the hexes adjacent to the horse. The character can continue to move and is followed by the horse, which is treated as a simple extension of the counter leading it. [See also the extended rules for capturing horses from “Scénarios Livret 1” (in Section 6.74). “Croisades” allows characters on foot to lead a string of up to three horses, and also lets foot characters lead horses through water and tree hexes.]

3.35	Shooting and combat involving horses and their riders
When a rider is dismounted following combat or missile fire, the player to whom he belongs places the appropriate counter - rider stunned, wounded or dead - on one of the hexes adjacent to his horse. The horse itself remains in the same place and is represented by its own counter (dead or alive depending on the result in question). [Clarification using the principles from “Croisades”: if all the adjacent hexes are occupied, a rider forced to dismount is automatically killed.]

If a player decides to attack a riderless horse, he resolves the combat or missile fire in the same way as against a mounted character, ignoring any injuries that would have been inflicted on the rider. Riderless horses have a Defence Strength of 1 point. Note: A mounted character engaging in combat is considered to occupy the least advantageous terrain of the two hexes that he occupies.

[Combat priority: In the English rules knights must always attack enemy knights if they are adjacent, ignoring other possible opponents. This rule is not included in the French rulebook.]

3.4	SPECIAL EQUIPMENT: BALLISTAS

3.41	Operating a ballista
A ballista can shoot every three turns, at the same time as crossbowmen. Two characters must be adjacent to the ballista during those three turns for it to work. At least one of them must be an engineer (whether wounded or healthy). To determine the result of the shot, roll a die and consult the Missile Results Table for the relevant target. Note: To show the passage of turns, mark three blank counters with the numbers 1, 2 and 3, and place each counter on the ballista in the corresponding turn.

3.42	Restrictions on shooting
It is impossible to shoot across a hex containing a ballista.

3.43	Restrictions on movement
Once a ballista has been placed on the map, it cannot be moved. However, in scenarios covering several days, it can be re-deployed between two assaults. No character can enter or pass through a hex occupied by a ballista. 

[“Croisades” (section 2.64) allows ballistas to be used by defenders on castle ramparts as well as by besiegers, and gives them a Movement Allowance of 2 if they are moved by 4 characters (who cannot do anything else during that turn). A ballista can also fire from behind a screen.] 

3.5	FIRES: HOW TO IGNITE AND EXTINGUISH A FIRE

3.51	How to light a fire
A character can set on fire a siege engine or tent hex by remaining on an adjacent hex for a whole turn. If, during the turn following his arrival in that hex, he has not been dislodged by his opponent and he has not moved throughout his Player Turn, the character can set fire to one adjacent hex instead of normal shooting or combat. Place a Fire marker on the target hex in the Combat Phase.

Note: A character in a battlement hex cannot set fire to a siege engine in this way. He will have to use flaming arrows or barrels of boiling oil, as shown in Section 5.

3.52	How the fire spreads
At the end of his opponent’s Player Turn, a player determines whether or not the flames have spread from any hexes that he has set alight. The fire can only spread into an adjacent hex if that hex contains a siege engine or part of a siege engine, a tent or part of a tent. Roll the die once for each adjacent hex that meets the criteria, and consult the Fire Table under the ‘Spreading Fire’ column (see the Play Sheet). This rule does not apply to any fire that the opponent has succeeded in extinguishing during his Player Turn. 

3.53	How to extinguish a fire
A character can attempt to extinguish the flames if he is adjacent to a hex on fire. Each character can make one attempt per turn in relation to just one hex. A number of characters may each make a separate attempt at the same hex. A character cannot move, shoot or fight during the Player Turn that he attempts to extinguish the fire. Roll one die during the Combat Phase and consult the Fire Table under the ‘Dousing Fire’ column.

3.54	Evacuating a fire hex and restrictions on movement
If the fire catches in or spreads into a hex containing a character, he must immediately retreat one hex otherwise he will be wounded in the first turn and killed in the second. Once a hex is on fire it becomes impassable. A stunned character in a fire hex regains his senses immediately if he rolls 1-6 on the die. If he fails the die roll, he perishes in the flames!

3.55	Damage caused by the fire
If a hex burns for three turns in a row, its contents are completely destroyed. In order to record the passage of turns, use blank counters on which the numbers 1, 2 and 3 have been marked. Note: The whole engine is considered to be destroyed if just one hex of a siege engine burns for three turns in a row.

STOP! DO NOT READ ANY FURTHER YET!
Familiarise yourself with the new rules by playing Scenario 3.

SECTION FOUR

4.1	BREACHING THE WALLS OF THE CASTLE

4.11	The means available to the besiegers
Three types of siege engine can be used to destroy the castle walls: mangonels, trebuchets and battering rams. Trebuchets and mangonels hurl huge stones over long distances, and in the scenarios they are normally positioned off the map. Battering rams, on the other hand, must be moved on foot to the wall so as to batter it directly. While battering at a distance prevents any other type of activity, the battering ram is used during the assault on the castle. 

4.12	The Siege Record Sheet
Damage inflicted on the castle walls is noted down on the Siege Record Sheet. This sheet contains a Battering Table, and a scale plan of the castle, which allows the result of actions directed against a particular hex to be recorded as soon as it happens. The explanations on the Sheet itself summarise the rules for the operation of the various siege engines described in this section.

4.13	Different levels of demolition
The walls of the castle are destroyed in four stages:
	1) Wall slightly damaged
	2) Wall damaged
	3) Wall severely damaged
	4) Wall demolished (rubble)
Each stage of demolition marks one successful battering (a result of ‘D’ on the Battering Table).  

[The “Siege Extension Sets” add that only one result of ‘D’ is needed if battering a wall hex that is immediately behind a demolished exterior wall hex.]

When battering from a distance, demolition is limited to one stage per day for each target hex. In contrast, use of a battering ram allows for progression through several stages of demolition of a hex during one single assault. Although the battering ram is a very speedy and effective engine of demolition, it is also more dangerous to use and easier to neutralise.

Damaged hexes are treated as normal in relation to movement, combat and cover until they have been completely demolished.

4.14	Result of demolition
When a battlement hex, castle wall or arrow-slit has been demolished, place a Rubble marker on the hex (see Section 2). Any character in the hex at the moment that the demolition is completed will be wounded by the collapse of the wall. 

4.2	SPECIAL EQUIPMENT: TREBUCHETS AND MANGONELS

4.21	Operation of the siege engines
A single trebuchet or mangonel cannot batter more than one hex per day. It can batter different hexes on different days. In a single day, several engines can either batter different hexes or they can combine their Battering Points together against one hex. 

•	A mangonel is worth 1 Battering Point.
•	A trebuchet is worth 3 Battering Points.

Each day, the besieger chooses which hexes he will batter – battlements, towers or keep – and how many engines he will assign to each hex. He adds up the total of battering Points against each hex and consults the Battering Table on the Siege Record Sheet. He throws one die per hex. If a tower or keep hex is being battered, the besieger subtracts 1 point from the number on the die roll. This reflects the greater resistance of round walls and their greater thickness.

The keep walls cannot be battered until at least one hex of the outer walls has been demolished. Only the 3 keep wall hexes that are closest to the breach can be battered. The two castle wall hexes next to the drawbridge are treated for battering purposes as if they were normal battlement hexes. 

4.22	Restrictions on shooting and movement
When they are placed on the map, trebuchets and mangonels have the same restrictions on shooting and movement as ballistas (see 3.4).

4.23	Repair of damaged trebuchets and mangonels
As is stated on the Battering Table, trebuchets and mangonels, which are not always well-constructed, can suffer damage when they are used (result ‘C’). Their battering strength can fall or may even be reduced to zero (since the Battering Points lost are divided between the engines involved at the choice of the owning player). It takes one day to repair all of the damaged engines, however many of them there may be. An engine under repair cannot be used for battering. Engines that have been destroyed by fire, even if only partially, cannot be repaired.

4.3	SPECIAL EQUIPMENT: BATTERING RAMS

Terrain type	Movement cost per hex (in MPs)	Type of cover	Effect on combat	
Battering ram	2 on foot; Impassable to horses	Infinite 	-	

4.31	Moving the battering ram
A battering ram moves in exactly the same way as a siege tower (see 2.41). However, there cannot be any characters on top of the battering ram counter, only three beneath it (one per hex). These latter are necessary to push it and batter with it.

4.32	Operation of the battering ram
If a battering ram reaches a hex adjacent to the castle wall, it can from that time onwards carry out the following Combat Phase (Phase 4 of the Player Turn).
•	A battering ram is worth 9 Battering Points.

