SCENARIOS FOR THE FORTFIED MEDIEVAL TOWN
Version 1.3: 12/03
The following scenarios from Claymore magazine all use the Fortified Medieval Town expansion map set, which was sold in France by Eurogames as a boxed expansion set (No. 2) to Siege, and in England by Standard Games on its own as a four-map set. Neither publication included any scenarios...

All scenarios are translated by Bob Gingell, with translator's notes in square brackets [ ].

Contents
1)	“The Alliance” from Claymore #1 (using VIKINGS)
2)	“The Downfall of the Lions” from Claymore #8 (using SIEGE)
3)	“The Taking of Santarem” from Claymore #10 (using CROISADES)
4)	“The Blachernae Palace” from Claymore #11 (using CRY HAVOC, SIEGE, CROISADES)
5)	“The Revolt of Nicosia” from Claymore #12 (using CROISADES, VIKINGS)
6)	“Dublin” from Claymore #13/14 (using CRY HAVOC, VIKINGS)
7)	“Sunshine of the Caliphate” from Stratège #71 (using CROISADES)
8)	“The Streets of Mansourah” from Vae Victis #19 (using CRY HAVOC, CROISADES)
9)	“Mantes 1364” from Graal #18 (using CRY HAVOC, SIEGE)

There are two further scenarios using the Fortified Medieval Town map set to be found in the following campaigns:
1)	Siege Campaign Scenario from Claymore #4: “The Siege of Beaucaire”
2)	“Robin Hood” campaign from Claymore #5: “The Executioner of Nottingham”

“The Fortified Medieval Town” and “The Templars Castle” were published by Eurogames with rules which expanded the rules from the boxed game “Siege”. The castle from “Siege” was renamed “the Border Castle” in order to distinguish it from the other two castles, and the expanded rules applied to it as well. These rules are translated separately under the title “Castle rules”, and are valuable not just for the rules but also for clarifying terrain and unique elements in the two bigger castles. 

Further expansion rules on sieges can be found in the Montjoie extension from Claymore magazine, issue #5. These rules include undermining walls, dropping rocks on attackers, and climbing up walls using ropes tied to grappling hooks, along with rules on flat roofs which are particularly appropriate for the Fortified Medieval Town when it is used for towns of the period of the Crusades in Palestine. These rules are translated separately in the ‘Cry Havoc Supplement’.

The other expansion set for Siege, The Templars Castle, has hardly any scenarios published for it in French magazines. Additional scenarios for The Templars Castle and for the Border Castle have been translated by Bob Gingell and collected in the groups of scenarios entitled ‘Siege Tactical Scenarios’ and ‘Siege Campaign Scenarios’.

1.	THE ALLIANCE (L'Alliance)

Scenario by F Ragin-Hari using Vikings, for 2-3 players, published in Claymore #1, 1992.

Background: At the end of the Ninth Century, in an English town, the Celts [Welsh?] and the Vikings were allied. The Celts of the town had rebelled and were trying to open the gates to the Vikings, hoping that they would liberate their town from the Saxon yoke.
The English garrison has been warned of the danger and are on their guard. 

Map: The Medieval Fortified Town.

The sides:
The Celtic rioters: Peasants - Hugh, Aelfere, Eadred, Cerdic, Orlac, Wilfrid, Ecgulf, Eadwig, Adrian, Eanulf, Walter, Ralph, Harold, Dunstan;  Shortbow - Lodin.

The Vikings: 6 grappling hooks;  Mounted jarls - Svein, Eirik;  Hirdmen - Agnar, Hallstein, Klemet, Torstein, Tryggve, Torberg, Skule;  Berserkers - Alrek, Brynjolf, Dag, Gaute, Olav, Torkjel, Ulv, Ragnvold, Ragnar (on foot);  Shortbow [move 8/4] - Reidar, Hvsing, Yngrar;  Bondi - Askjel, Balder, Domar, Glum, Grim, Runlov, Stig, Torleik, Torodd, Vagn, Yngre.

The English garrison: Mounted earl - Aethelwulf;  Thanes - Osgar, Sigulf, Athelferth, Alferd, Wulfric (mounted);  Huscarls - Aethdred, Kola, Tostig, Osmed, Edward, Ceoldred, Wulfgar, Hygeberht;  Ceorls - Ordheh, Aelfric, Godwine, Eadric, Weohstan, Oswald, Eardwulf, Aelmaer;  Shortbow - Aelle, Osric, Aldred.

[Note that the unarmoured characters - all the peasants, bowmen, berserkers, bondi and ceorls - have a movement allowance of 8/4 (unwounded/wounded), and mounted characters have a movement allowance of 12, as in the Eurogames version of Vikings.]