Roll the die every second Game Turn but ignore any results of ‘C’. The damage is recorded each time on the Siege Record Sheet. A battering ram can attack hexes that have already been damaged just as effectively as hexes that are undamaged. If a tower hex is being battered, the player subtracts 1 point from the number on the die roll. A battering ram cannot be used against the keep walls. The two castle wall hexes next to the drawbridge are treated as ordinary battlement hexes when battered by a ram.

4.33	Restrictions on shooting and cover
The three hexes occupied by the battering ram block lines of fire from characters on the same level of elevation. Characters under the shelter of the battering ram benefit from infinite cover, but cannot shoot.

4.34	The battering ram and hand-to-hand combat
If one of the three characters operating the battering ram engages in combat, or attempts to extinguish a fire, the battering is interrupted and he cannot restart that task until the following turn.

A character under the shelter of the battering ram can attack into the adjacent hexes and can be attacked from those hexes. If one of the three characters operating the engine is stunned or dead, the battering cannot restart until he has recovered his senses or has been replaced by another character.

STOP! DO NOT READ ANY FURTHER YET!
A long siege waits for you in Scenario 4.

SECTION FIVE

5.1	CARTS AND DRAFT ANIMALS (AND MULES) 

5.11	General rules
Carts must be pulled by a draft horse or an ox. The animal must always be at the front of the cart, as shown in the following diagram:

		X		The ox or the rear of the draft horse must be in one of the 3 hexes marked ‘X’. Note that only the rear half of the horse must be adjacent to the cart.	
	CART	X			
		X			

Draft animals are led in the same way as riderless horses (see 3.34) and are subject to all the same restrictions on movement. The two hexes occupied by the cart block the line of fire of characters at the same level of elevation. Harnessing or detaching an animal to a cart takes a character one complete Player Turn, whether the animal is alive or dead.

5.12	Shooting and combat against draft animals
When a player decides to attack a draft animal, combat and missile fire is resolved just as against a mounted character, but ignoring all results affecting the rider. Note that draft animals have 1 point of Defence Strength.

5.13	Mules (from “Cry Havoc”)
Mules are treated in the same manner as riderless horses, but they can never be mounted. Mules can be strung together and led in file in the same way that a horse can be led by the bridle. It takes one man an entire turn to attach or detach two mules together, whether they are dead or alive. 

When a player decides to attack a mule, combat and missile fire is resolved just as against a mounted character, but ignoring all results affecting the rider. If a mule is attached to other mules and is forced to retreat, all the mules concerned must retreat. In contrast, however, the character that may be leading them does not retreat. Note that mules have 1 point of Defence Strength.

5.2	SPECIAL EQUIPMENT: SCREENS

5.21	Moving the screens
A character can move a screen if he is on the same hex, but his Movement Allowance is reduced by 2 MPs. All the terrain types that are impassable to horses are also impassable to screens, with the exception of Filled Moat hexes.

5.22	Facing and cover
Once on the map, a screen must be faced in an exact manner: the base of the screen must be placed along one hex-side. (In the interests of clarity we recommend that you cut the counter along the line of the base of the screen [the easiest method being to cut off that corner]). If a line of fire crosses the front edge blocked by the facing, or one of the two adjacent hex-sides, a character in the screen hex will benefit from heavy cover, wherever the shooter is shooting from. If this is not the case, the screen will offer no cover because the shooter will in fact be on the same side of the screen as the target character. [The English rules do not allow characters to enter screen hexes, and the screen gives infinite cover. The French rules are superior and match up better to the picture of the screen (with an arrow-slit) and to the rules for Barricades in “Samurai Blades” / “Samouraï”.]

5.23	Restrictions on shooting and movement
The hex occupied by the screen will block the line of fire of characters at the same level of elevation. A character in a screen hex can shoot in any direction. Screen hexes are impassable to horses. 

5.24	Restrictions on combat
No combat is possible across the hex-side blocked by the facing of the screen. It is also impossible to retreat through this hex-side. 

5.3	FIRES: FLAMING ARROWS AND BOILING OIL

5.31	Flaming arrows
Archers can shoot arrows soaked in burning oil instead of normal arrows. These arrows are ineffective against characters but can set siege engines on fire. Flaming arrows can only be shot at targets that are at short range. Instead of consulting the Missile Results Tables, the player concerned rolls one die and consults the Fire Table under the column corresponding to the type of target engine (which includes both the difficulty of hitting the target and the difficulty of setting it alight). If the fire catches, immediately place a Fire marker on the hex in question. [The English rules required two die rolls: one to hit and one to see if a fire started. These rules combine the two rolls.]

5.32	Barrels of boiling oil
Defenders can empty barrels of boiling oil, that had been placed on the battlement hexes, into adjacent hexes onto the heads of the attackers and onto siege engines below. It is possible to empty boiling oil onto characters on a ladder, onto rubble hexes or into a siege tower. Characters on the upper level of a siege tower are however out of range, although they would still have to evacuate the hex if it caught fire.

A character emptying boiling oil must do this during his own Player Turn, in the Combat Phase. He cannot shoot or fight normally during that Player Turn. When a character moves carrying a barrel of oil, place the two counters together. The character reduces his Movement Allowance by 2 MPs.

Any attacker hit by boiling oil and not protected by a siege engine immediately suffers an attack at 8:1 on the Combat Results Table against characters on foot. A character protected by a siege engine will only suffer an attack if the engine catches fire. To determine if the engine does catch fire, the player concerned rolls the die and consults the Fire Table under the ‘Barrel of oil’ column. If the fire catches, turn over the barrel counter to the Flames side and resolve the combat at 8:1. Whatever the result of the combat, the character attacked must retreat immediately. If the fire does not catch, remove the barrel counter.

When an attack is directed solely against a character and not against a siege engine, the barrel counter is automatically removed after resolution of the combat.

Important note: All the rules in Section 3 concerning fires (how it spreads, how to extinguish it, evacuation and damage) also apply to flaming arrows and to barrels of boiling oil.

5.4	HEALING WOUNDS
In scenarios covering several days, or even several weeks, wounded characters may be able to recover from their wounds before the end of the siege. At the end of each day of combat, roll one die for each newly wounded character and consult the Recovery Table on the Siege Record Sheet. Note on the calendar the date on which the character will recover. On the morning of that day, so long as he has not been already killed in combat, the wounded character is replaced by his equivalent in full health. 

SECTION SIX: OPTIONAL RULES
Each player can invent his own optional rules and so enrich a little the universe of “Siege”. We propose two for you here. You can find others in “Cry Havoc”, a game entirely compatible with “Siege” that deals with the same time-period [see 6.3 and 6.4 below. The French “Cry Havoc” had a similar message, drawing attention to “Siege” and to 6.1, 6.2 below]. [Clarifications from the English rules are noted in the text in italics.]

6.1	PANIC AND ROUT
When a character is killed, the characters of the same side that are nearby run a risk of panicking. But panic does not affect everybody in the same way, so the characters in the game are divided into three categories: the knights, the soldiers, and the peasants (and civilians).

Knights are fearless and so never panic. Soldiers risk panicking if a knight or another soldier is killed within a range of 3 hexes. Peasants and civilians risk panicking if any character on their side is killed within a range of 3 hexes. The death of an enemy has no effect on characters of the opposing side.

Die roll	Effect	PANIC TABLE	
1-5	No effect	Each time that a character is killed, the player concerned rolls the die and consults the Panic Table to the left. The results are applied immediately.

The player concerned chooses which of his characters are affected. Place a PANIC or ROUT marker on each. 	
6
7
8	Panic: 1 character affected
Panic: 2 characters affected
Panic: 3 characters affected		
9
10	Rout: 3 characters affected
Rout: 6 characters affected		

Only characters within a range of 3 hexes of the character killed can be affected by panic or rout. It is consequently possible that the number of characters within a range of 3 hexes may be less than the number given by the die roll. Alternatively, the player concerned can choose to panic all of his characters within the 3-hex range, even if their number is greater than what is required by the Table.

6.11	Effects of panic
A character that panics must retreat 3 hexes immediately, moving as far away as possible from the enemy in each hex entered. If he is an attacker that has managed to reach the interior of the castle, he will move towards the nearest means of escape: a breach in the walls, upright ladder, siege tower or lowered drawbridge [This clarification was added in the French version]. The retreat can take him through hexes occupied by friendly characters, but not across hexes adjacent to an enemy in a position to attack. If he cannot retreat normally, the panicking character is wounded. Retreat due to panic does not reduce a character’s Movement Allowance in the next turn. 

Panicking characters cannot enter into contact with enemy characters. If they are attacked, their attackers benefit from the following combat advantages: The odds column in the Combat Results Table is shifted one column to the right, and any results affecting the attackers are ignored.

A character remains panicked until one of the two possible situations below occurs at the end of his Movement Phase: 
•	A knight or a sergeant is on one of the hexes adjacent to the character.
•	The character is at least 6 hexes away from the nearest enemy character
Once either of these two situations occurs, remove the PANIC marker from the character.

6.12	Effects of rout
A routing character acts like a panicking character with the following modifications: 
•	A routing character must immediately retreat a distance equal to his full Movement Allowance, taking into account any limitations consequent upon the nature of the terrain. Each Game Turn (during the owning player’s Movement Phase) the character will continue to retreat in the same manner, moving as far as possible from the enemy in each hex entered.
•	A routing character will continue to flee until a knight or sergeant is on a hex adjacent to him at the end of his Movement Phase. If this situation occurs, the ROUT marker is removed.

6.13	Exiting the map
Characters that leave the map through panic or rout cannot return. However, unless they were wounded, they are not counted as casualties for victory conditions at the end of the game.

Important notes: 
(1)	A character affected by panic is automatically affected by rout if he finds himself anew within a 3-hex range of a character that has just been killed and so would normally risk being panicked a second time [This was added in the French version]. [“Outremer” adds that a panicking character will automatically rout if he passes adjacent to an enemy character.]
(2)	Defenders of the castle are not affected by panic or rout while they are inside the castle.
(3)	“Outremer” replaces the Panic Table with an individual die roll subject to a number of modifiers; “Croisades” modifies both rules and Table more substantially (see Rule 2.8).

6.2	ABILITY TO AIM ACCURATELY 
This optional rule contains two elements. The first concerns characters that miss their shot at a target who is in contact with a character from the same side as the shooter. This rule consequently over-rides the shooting restrictions relating to target (see 1.44 and 2.43). The second element aims to individualise each shooter by giving him a plus or minus to his shooting ability.

6.21	Errare humanum est [To err is human / Men make mistakes]
In the Middle Ages there was often great confusion in battles, a confusion that was exacerbated by the absence of uniforms. To simulate this state of affairs, each time that a shooter misses his target (a result of ‘Miss’), the player concerned must roll the die again to determine whether he has wounded by accident or mistake a nearby friendly character. He consults the Mistakes Table below. This rule only applies when a friendly character is on one of the 6 hexes adjacent to the target and is at the same level of elevation as the target. If there are several friendly characters close to the target, roll at random to determine which risks being hit. If it is clear that the line of fire is blocked by an obstacle, then that character cannot be affected. [This rule was altered in later games so that any adjacent character, friendly or enemy, could be hit, but only unarmoured characters would be wounded.] 

Shooting Errors Table	1-7 on the die	The arrow or bolt is lost in the ground without hitting anybody	
The normal modifications due to range of shot and the shooter’s state of health are also applied to this die-roll			
	8-10 on the die	A friendly character adjacent to the target has been wounded by mistake	

6.22	Shooting skill
In order to individualise the shooting skill of their characters, players write down in pencil on each counter representing a shooter [or on a separate piece of paper] a number between –3 and +3. The total of the numbers allocated must amount to 0 within each type of shooter: crossbowmen, shortbowmen or longbowmen. The number allocated is added or subtracted from the die-roll each time that character shoots or makes a check that he has not wounded a friendly character by mistake. This modification to the die-roll is additional to the normal modifiers.

Example (Scenario 5): 
Norman side: 	Crossbowmen Alric (+2), Edric (–2).
Welsh side: 	Crossbowmen Emlyn (–1), Gawain (+1);
		Longbowmen Aylwin (0), Dylan (–1), Gwyn (–2), Idris (0), Owen (+3), Myrlin (0).
You can conclude from this that the best crossbowman is Edric and the best archer is Gwyn.

NOTE: Once these modifications have been allocated, they cannot be changed during the game…

6.3	AMMUNITION LIMITATION (from “Cry Havoc”)
For each archer and crossbowman roll the die three times. The sum of the numbers obtained corresponds to the number of arrows in each character’s possession. Note this number on a piece of paper beneath the name of the character and gradually subtract from this as the arrows are shot.

Two characters can exchange ammunition during a game if they are on adjacent hexes and neither is in contact with an enemy. The exchange, whatever the number of arrows involved, lasts one complete Player Turn during which the two characters cannot do anything else. It is also possible to take arrows from the corpse of a dead bowman, subject to the same restrictions as above.

6.4	RANSOM AND SURRENDER (from “Cry Havoc”)
Only a knight can surrender. There is no quarter given to other characters. A knight can only surrender to another knight.

If, in the course of a combat, several characters including a knight obtain odds of 8:1 (or more) against an enemy knight who is not adjacent to any other character from his side, the defending knight may ask to surrender. To determine if the knight asks for quarter, roll one die: On 1-4 the knight surrenders, on 5-10 he bravely continues to fight!

If the knight surrenders, place a RANSOM marker on top of the knights counter (and if the knight is wounded, place a RANSOM wounded marker on him). If a knight is mounted at the time that he surrenders, he must immediately dismount. Whether or not a knight succeeds in escaping, he will keep the new combat strengths from the Ransom marker until the end of the game.  

When a knight surrenders, he must be escorted to one of the friendly board edges [or any other location designated by the scenario] by a knight or a sergeant, or by two men-at-arms [or bowmen]. The escort must remain in hexes adjacent to the prisoner for the whole distance (the captured knight moving with his guards).

A knight can attempt to escape during his own Movement Phase in the following circumstances:
1) 	If a member of the escort is no longer in a hex adjacent to him (through carelessness or perhaps because he has been killed or forced to retreat as a result of shooting or combat).
2)	If a member of the escort is attacked by a friendly character. In this situation, instead of running away, the knight can join the attack as in a normal multiple combat.

If the knight has tried to escape or has attacked a member of his escort, and he is overtaken anew by his enemies, they can either take him prisoner again or attack him. If he is attacked, the knight must fight to the death because, by escaping, he has forfeited his right to ask for quarter.

Capturing women: In “Cry Havoc”, “Siege” and “Scenario Book 1” there are scenarios with a victory objective of capturing a lady, who in most cases is the wife of the local lord. All the rules above for capturing a knight apply, but with the following variations:
(1) 	Surrender is automatic if the conditions are met. 
(2) 	A knight need not be among the captors (although in one of the scenarios this is required). 
(3) 	The mere presence of an adjacent enemy with no friendly character next to him is sufficient to force surrender, irrespective of the combat odds. [This rule is modified in “Viking Raiders” to require a combat die-roll, thus applying not only when attacking but also when defending against a woman character, with capture of the woman if the result is ‘retreat’, ‘stunned’, ‘wounded’ or ‘killed’.]
(4) 	No ‘Ransom’ marker is used: the woman keeps her original attack and defence strengths. 
(5) 	Only one soldier (or one knight/sergeant) is required as an escort to maintain the capture.
(6)	Optionally the woman may break free if within 3 hexes of a specific friendly character.

6.5	COMMAND CONTROL (from English version of “Cry Havoc”)
This rule was dropped from the French version of “Cry Havoc”, but a revised and expanded version was introduced in “Croisades” (Rule 2.8). 

Two types of character may exercise command: the knight and the sergeant. If command control is used during a game, the characters under a sergeant’s control must be noted before the game commences. This is necessary as a sergeant may command only these characters allotted to him, whereas a knight may give command control to any characters, other than knights and sergeants, that are within his numerical limit and zone of control. 
 
A knight may give command control to a maximum of 30 characters within 6 hexes of him. This applies to any characters on his side who require such control. A sergeant may give command control to a maximum of 20 characters, all of whom must be within 4 hexes of him and have been placed under his command before the game commenced. [Note that in “Croisades” the limitation that sergeants can only command named soldiers was removed, and the radius of command was increased slightly (to 6 hexes for sergeants and 8 hexes for knights), but the number of soldiers that can be commanded was reduced substantially (to 8 and 10 respectively).]