Starting positions: The garrison must be placed in the citadel and/or on the battlements of the town. The Celtic rioters must be in the houses of the town.

The Vikings enter only on turn 4, but they must be placed on turn 3 on the map edges through which they will enter. They can enter through one or more map edges.

Special rule: The Viking player can use the grappling hooks to climb the battlements. The throw succeeds on a die roll of 5-10. [Throws that fail can be repeated the following turn. Successful throws mean that a climb can start immediately.] The Anglo-Saxon player may cut away the grappling hooks (see the rules in "Vikings" [Use the same rules as for toppling ladders, but a successful cut needs 1-3 on 1D10. A grappling hook that has been cut away is destroyed and removed from the map.]). The feat of climbing up a rope to a grappling hook costs 4 movement points. [It then costs 4 MPs to climb over the battlements onto ramparts (as with scaling ladders). The Montjoie extension (Claymore #5) gives a cost of 8 MPs to climb a rope.] In combat, the character climbing a grappling hook is in position - and the character on the battlements is in position +.

Victory conditions: The Viking player wins if he controls the town outside the citadel. The Anglo-Saxon player wins if he prevents the other player(s) from controlling the town. 

2.	THE DOWNFALL OF THE LIONS (La chute des lions)

Two-map scenario by Christian Delabos using counters from Siege, plus one map from Cry Havoc and one map from The Fortified Medieval Town, published in Claymore #8, 1995.

Background: 25 June 1218: matters are going from bad to worse for the crusaders who are besieging Toulouse. Guillaume Thomas, and Garnier and Simon du Caire, knights of the Count de Montfort, have already fallen and many others with them. For his part, Guy, brother of Simon de Montfort, must face a Toulousian sortie.  Will the battered banners of the lion of de Montfort fall?

Map layout: The Crossroads (from Cry Havoc) side 5 joining side A1 of the Lady Gate map (from the Fortified Medieval Town).

The sides:
The Crusaders, Group A: Guy de Montfort (on foot) - Sir Clarence; Dismounted knights - Sir Fitzwaren, Sir Mortimer, Sir Wulfric;  Sergeant - Llewellyn;  Halbardier - Fursa;  Billmen - Cliff, Shawn;  Spearman - Gareth;  Crossbow - Emlyn;  Engineer - Jones;  2 screens and 1 trebuchet.
The Crusaders, Group B:  Sergeant - Pugh;  Halbardier - Evans;  Billman - Godric;  Shortbowmen - Myrlin, Owen.

The Toulousians: Knights - Sir Hughs, Sir Lacy;  Sergeant - Morgen;  Spearmen - Aki, Brendan, Hayden, Mordred, Stori;  Peasants - David, Jasper, Mathew, Morris, Roger;  Shortbow - Idris.

Starting positions:
Group A of the Crusaders is placed on the Crossroads map. The trebuchet is placed on the central fold of the Crossroads map on the 6th and 7th hexes from mapedge 5.
The Toulousians are placed in the town and start the game by coming out of the Lady Gate (which is treated as open throughout the game).

Group B of the Crusaders arrives to rescue on turn 5 through mapedge 7 of the Crossroads map.

Victory conditions:  If the Toulousians succeed in burning the trebuchet and killing Guy de Montfort before the 15th turn, they are victorious. This is so even if all the Toulousians are killed.
-	If the Toulousians achieve only one of their objectives, the game is a draw.
-	Any other result, the Crusaders are victorious.

Epilogue: Guy was fatally wounded. Charging to his rescue, Simon de Montfort also perished: a stone thrown by a Toulousian mangonel struck his helmet and "blew into pieces his eyes, brains, teeth, face and jaws" (Ballad of the Crusade).

3.	THE TAKING OF SANTAREM (La prise de Santarem), 15 March 1147

Scenario by Christian Delabos for Croisades (Outremer), published in Claymore #10, 1996.

Background: During the night of 15 March 1147, a small group of Templars tiptoed over the ramparts of Santarem, a Muslim town in Portugal. Their objective: to open the gates of the town to the army of the King of Portugal who waited outside hidden in the darkness.

Map: The Fortified Medieval Town.

The sides:
The Portuguese (all on foot) 
Group A:  Templars - Sir Amalric, Sir Balian, Sir Roger.
Group B:  Templars - Sir Dreux, Sir Gerard, Sir Matthew, Sir Michael, Sir Raoul;  Knights - Sir Raymond, Sir Walter;  Sergeants - Sgt Baldwin, Sgt Guy;  Shortbowmen - Renier, Robert, Simon, William;  3 ladders.