Loss of command control: Figures may lose command control for several reasons. They may have moved beyond their commander’s radius of command, the knight or sergeant in command of them may have been killed or captured, or they may have been forced to retreat out of the radius of command. Command control is checked before the movement phase. Any character without command control, for whatever reason, may not advance to combat; he may fire, move and indulge in combat if attacked. He must NOT, however, advance to combat. [In “Croisades” it is clarified that a character who is already adjacent to an enemy can stay where he is and fight normally. That game adds a rule that loss of command control also will prevent a bowman from shooting.]

Figures lacking command control may be given it by moving any knight on their side to the appropriate position during the movement phase. They will be under his control during the next move. Sergeants may not give command control to anyone other than those characters placed under their command before the game started.

6.6	USING LEAD MINIATURES (from English version of “Scenario Book 1”)
“Scenario Book 1” was published in 1984. It has six extra scenarios for “Cry Havoc” plus a section headed: ‘Using lead figures with the “Cry Havoc” and “Siege” games’, which states that the correct scale for such figures is 25mm and particularly recommends the range of 11th, 12th and 13th century figures produced by Essex Miniatures. It also suggests the use of Standard Games’ own ‘Felt-hex’ and encourages players to design their own maps.

The rules can be used as printed, in which case two figures will be needed for each character, one healthy and one wounded. Alternatively, when a healthy figure is wounded, the figure can be stood on a piece of red card. 

When using figures it is difficult to use the “personalised” numbers given on the playing pieces. A recommended solution is to give each different type of soldier a standard Attack Strength and Defence Strength. Movement values of course are unchanged. 

Suggested standard attack and defence strengths are given below. In addition, a Points Value for these standard types is listed, to assist players who wish to design their own scenarios. The Points Values given are an indication of the relative combat effectiveness of the troop types.

                    Standard strengths
Type of playing piece	Healthy	Wounded	Points value	
	Attack	Defence	Attack	Defence		
Caparisoned Knight mounted
Caparisoned Knight dismounted	27
13	13
11	14
  7	6
5	40
20	
Other Knight mounted
Other Knight dismounted	22
11	10
  9	11
  6	5
4	33
16	
Sergeant
Halberdier	11
11	  9
  7	  6
  6	4
4	11
11	
Billman
Spearman	10
  7	  7
  6	  5
  4	3
3	10
  7	
Shortbowman
Longbowman	  6
  6	  5
  5	  3
  3	3
3	18
24	
Crossbowman armoured
Crossbowman unarmoured	  6
  6	  6
  4	  3
  3	3
3	20
18	
Peasant
Civilian	  5
  2	  4
  2	  2
  1	2
1	  3
  1	

Note that the formulae used for the determination of Points Values can also be applied to individual characters within the games. In each case the healthy Attack Strength is multiplied by a value modifier, and Defence Strength is ignored. Any fractions created by the calculation are rounded up for characters on foot and rounded down for characters that are mounted. A different system of Points Values that took into account Defence Strengths was introduced in “Croisades”.

The Scenario Booklet for “Samurai Blades” includes a section at the end with Points Values for characters both in that game and in earlier games. It explains the reasons for the value modifiers used (e.g. heavy armour, no armour, missile weapon, high penetration, low rate of fire, mobility, near invisibility, missile deflection, low quality) and adds values for monks, mounted samurai and ninja. The points table uses the same calculations as “Scenario Book 1”, but removes the separate PVs for armoured missile men, and has no PVs for engineers or samurai monks.

Value Modifiers: Knight/Samurai: x 1.5; Soldier: x 1.0; Peasant or civilian: x 0.5. Shortbowman or crossbowman: x 3.0 [ignoring armour]; Longbowman: x 4.0 [including dismounted Samurai archers]. Monk: x 1.5; Mounted Samurai archer: x 5.0; Ninja: x 2.0 (day) or x 3.0 (night). 

The Value Modifier for sergeants should be raised to 1.25 if the optional rules for panic and/or command control are being used, since in those situations a sergeant will be much more valuable than an ordinary soldier. Samurai monks could be given a Modifier of 2.0, and Engineers 4.0.

“Samurai Blades” also gives costs for equipment [different costs were given in “Croisades”]:

Equipment type	Cost	Equipment type	Cost	
Lantern	1	Ram; Siege tower; Mangonel; Trebuchet	  40	
Draft animal; Wagon; Fascines; Screen; Ladder	3	Ballista	  50	
Barricade; Extra warhorse	5	Castle (defender’s choice: 2/3 of total points, or…)	200	

6.7	MISCELLANEOUS RULES FROM SCENARIOS

6.71	Effect of half and quarter rations (from “Siege”)
Half rations: All attacks made by the defending characters EXCLUDING shooting missiles and using oil, will be at one column to the left on the Combat Results Table. Example: a 3:1 attack becomes 2:1. 
Quarter rations: All attacks made against the defenders EXCLUDING shooting missiles and using oil, will be at one column to the right on the Combat Results Table. This is in addition to the change caused by half rations. [Scenario 5 states that quarter rations start after 7 days of half rations.] 
[These rules can be applied to any troops whose effectiveness has been reduced by lack of food.] 

6.72	Capturing the outer part of the castle (from “Siege”)	
If during an assault all the remaining defending characters are in the keep, the Attacker can choose to halt the assault and the action for the day ends immediately. On any subsequent day a new assault can be launched. All remaining defending characters must be placed in the keep. The remaining attacking characters can be placed anywhere outside the castle, and in addition inside the castle in any hex(es) excluding the keep; if the defenders have at least one bowman these hexes must be out of bowshot of the keep, for example in the towers. The assault may then commence. [This special rule is in Scenarios 4 and 6, and was added to Scenario 5 in the French rulebook.]

6.73	Heroic warrior (from “Scenario Book 1”)
[This rule comes from Scenario 1 (‘The Knight Errant’), where it applies to the wandering knight Sir Richard who comes to the aid of a village attacked by a company of unemployed mercenaries.] A hero always subtracts one from the die-roll when attacking (whether on his own or with other characters); treat a ‘0’ as a ‘1’ result. Similarly, if the hero’s playing piece is attacked, the attackers add one to their die-roll; treat ‘11’ as a ‘10’ result.

6.74	Capturing horses (from French version of  “Scenario Book 1”)
A riderless horse remains under the control of the original owner so long as he has a living character that is not stunned on one of the five hexes adjacent to the horse’s head (holding it by the bridle). If this is not the case, another player can take control of the horse if he has one of his characters on one of those five hexes or if he moves a character into one of those five hexes. [Note that this is a change from the English rules, which merely require a character to be adjacent to any hex of the horse; the rule that a horse cannot be controlled from the hex behind its tail seems sensible.]

If the character is on foot, taking control is automatic, whether the character stops or carries on moving. If the character is mounted, taking control is only automatic if he is halted, in other words if the character starts or ends movement on one of the 5 hexes adjacent to the riderless horse’s head. 

[The English rule was that the action of a mounted character to seize the bridle of a horse is part of the Combat Phase, and is impossible if an enemy character is adjacent to the horse. The French rule has the action take place during the Movement Phase, as for characters on foot. The result is that under the French rules a player can continue his move with the newly captured or continuously controlled horse. The presence or absence of an adjacent enemy soldier is irrelevant if he is not controlling the horse by holding it by the bridle. Combat is still impossible under both rules if holding or leading a horse by the bridle.]

 [For convenience it would be useful to show that a horse is being held or led by the bridle (or strung together with other horses) by placing a blank counter on the hex-side between the horse and the person controlling it.]

A mounted character can try to grab the bridle of an uncontrolled horse while moving, but must roll a die to see if he succeeds:
•	1-6: The manoeuvre is successful and the character can continue moving leading the riderless horse. The riderless horse must be on one side or the other of the mounted character, so that it is parallel to and just behind the latter [or it will reach that position after further movement]. 
•	7-10: The manoeuvre fails. The riderless horse stays where it is. Even if the mounted character ends his move next to the horse, he will not be able to control it this turn.
[Under the English rules a mounted character could only seize the bridle after movement (i.e. when stationary), and only then if he rolled 1-8 on the die. The French rules make it easier for a mounted character to capture a horse when stopped (automatic capture instead of an 8/10 chance), and adds the possibility of capturing the horse while the mounted character is moving.]

A mounted character leading another horse by the bridle cannot fight. If he does engage in combat or if he is attacked, he automatically loses control of the riderless horse. 

A character on foot can string several horses together so as to lead them in the same way as pack mules (see the rule section 5.13 on ‘Mules’). [The English rules also state that only dismounted characters may attach or detach horses to or from a string of horses. “Croisades” (Rule 1.58) clarifies that a rider can only lead 1 horse, and adds that a foot character cannot lead more than 3 horses.] 

[Applying the same rules as for exchanging ammunition, it should be possible for one character to pass the bridle to another character so as to transfer control from the one to the other.]

 [These rules can be used for any scenario although they were introduced for Scenario 2: The Foraging Party, in which one of the objects of a force consisting solely of mounted knights is to capture the enemy’s horses.]

6.75	Night actions and sleeping characters (from French version of  “Scenario Book 1”)
Sleeping characters: Anyone entering a room (through either a window or a 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 into 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. Alternatively it is 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.  

The alarm: The alarm is given automatically as soon as one of the sleeping soldiers is woken up, or a 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 defending player can move his characters 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 the identity of part of his force hidden so long as some of his characters do not move. 

The attacking player can avoid the alarm being given if he manages to kill [or stun] all the soldiers that he has woken up in the same player-turn that he entered the room. In the same way, the sentry will not give the alarm if he is killed [or stunned] by the first arrow fired after he saw something move. If two or more bowmen are able to fire, they can all shoot their first arrow simultaneously.

THE SCENARIOS
The following sections contain clarifications, changes, corrections and additions made by the French rules to the English rules for scenarios in “Cry Havoc”, “Siege” and “Scenario Book 1”. 

1.	GENERAL RULES FOR THE SCENARIOS
The full text is given for the General Rules that introduce the scenario booklets. This section combines the information given in both “Cry Havoc” and “Siege”.

Before playing a scenario, read it through completely. Take note of the victory conditions as they change from one scenario to the next. It is important to lay out the maps as described at the beginning of each scenario. The numbers 1 to 8 refer to the numbers printed on the maps for “Cry Havoc” (side 1, side 2, etc.) and the letters A to H refer to the maps for “Siege”. These help set out the desired positioning of the maps.

In “Cry Havoc” the first scenario is the simplest to play, and the others are presented in increasing complexity. In “Siege” the scenarios are also presented in an order of increasing complexity, starting with scenarios that are simple and short, with only a few characters, and moving on to scenarios that are more complicated and take longer to play, such as Scenario 6 which combines within a single campaign all of the characters from both “Siege” and “Cry Havoc”. 

There is no limit on the number of Game Turns taken to complete a scenario. A Game Turn is equivalent to about five seconds of actual time, so the total duration of the action will in any event be very short.

If there are more than one player on either side, we particularly recommend scenarios 2, 4 and 7 from “Cry Havoc”. But it is also possible to divide up the characters from any one side between different players in any of the scenarios. In “Siege” scenarios 1 to 5 can be played just with the pieces from “Siege”, but for scenarios 6 and 7 the players will also need “Cry Havoc”.

Entering characters onto the map: Characters that enter the map during a scenario begin by spending the movement points need for the entry hex itself. They move normally, taking account of the restrictions imposed by the nature of the terrain. Half-hexes at the edge of the game-board can be entered: they count as if they were whole hexes.

Exiting characters from the map: Any character that voluntarily exits the map cannot return before the game ends. A character who is forced to retreat due to missile-fire or combat, and who would be obliged to exit the map during that retreat, will stop still instead and will be wounded. If he is already wounded, he will be killed. 

Victory Points for casualties: In some of the scenarios one or other side (and sometimes both) may be awarded Victory Points for casualties. To calculate these points, players use the following formula:

For each KNIGHT	KILLED	5 points	WOUNDED	3 points	
For each PEASANT	KILLED	2 points	WOUNDED	1 point	
For each OTHER CHARACTER	KILLED	3 points	WOUNDED	2 points	

Changes from English version of the scenarios: The French versions had only a few clarifications and generally only minor changes to the scenarios. It is simplest to just list the changes since the English versions of the scenarios are fairly easy to come by.

2.	CRY HAVOC SCENARIOS
Since the French game did not include the optional rule on Command Control, no mention is made of whether this rule can or cannot be used. In the English version it can be used in scenarios 2-6.

Scenario 1: Street Fight (Bagarre de rue) No change

Scenario 2: Peasant Revolt (La revolte des paysans)
Victory conditions (clarification): A decisive victory is gained if one side completely eliminates the other. If calculating victory points, the knights gain 3 points for every character on the Peasants side that is killed, i.e. soldiers as well as peasants.

Scenario 3: City Sack (Le dernier carré)
Ammunition (change): If the optional rule on ammunition is used, both players [not just the defenders] divide by two the number of arrows obtained for each character by the die-roll.
Capture of Edith (minor change): Once she has surrendered, Edith is moved with one of the attackers in the same way as a captured knight. [The English version states she is led like a dismounted horse!]
Set-up (minor change): The defenders can be placed anywhere inside the built-up area: the road, the buildings or the courtyards [as opposed to anywhere on the raised area inside the slopes]. 
Victory conditions (clarification): A decisive victory is won if one side completely eliminates the other. The attackers only gain victory points for live warhorses. 

Scenario 4: Robbery with Violence (Bandits de grand chemin)
Starting positions (clarification): The outlaws start the first Game Turn.

Scenario 5: The Trap (Le guet-apens)
Victory Points (change): Characters from the ambushed side only gain Victory Points for leaving the map if they leave after the player has loudly declared which side he has chosen. Any character that left before this will gain no points. If the optional rule for Ransom is used, each captured knight is worth 20 Victory Points [not 50].

Scenario 6: Vanguard Clash (Le choc des avant-gardes)
Starting positions (clarification): Side 1 starts the first Game Turn. Each side must attempt to annihilate the other.

Scenario 7: Flight (La fuite éperdue)
Starting positions (clarification): The action commences with the fugitives starting the first Game Turn.
Victory conditions (change): The fugitives can only leave through map-edge 5 [not through any edge of ‘The Crossroads’ map]. The pursuers must amass 175 points to gain a victory [not 250 points]. If the optional rule for Ransom is used, each captured knight is worth 30 Victory Points [not 50].

Scenario 8 (Design your own scenario)
(Addition): Those who have insufficient time or patience can purchase booklets of supplementary scenarios for “Cry Havoc”. In Scenario Book 1 there are 6 scenarios, and this booklet also includes rules for playing “Cry Havoc” with lead miniatures in place of cardboard characters [although in the event these extra rules were omitted when the French version was finally published]. You can also purchase supplementary maps to enlarge the area of the game, and there is a companion game called “Siege”. Focusing on the tactics of attack and defence of castles in the medieval period, “Siege” has rules that are completely compatible with “Cry Havoc”. Some scenarios for “Siege” require all four different maps and all the characters from both games. Awesome!

3.	SIEGE SCENARIOS

Scenario 1: Coup de Main (Wulfric le felon)
Victory conditions 3 and 4 (clarification): If, at any time during the game, Blodwin is adjacent to an enemy knight, who is not also adjacent to a friendly character, she will surrender. The attackers will then win the game, so long as Blodwin’s surrender has not just taken place inside the keep and the attackers are unable to leave the keep. In that situation, the game is drawn because Sir Wulfric, unable to escape from the castle, would still be able to save the lives of himself and his men in exchange for the life of Sir Richard’s wife.

Scenario 2: Assaulting the Breach (A l’assaut de la brèche)
Victory condition 3 (change): The scale of victory is decided by reference to the formula below using the system of Victory Points for casualties described in the General Rules for Scenarios: 
Attacker victory: A Decisive Victory if they suffer no more than 20 casualty points, a Substantial Victory if they suffer no more than 30 casualty points, or a Marginal Victory if they suffer more than 30 casualty points. Defender victory: As above, with the numbers above changed respectively to 10 and 15 casualty points.

Scenario 3: Burning the Camp (Le campement brûle!)
Defenders’ equipment (addition): Note: mangonels and trebuchets are subject to the same restrictions on movement and shooting as the ballista. In this scenario the siege tower cannot be moved.
Attackers’ equipment (clarification): Each character carries a flask of oil and lighted tapers which enable him to set fires according to the procedure described in the rules.
Starting positions (change): The Attacker starts the first Game Turn by entering his characters through sides A and/or D of the map [not either A or D]. He can hold back some of his force in reserve and enter them though the sides mentioned in one or more later turns. 
Victory conditions (change): There is no mention that total destruction is required; the French rules on fires are in fact specific that the burning of any one hex of a siege engine is enough to destroy it.  

Scenario 4: The Duke’s Justice (La justice du Duc)
Sequence of Action 4 (correction): The Attacker then sets up his characters and any siege engines that he wishes to use on the Camp map and/or outside the Castle map if he wishes to attack any wall other than that on side G [not E].