The Moors (all on foot)
Berber light cavalry - Al Ashraf, Ismail, Kitbuqa, Mehmet, Rukn, Thatoul;  Spearmen - Ahmed, Anwar, Gashan, Hashmi, Ibrahim, Jamil, Magid, Mehmet, Moshen, Yassafa, Abdul, Ali, Baysan, Husseyin, Mesut, Tossaun;  Shortbowmen - Jellal, Mustafa, Osewl, Sadik.

Starting positions: The Muslim player places two spearmen on each section of battlements of the outer ramparts of the town. The rest of the garrison is placed in the Great Tower, in the Citadel, and in the houses (maximum one character per house).

The Portuguese player places Group A on the ramparts, with all the men being adjacent to the same wall. Group B is placed outside the battlements.  The Portuguese start the game.

Victory conditions: The Portuguese must open one of the town gates.  The Muslims must keep the gates closed since otherwise the Portuguese army will burst into the town (which was the historic 
outcome of this episode from the Reconquista...).

4.	THE BLACHERNAE PALACE (Le Palais de Blachernes) 17 July 1203

Two map scenario by Christian Delabos using counters from Siege, Cry Havoc and Vikings / Viking Raiders, published in Claymore 11, 1997.

Background: For almost ten days the Crusader army had been besieging Constantinople, the capital of Emperor Alexis III. On Thursday 17 July, the Crusaders launched an assault: the Venetians attacked the North of the town while the French attacked the West between the Blachernae Palce and the sea. Under the command of Baudouin, Henry of Flanders, Hugh of St Pol and Louis of Blois, the French raised two ladders onto a barbican and shook the battlements with blows from a battering ram. But, on top of the ramparts, guard was being mounted by a contingent of Anglo-Danish mercenaries in the service of the Emperor...

Map: The Montferrat Gate (D1/C2) and Fortified Medieval Town (C1/B2) maps from the Fortified Medieval Town map set.

The sides:
The Crusaders: Knights and Sergeants - All from Cry Havoc and from Siege; Crossbowmen - All from Siege;  Peasants - 5 from Cry Havoc;  1 Battering Ram and 2 ladders (from Siege).

The Anglo-Danish mercenaries (Varangian Guard) = 14 [the scenario wrongly states 11] men:
Foot huscarls - All;  Shortbowman - Aelfgar.

Starting positions: The Varangian Guard are placed on top of the battlements. The French enter the map through sides C1 and C2.

Special rules: All the rules applying to Huscarls (from Eurogames "Vikings" – see the “Byzantine Army extension rules) apply.  The archer does not have flaming arrows.

[The Huscarl rules for the Guard relate to the use of two-handed axes. The character chooses whether to use the axe with both hands, and then for that turn the attack strength is doubled but for the next player turn defence is disadvantaged (by a column shift and -1 against missile-fire).] 

Victory conditions: Both sides: Control the inside of the battlements without any unwounded enemy being there. The Crusader player achieves an overwhelming victory if he manages to obtain this result with only making one hole in the wall. If he makes two holes to achieve that same result, he has won a marginal victory. With more than two breaches he can only gain a draw.

Epilogue: After some tough fighting, about fifteen Frenchmen gained a foothold on the battlements. But they were eventually driven back, leaving two of their number in the hands of the English. The French assault stopped there.

Source: La conquête de Constantinople, Villehardouin, "Les classiques de l'histoire de France au Moyen-Age", Paris 1961.

5.	THE REVOLT OF NICOSIA (La révolte de Nicosie) 5 April 1192

Scenario by Christian Delabos, published in Claymore #12, 1997. It requires pieces from Siege, Outremer (Croisades), and Viking Raiders (Vikings), in addition to the Medieval Town map set.

Background: On his journey to the Holy Land, Richard Lionheart had conquered the island of Cyprus from the Byzantines (May 1191). Caring little about conserving his conquest, he sold it to the Order of Templars for the sum of 100,000 ducats. This business did not work out well for the Templars, as on the eve of Easter 1192, a general uprising among the Greek population broke out in Nicosia, the island's capital. Massacring the Latins in the town, the Cypriots rushed onwards to assault the citadel held by the Templar Arnaud Bouchart with a handful of knights.

Map: The Fortified Medieval Town

The sides:
The Latins
Isolated Latins [from Siege]: Mounted knight [move 12] - Sir Mortimer; Sergeant - Sgt Morgen.
Brother Arnaud and his men: Mounted Templars - Raoul, Michael; Dismounted Templars - Gerard, Matthew, Walter;  3 horses; Crossbowmen of the Temple - Denis, George, Walter; 
Spearmen [from Siege: unarmoured, move 8/4] - Bryn, Gareth.