Scenario 5: In extremis (Pour l’honneur du Roi)
Special rule (addition): Use the special rule from scenario 4 on the Attacker’s right to halt the assault if all the defenders have taken refuge in the keep.

Scenario 6: Retreat (Avant que l’étau ne se reserre…)
Daily sequence of play, section 4 (addition): If a player decides not to undertake any action, the initiative passes to his opponent.
Daily sequence of play, section 5 (clarification): At the end of each day, mark off the corresponding day on the Siege Record Sheet and note down the date on which those wounded during the day will be healed of their wounds (this is particularly important for the action on the first day).
Combat action 3: Sally for supplies (clarification): Each time that a new patrol arrives, the Attacker can choose one from among those that have not yet arrived and enter it onto the game board through any side (2, 3, 4, E, H or G).

Scenario 7: Raising the Siege (A la rescousse!) No change

4.	SCENARIO BOOK 1 (Scénarios Supplémentaires pour le jeu Cry Havoc, Livret 1)
The French version of Scenario Book 1 omits the final section on “Using lead figures with the Cry Havoc and Siege games”, but adds an extra scenario. Scenario 7, “For the Love of Edith” by Duccio Vitale, was first published in the French magazine Casus Belli #54; it includes new rules for night actions and is translated into English by Bob Gingell in the ‘Cry Havoc One-map Scenarios’ file. 

The introduction to the booklet adds an extra paragraph on what happens when characters leave the map and includes some slightly modified playing times alongside the list of scenarios. There are a few changes to the scenario rules, including a new set of rules on capturing riderless horses.

Introduction
Characters that leave the map: Any character that voluntarily leaves the map cannot return before the end of the game. A character that is made to retreat by missile-fire or by combat and who would be forced to leave the map during any part of his retreat, will instead stay where he is and suffer a wound. If he is already wounded, he dies.

Scenarios	Approximate time to play the game 	
	English version	French version	
Scenario 1: The Knight Errant / Le Chevalier Errant	1h30 to 2h	1h30/2h	
Scenario 2: The Foraging Party / Tentation	45min	1h	
Scenario 3: The Knight’s Lady / La Dame du Chevalier	1h	1h/1h30	
Scenario 4: Reconnaissance Patrol / Patrouille de Reconnaissance	45min	1h	
Scenario 5: The Rescue / Renforts en vue	2h30 to 3h	2h30	
Scenario 6: The Battle of Little Wootton /
                   La Bataille de Little Wootton	Part 1	1h	1h	
	Part 2	2h30 to 3h	2h30/3h	
Scenario 7: (For Love of Edith) / Pour l’Amour d’Edith	-	1h/1h30	

Scenario 1: The Knight Errant. No change

Scenario 2: The Foraging Party. See notes in Section 6.74 on revised rules for capturing horses. 

Scenario 3: The Knight’s Lady
The characters of Audrey and Edith are swapped so that Audrey is the lady and Edith her maid. This has no significance for game play since both characters are identical. Presumably this was done because Edith is the central character in Scenario 7 and so it helps distinguish the two scenarios.

Scenario 4: Reconnaissance Patrol
Radult becomes English and Giles becomes French. This has no significance for game play since both have identical characteristics.

Scenario 5: The Rescue. No change.

Scenario 6.1: The Battle of Little Wootton Part 1
Correction: Sequence of Action, section 3: The table should read that the player enters through Side 3 on a die roll of 6-9 (not 7-9).
Clarification: Characters that leave the map cannot return to the game until the Part 2 of the scenario.
Special rules: Recruiting the peasants, section 2: The rule on recruiting enemy peasants should not include a mention of walls – walls act as a barrier to control just as they are a barrier to recruitment. The first 2 lines of this rule should now read: “If there is no enemy knight or sergeant within 6 hexes (including windows and doorways) of an enemy peasant, and the enemy peasant is adjacent to …”
Scenario 6.2: The Battle of Little Wootton Part 2
Victory conditions: Any character that leaves the map during the game is treated as killed.

PLAY SHEETS (GAME AID CARDS)

1.	TERRAIN EFFECTS TABLE

Terrain type	Movement cost per hex
     (in Movement Points)	Type of cover	Effect of terrain on combat	
Flat terrain	1	None	0	
Scrub	2	Light	-	
Tree	2 on foot; Impassable to horses	Light	-	
Slope	2	Medium	-	
Tent or part of tent	2 on foot; Impassable to horses	Light	-	
Trench	1; Horses can cross but cannot stop	Heavy	+	
Building interior *	1 on foot; Impassable to horses	Medium; or None	+	
Building wall (hex-side)*	Impassable	Infinite	0	
Window * (1)	4 on foot to climb through; Impassable to horses	Medium; or None	Impossible across window [or +]	
Exterior building corner*	1	Medium; or None	0	
Doorway of house (2) or Courtyard gateway *	1 (horses can go here);  [or 
house doorways are impassable to horses]	Medium	+	
Castle wall (whole hex)	Impassable	Infinite	Impossible	
Arrow slit	1 on foot; Impassable from outside	Heavy	+ / Impossible	
Battlements (ramparts)	1; 4 from a ladder, 3 from rubble	Heavy	0	
Stairway	2 on foot; Impassable to horses	None	- 	
Tower doorway	1 on foot; Impassable to horses	Medium 	+	
Keep doorway	1 on foot; Impassable to horses	Infinite	+ (and - to attack it)	
Tower / keep interior	1; 3 from rubble	Medium, or None	+	
Spiral stair  # (3)	2 on foot; Impassable to horses	Medium	- [or + in defence]	
Castle gateway  #	1; or Impassable if drawbridge up	Heavy; or Infinite	+ or Impossible	
Moat	1 on foot from adjacent moat hex, otherwise 4;
Impassable to horses	None	-	
Special equipment	Movement cost per hex	Type of cover	Combat effect	
Drawbridge	1	None	0	
Ladder (upright)	3 on foot; Impassable to horses	None	-	
Filled moat	2 on foot; Impassable to horses	None	0	
Rubble	2 on foot; Impassable to horses	Medium	-	
Siege tower	2 on foot, +2 to climb up inside; 
Impassable to horses 	Infinite (inside)
Light (on top)	0 (inside) 
- (on top)	
Battering ram	2 on foot; Impassable to horses	Infinite 	-	
Screen 	1 on foot; Impassable to horses [and from front] 	Heavy	0 / Impossible	
Cart (4) / Siege engine  # 	Impassable	Infinite	Impossible	
Notes	*  From “Cry Havoc”	#  Added in the light of information given within the rules.	

NOTES:
(1) 	No combat is allowed across windows in “Cry Havoc”, but the English version of “Siege”, “Scenario Book 1”, and both “Samurai Blades” and “Samouraï”, specify that window hexes give + in combat. Later games, from “Outremer” onwards, state that all defences against attacks across a window are at + (i.e. irrespective of from which side the attack is mounted). The French “Siège” omits the window terrain type, which is not present on the maps supplied with the game.
(2) 	Doorways are impassable to horses in all of the French versions of the games from “Siège” onwards.
(3) 	There is no specific terrain type of ‘spiral stair’ on the terrain tables for any of the games of the series, yet the design of the terrain in the hex makes it clear that ‘No cover’ is inappropriate. In addition, since spiral stairs were designed to give an advantage to characters fighting from above, it seems unrealistic that attacking up from the bottom of a spiral stair should be + against –. As a result, it is proposed that spiral stairs give Medium cover (as for a doorway hex) and are + in defence when attacked from below.
(4) 	The heavy four-wheeled cart in “Siege” has different rules to those for the lighter two-wheeled cart of “Samouraï”. In particular, foot characters can pass through and missiles can be fired through a light cart hex, and two or more characters are able to move a light cart by hand. However, “Croisades” uses the same rules as “Samouraï” for carts so the light/heavy distinction may in fact be unnecessary.

2.	MISSILE-FIRE TABLES

MODIFICATIONS TO DIE-ROLL DUE TO RANGE AND STATE OF HEALTH	
Type of missile-weapon	Short range  
+ 0 to die roll	Medium range  
+ 1 to die roll	Long range
 + 2 to die roll	
Shortbow	1 – 25 hexes	26 – 50 hexes	51 – 75 hexes	
Crossbow	1 – 25 hexes	26 – 75 hexes	76 – 130 hexes	
Longbow	1 – 30 hexes	31 – 90 hexes	91 – 150 hexes	
Ballista	1 – 50 hexes	51 – 100 hexes	101 – 175 hexes	
Wounded archer or crossbowman: +1 to die roll.	

REVISED RANGES	Croisades (Short/Medium/Long)	Vikings / Dragon Noir (Short/Medium/Long)	
Shortbow 	1 to 15 	16 to 40 	41 to 70 	1 to 10 	11 to 25 	26 to 50 	
Crossbow	1 to 25 	26 to 55 	56 to 90 	1 to 15 	16 to 30 	31 to 75 	
Longbow	1 to 30 	31 to 60 	61 to 120	1 to 12 	13 to 30 	31 to 90	
Bow ranges can optionally be reduced to either of these sets of ranges from the later games of the series.	

MISSILE RESULTS TABLE: SHOOTING AT MOUNTED TARGETS  (1D10)	
Die roll by weapon type	Cover type	
Ballista	Crossbow 	Longbow	Shortbow	None	Light	Medium	(Heavy)	
  1
  2				F
E	E
D	D
C	There is no heavy cover for mounted characters	
  3
  4	  1
  2	
  1		D
C	C
B	B
B		
  5
  6	  3
  4	  2
  3	  1
  2	B
B	B
A	A
-		
  7
  8+	  5
  6+	  4
  5+	  3
  4+	A
-	-
-	-
-		
EXPLANATION OF RESULTS	B	Horse killed, rider stunned and dismounted (2)	E	Horse unharmed, rider killed and dismounted	
-	Shot misses. No effect.	C	Horse unharmed, rider wounded and dismounted (2)	F	Horse killed, rider killed and dismounted	
A	Target rider retreats 4 hexes immediately (1)	D	Horse killed, rider wounded and dismounted			

MISSILE RESULTS TABLE: SHOOTING AT CHARACTERS ON FOOT  (1D10)	
Add +1 to die-roll if target is a dismounted knight	
Die roll by weapon type	Cover type	
Ballista	Crossbow	Longbow	Shortbow	None	Light	Medium	Heavy	
  1
  2				C
C	C
C	C
C	C
B	
  3
  4	  1
  2	
  1		C
C	C
C	C
B	B
A	
  5
  6	  3
  4	  2
  3	  1
  2	C
B	B
B	B
A	A
-	
  7
  8	  5
  6	  4
  5	  3
  4	B
A	A
A	A
-	-
-	
  9
10	  7
  8+	  6
  7+	  5
  6+	A
-	-
-	-
-	-
-	
EXPLANATION OF RESULTS	A	Target character retreats 2 hexes immediately (1)	B	Character wounded.	
-	Shot misses. No effect.			C	Character killed.	

NOTES: 
(1)	Retreats: The retreat result applies to all the defenders or attackers involved. A retreating character cannot displace other characters nor end the retreat adjacent to an enemy. A character that cannot comply with the two conditions above is automatically wounded. [Note that both these conditions were changed in “Croisades”.]
(2)	Mounted Targets Table: From “Croisades” onwards the following changes are made: Result B becomes ‘Horse unharmed, rider stunned and dismounted’; and Result C becomes ‘Horse unharmed, rider wounded’.
(3)	Special: A stunned or wounded character is considered to be dead if wounded or stunned again. A stunned character that is forced to retreat is also considered to be dead.
(4)	Ballista Ranges: Ballista ranges were not reduced in the later games, so players may keep the original ranges for ballistas if they use either of the revised ranges for crossbows, longbows and shortbows. Alternatively, ballista ranges could also be reduced in proportion to the other missile weapons, suggested to 50/70/140 (Croisades) or 30/60/105 (Vikings/Dragon Noir). 
(5)	The Missile-fire tables above are the same in the French version of “Cry Havoc”, in both versions of “Siege”, and in “Samurai Blades” / “Samouraï”. The system from the English version of “Cry Havoc” (based on missile attack strengths) was withdrawn and replaced in the English version of “Siege”.

3.	COMBAT RESULTS TABLES

THE EFFECT OF TERRAIN ON COMBAT	
Attacker in	Defender in	Effect on the odds column (1:1, 2:1, 3:1, etc.)	Notes	
-	+	shift 2 columns to left	-	Unfavourable terrain	
-	0	shift 1 column to left	0	Neutral terrain	
0	+	shift 1 column to left	+	Favourable terrain	
0	-	shift 1 column to right	If the two sides are on equivalent terrain, the column does not change and the odds remain the same.	
+	0	shift 1 column to right		
+	-	shift 2 columns to right 		

COMBAT RESULTS TABLE: COMBAT AGAINST MOUNTED CHARACTERS	
Die
Roll 	Odds Against Mounted Characters	
	1-1	2-1	3-1	4-1	5-1	6-1	7-1	8-1	9-1	10-1	11-1	12-1+	
  1
  2
  3
  4
  5
  6
  7
  8
  9
10	C
B
B
A
A
-
-
-
-
-	C
C
B
B
A
-
-
-
-
-	D
C
C
B
A
-
-
-
-
-	D
D
C
C
B
A
-
-
-
-	E
D
D
C
C
B
A
-
-
-	E
E
D
D
C
C
B
A
-
-	F
E
E
D
D
C
C
B
A
-	F
F
E
E
D
D
C
C
B
A	G
F
F
E
E
D
D
C
C
B	G
G
F
F
E
E
D
D
C
C	H
G
G
F
F
E
E
D
D
C	H
H
G
G
F
F
E
E
D
D	
EXPLANATION OF RESULTS	C	Defender retreats 1 hex	F	Horse killed, rider wounded and dismounted	
-	No effect	D	Horse killed, rider stunned and dismounted	G	Horse unharmed, rider killed and dismounted	
A	Attacker wounded					
B	Attacker retreats 1 hex	E	Horse unharmed, rider wounded	H	Horse killed, rider killed and dismounted	

COMBAT RESULTS TABLE: COMBAT AGAINST CHARACTERS ON FOOT	
Die
Roll 	Odds Against Characters on Foot     
If there are several attackers, shift the odds one column to the right.	
	1-1	2-1	3-1	4-1	5-1	6-1	7-1	8-1	9-1	10-1	11-1	12-1+	
  1
  2
  3
  4
  5
  6
  7
  8
  9
10	C
B
B
A
A
-
-
-
-
-	D
C
C
B
B
A
-
-
-
-	E
D
D
C
C
B
A
-
-
-	E
E
E
D
D
C
B
A
-
-	F
E
E
D
D
C
C
B
A
-	F
F
F
E
D
D
C
C
B
A	F
F
F
E
E
D
D
C
C
B	F
F
F
F
E
E
D
D
C
C	F
F
F
F
F
E
E
D
D
C	F
F
F
F
F
F
E
E
D
D	F
F
F
F
F
F
F
E
E
D	F
F
F
F
F
F
F
F
E
E	
EXPLANATION OF RESULTS	A	Attacker wounded	D	Defender stunned	
	B	Attacker retreats 1 hex	E	Defender wounded	
-	No effect	C	Defender retreats 1 hex	F	Defender killed	

NOTES:
(1)  	Retreats: The retreat result applies to all the defenders or attackers involved. A retreating character cannot displace other characters nor end the retreat adjacent to an enemy. A character that cannot comply with the two conditions above is automatically wounded. [Note that both these conditions were changed in “Croisades”.]
(2)  	Special: A stunned or wounded character is considered to be dead if wounded or stunned again. A stunned character that is forced to retreat is also considered to be dead.
(3) 	The Combat results tables above are identical in both English and French versions of “Cry Havoc” and “Siege”, and in both “Samurai Blades” and “Samouraï”.

4.	BATTERING, HEALING AND FIRE TABLES
The tables below are specific to “Siege”; the Battering and Healing Tables appear on the French Siege Record Sheet.

Die Roll	Number of battering points	BATTERING TABLE	
	1	3	6	9	12+	Key	
  1	      1C	      1C	      2C	      3C	      4C	D	The wall has been damaged	
  2			      1C	      2C	      3C	C	Specified number of battering points lost, because of damage to engines 
(Do not apply this to battering rams)	
  3				      1C	D / 2C			
  4					D / 1C			
  5				D	D	Modifier	
  6				D	D	       -1 to die roll if battering towers or keep	
  7			D	D	D	NOTE: Wall hexes in the interior of the castle (e.g. the keep) cannot be battered until a breach has been opened in the outer wall (see Rule 4.21)	
  8			D	D	D		
  9		D	D	D	D		
10	D	D	D	D	D		
Number of Battering Points per siege engine	Mangonel: 1 	Trebuchet: 3	Battering ram: 9	
Note from “Siege Extension Sets”: Four results of ‘D’ are needed to demolish an external wall, but only one ‘D’ is needed for an internal wall hex immediately behind a demolished external wall hex.	