The Cypriots
Kataphractoi [mounted] - Ashok, Mohamed, Moonga;
Psiloi [from Viking Raiders, unarmoured shortbow, move 8/4] - Wulfroth, Cenwulf, Osric, Swithulf, Aldred, Aelfgar;  Peltastoi [from Viking Raiders: unarmoured, move 8/4] - Aelfric, Aelfweard, Eadric, Aelmaer, Weohstan, Oswald;  
Citizens - All the peasants from Siege, Outremer and Viking Raiders (31 elements);  3 ladders.

Starting positions:
-	The "Isolated Latins" are placed in the streets or houses of the town;
-	The Cypriots are then placed anywhere in the streets or houses of the town;
-	Then, Brother Arnaud and his men are placed in the fortress and the keep; the horses are placed in the stables;
-	The Byzantines [Cypriots] start the game;
-	The fortress drawbridge is lowered throughout the action [and cannot be raised].

Special rules: See Vae Victis magazine issue 7, pages 14 and 15 [The article on "The Byzantine Army in CROISADES" was developed from a similar article in issue 2 of Claymore. It identifies counters, mainly from Croisades/Outremer and Vikings/Viking Raiders, which are most appropriate to represent the different types of Byzantine troops. It also provides special rules on command control and morale, which may be used here if they are also used for the Latins.]

Victory conditions:  The Templars - to possess the whole of the town;  The Cypriots - to kill all the Templars.

Epilogue: Arnaud Bouchard succeeded in repelling the assault and cutting the besiegers to pieces. However, fearful over their narrow escape, the Order of the Temple gave the island back to the King of England.
Source: René Grousset: Histoire des Croisades Vol III, Paris 1936.

6.	DUBLIN (June 1171)
Scenario by Fabrice Renier, using Cry Havoc and Vikings/Viking Raiders plus two maps from the Fortified Medieval Town and an extra Crossroads map, from Claymore #13/14 (1998).

Background: To reconquer the throne [of Dublin from the Anglo-Normans], Asgall Mac Torquil hired a fleet of 30 ships full of mercenaries from the islands of Orkney, Man, the Hebrides, and even from Norway under the command of Ewan Mear – “John the Mad” [a famous berserker]. They disembarked 4,500 men (or 9,000 to 10,000 men according to others) and marched on Dublin, which was held for Earl Richard de Clare known as “Strongbow”, by Miles de Cogan with 300 cavalry and several hundred bowmen and foot soldiers.

Coming out of Dublin, Miles faced the enemy with his infantry but was forced back by the Scandinavians and had to retreat into the city through the East Gate. While their assailants were following them, they were attacked from the rear by more of Miles’ men, led by his brother Richard, who had come out through another gate …

Map layout:	Pilgrims Gate   B1   6 Crossroads 8		The Crossroads mapsides 5
		Fortified Town B2   8 Crossroads 6		are placed adjacent to one-another.

Side A deploys in an area 5 hexes wide on the west of the Crossroads maps adjacent to the Town maps. Side B deploys in an area 10 hexes wide on the east of the Crossroads maps furthest from the Town.

The sides
The English, Group A – Knights: Sir Conrad, Sir Jaques;  Sergeants: Tyler, Martin;  Bowmen: all 6;  Billmen: Robin, Rees;  Spearmen: all 8.  The English, Group B – Knights: Sir Richard, Sir Piers, Sir James, Sir Gunter, Sir John, Sir Alain, Sir Thomas, Sir William.

The Scots-Irish – Earl (mounted): Aethelwulf;  Bondi (javelin-throwers): Domar, Glum, Torleik, Yngve;  Berserkers: Blotolf, Brynjolf, Dag, Hildebrand, Olav, Ragnvold, Ulv, Torgrim, Torkjel;  Peasants: all 14 from VIKINGS;  Islemen (Huscarls): Edmund (on foot), Aelfwine, Edward, Ceolred, Hygeberht, Wulfgar, Aethelred.

Starting positions and beginning the action: Group A deploys first as shown in the map layout. The Scots-Irish then deploy in their area and start the game. Group B can enter through sides 7 and/or 6 and 8 of the Crossroads maps once at least 3 counters from Group A are in the interior of the town.

Special rules:
-	The bondi only carry 5 javelins.
-	The berserkers can only attack once per turn in this scenario (they are not true berserkers).
-	The town gate is open, and it cannot be closed as long as friendly soldiers are still fighting outside.The English cannot retreat towards the town while they are not in contact with the Irish or until an Irish counter advances onto the Medieval Town map. 