HEALING TABLE	Revised table in “Croisades”	
Die roll (D10)	The wounded character heals in:	Die roll (D6)	Heals:	
1	1 day	1-2	1 turn later	
2	2 days	3-4	2 turns later	
3	3 days	5	3 turns later	
4	4 days	6	Re-roll the die	
5	5 days	   Re-roll 1-2	   Dies	
6	6 days	   Re-roll 3-6	   5 turns later	
7	8 days	Note: The reference here is to strategic game turns: 
1 turn = 3 days of siege.	
8	10 days		
9-10	Several months, so after the end of this scenario		
Note: The revised table from “Croisades” is only more appropriate if the siege is just one part of a wider campaign and other actions are taking place simultaneously elsewhere.	

Die Roll	Spreading Fire	Barrel of Oil	Flaming arrow against:	Dousing the fire	FIRE TABLE	
			Trebuchet,
Mangonel,
Ballista,
Screen, 
Tent	Siege tower,
Battering ram, 
Ladder			
  1					D	Key	
  2					D	F	Fire catches 
(or spreads)	
  3					D			
  4					DA	D	Fire has been put out in hex	
  5					DA			
  6						DA	Fire caused by flaming arrows only has been put out in hex	
  7	  F							
  8	  F	  F	  F					
  9	  F	  F	  F					
10	  F	  F	  F	  F			

NOTES: 
(1)	The English rules require two die-rolls for flaming arrows whereas the French tables simplify matters (and make flaming arrows more effective) by combining the two into one single die-roll. The English table omits the references to screens, tents and ladders.
(2)	Neither rule-set mentions buildings, so they should either be inflammable or treated like Siege Towers; they would have been difficult but not necessarily impossible to set on fire. In addition, neither rule-set mentions carts: they should be treated like Ballistas, as should any other wooden equipment that has not been specially protected against fire (with wet hides, etc.). Optionally, screens could be given extra protection so that they could only be set on fire under the Siege Tower column: this could be a special rule for a particular scenario, or alternatively such screens might cost more to construct during a siege.

5.	LEVELS OF ELEVATION AND RESTRICTIONS ON SHOOTING AND COMBAT
These tables appear in the Scenario booklet.  SIEGE is a game in three dimensions whereas the game board only shows two dimensions. It is therefore important to consider each situation individually so as to work out whether shooting is possible or whether combat can take place. The table below summarises the different height levels in the game:

Levels of elevation in “Siege”	
Level	Castle map	Camp map	
-1	Moat hexes around the castle	-	
0	Filled moat hexes; flat terrain hexes inside and outside the castle; rubble hexes	Hexes outside the perimeter of the first slope around the camp	
0.5	-	Hexes inside the perimeter of the first slope	
1	Stairs to towers and ramparts; the first hex of the stairway to the keep	Hexes inside the perimeter of the second slope	
2	Tower and rampart hexes; the second hex of the keep stairway; exterior ladder hexes	Detailed notes on the Castle map: The Morrigan’s Tower should logically have a stairway, and the doorway hex to the North Tower does not link to the adjacent rampart hex (they are 2 elevation levels apart!).	
2.5	Hexes on the upper level of siege towers		
3	Keep hexes		
Note that the arrow-slits in the Morrigan’s Tower could be at Level 0 and so it is not in fact necessary to imply the presence of a stairway. The castle diagram on the Siege Results Sheet highlights all the castle hexes that can be battered, but although all other tower doorways are highlighted it specifically does not highlight the doorway to the Morrigan’s Tower (thus accepting that it is at ground level and different from the other towers).	
Note also that the “Siege Extension Sets” reduce elevation levels on ‘The Castle’ map: stairway hexes are treated as being at 0.5 above the relevant level, the tower and rampart hexes are at Level +1, and the keep hexes at Level +2. The implication of this is that for practical purposes the upper levels of any Siege Towers on ‘The Castle’ map will now be at Level 1.5. There is no specific mention of slopes, so each slope continues to provide an elevation of 0.5.	
The keep basement (dungeons and store-rooms) would have been accessible through a trap-door in the keep interior.	

Restrictions on shooting	
1.	As a general rule, when the shooter and his target are on the same level of elevation, shooting is impossible if there is an obstacle between them: a living character or animal, cart, ballista, trebuchet, mangonel, screen, siege tower, battering ram, tent, lip of a slope, tree, or wall with no openings.	
2.	As a general rule, when the shooter and his target are on the same level of elevation, shooting is impossible if there is an obstacle between them: a living character or animal, cart, ballista, trebuchet, mangonel, screen, siege tower, battering ram, tent, lip of a slope, tree, or wall with no openings.	
3.	When the shooter and his target are not at the same level, shooting is possible if the character below is at least as far away from the obstacle as the character above. Note: Trees, siege towers, the keep and the castle towers continue to block the line of fire. It is however possible to shoot from the keep over towers and siege towers if the conditions above are met. It is impossible to shoot from the moat at the battlements and arrow-slits of the castle.	
4.	Special rule: Within a range of 8, 10 or 12 hexes, respectively from a tower arrow-slit hex or rampart hex, from a hex on the upper level of a siege tower, or from a keep arrow-slit hex, the following obstacles do not interfere with the establishing of a line of fire: a character at a lower level, animal, cart, ballista, trebuchet, mangonel, screen, battering ram, tent, lip of a slope. In addition, characters in scrub or slope hexes do not benefit from any cover within the stated range. In contrast, hexes containing a battering ram, screen, tent, trench or rubble will continue to give normal cover, as will tree, battlement and (both interior and upper level) siege tower hexes.	
5.	Shooting at an enemy adjacent to a friendly character: Such a shot is only possible if the characters concerned are a whole elevation level apart (half levels being treated as being at the same height). Alternatively, the optional rule (6.21) ‘errare humanum est’ could be used.	

Restrictions on combat	
1.	Any combat is impossible if the attempted attacker is unable to move into the hex that he is attacking, or if there is more than one level of elevation between the combatants. Exception: It is possible to attack a rampart hex (level 2) from a rubble hex (level 0), and vice versa.	
2.	Retreat after combat: As a general rule, retreat into a hex adjacent to an enemy character is prohibited. Such a retreat is, however, allowed if the enemy cannot attack the hex in question.	

6.	SEQUENCE OF PLAY
This table is included in “Cry Havoc”, “Samouraï”, and all English versions, but is omitted from the Play Sheet for “Siège” (although it does appear in Rule 1.21). The English versions are slightly different in that they subdivide the First Missile-Fire Phase by specifying that all archers shoot before the crossbowmen (and in “Samurai Blades” foot archers shoot before the mounted archers). Each Player Turn within a Game Turn operates in the following manner:

ORGANISATION OF THE GAME TURN 	(The term ‘all’ refers here to all the characters on one side)	
First Player Turn
1.	FIRST MISSILE FIRE PHASE: All archers and crossbowmen can shoot, with the exception of those engaged in combat during the previous Game Turn.
2.	MOVEMENT PHASE: All characters can move, with the exception of crossbowmen that have just shot.
3.	SECOND MISSILE FIRE PHASE: All archers can shoot again, including those that were engaged in a combat during the previous Game Turn.
4.  	COMBAT PHASE: All characters in contact with enemy characters may engage in combat.
5.  	STUNNED CHARACTERS PHASE: All friendly characters who were stunned during the enemy Player Turn will stand up (turn over the relevant counters).	
Second Player Turn: This proceeds in exactly the same sequence as that of the First Player. When Phase 5 has been completed, a new Game Turn starts and the First Player restarts the sequence with Phase 1. 	
Note that it is important to follow the order of succession of the Phases. A new Phase cannot start until the previous one has been completed.	

My thanks to all those people who have kindly helped me obtain copies of the French rules for “Cry Havoc”, “Siège”, “Samouraï” and “Livret 1”: in particular Ernst Knauth, Vincent Foin, Patrick Sauer and Arnaud Sinnesael.

History: Version 1.0 June 2003; version 1.1 added changes from the French version of “Scenario Book 1” to the Scenarios Section (S4) plus section 6.75, and amended sections 6.4, 6.6, 6.74, P1.

RDG: Siege Rules, version 1.1, December 2003