Victory conditions: The player who succeeds in controlling the Medieval Town maps is the winner. To control the town, it is enough to have half of the side’s troops that are still alive in the town without any enemies inside the walls.

Epilogue: While the Irish faced this new danger, Miles rallied his troops and launched a fresh charge that broke the centre of the enemy formation. The “Song of Dermot and the Earl” tells that 1,500 to 2,000 Islemen were killed, including John the Mad. 

7.	
SUNSHINE OF THE CALIPHATE (Le soleil du Califat) (July 1111)

Scenario for CROISADES for two players, written by Christian Delabos, published in Le Journal du Stratège #71, 1993.

Background: After taking Saida in 1110, the Franks were masters of the whole of the coast of the Holy Land from Sinai to north of Antioch. However, at the border of Egypt, the Fatimids still controlled the town of Ascalon. In 1111, the governor of the fortification, Chams al-Khalifa, “Sunshine of the Caliphate”, gave in to pressure from Baudoin, King of Jerusalem, and put himself under the protection of the Franks. A small Frankish garrison was sent to control the citadel. Remaining loyal to the Fatimids, the townspeople were scandalised by the attitude of their governor. Consequently, in July 1111, a group of conspirators assassinated Chams al-Khalifa. This was the signal for a revolt: aided by the men of the governor’s guard, the townspeople launched an assault on the citadel.

Maps: The Fortified Medieval Town

The sides
The Crusaders – Knights (on foot): Amalric, Balian, Dreux, Gerard, Mathew, Raymond, Walter; Sergeants (on foot): Baldwin, Guy, Llewellyn, Pugh;  Spearmen: Aki, Bryn, Gareth, Stori; Bowmen: Ansel, Fulk;  Crossbowmen: Denis;  + 5 horses.

The Egyptians – Royal Mamluks (on foot): Abaga, Al-Kamil;  Mamluks (on foot): Baha, Fa’iz; 
Fatimid spearmen: all 10;  Syrian spearmen: Abdul, Ali, Baysan, Husseyin;  Bedouins (on foot): all 6;  Sudanese bowmen: all 4;  Peasants: all 8.

Starting positions and beginning the action: 
-	The drawbridge to the fortress and all the town gates are open at the start of the action
-	The Egyptians are placed first: villagers and bedouins in the houses; spearmen and archers on the ramparts and in the town’s towers; Mamluks on the ramparts and in the towers of the citadel; Royal Mamluks in the keep.
-	The Crusaders are placed next: Sir Raymond and Sir Walter in the keep; the remaining knights, Sergeants Baldwin, Guy and Llewellyn, and the archers on the ramparts or in the towers of the citadel; Sgt Pugh and the spearmen in the town within a radius of 3 hexes around the stables or in the stables; the five horses in the stables.
-	The Egyptians move first.

Victory conditions: For the Egyptians – kill or capture all the knights; For the Crusaders – succeed in exiting at least one knight from the town and the map.

Epilogue: Chased along the battlements and into the towers, none of Baudoin’s men were able to escape… Ascalon resisted the Franks for forty more years.

8.	THE STREETS OF MANSOURAH (Les rues de Mansourah) 

Scenario by Christian Delabos (Claymore-Normandie), from Vae Victis #19 in 1998, with thanks to playtesters Aymeric and Hervé Delattre, Sylvain Fahy, Noëlle Martel and Fabrice Renier. The scenario uses the four-map Siege expansion "The Medieval Fortified Town" and characters from the games "Croisades" ("Outremer") and "Cry Havoc".

Setting the scene: On the morning of 8 February 1250, having sacked the Egyptian camp, the Frankish vanguard [of about 1500 knights] led by Robert of Artois, brother of the King [(Louis IX of France)], charged onwards into the streets of Mansourah and into the claws of the Egyptian army. In front of the Sultan's fortress the Crusaders collided with [at least 2000] Mamluks led by the amir Baibars [(who was to become Sultan in 1260)].

Map: The Fortified Medieval Town.

The sides: 
The Crusaders (all mounted) - 
Count Robert of Artois (counters supplied with this issue of Vae Victis) [Statistics for these counters, named "Comte d'Artois", are identical to "Sir Richard" from Cry Havoc but modified to match Croisades/Outremer: defence circled for armour, and mounted movement speed of 12. A defence strength of 2 was mistakenly omitted from the stunned counter. The counters for Sir Richard can be used by those without the magazine.];
Templars [from Croisades/Outremer]: Roger, Amalric, Balian, Dreux, Raoul, Michael, Walter, Matthew, Gerard;  Knights [from Cry Havoc]  [amended to armoured and with mounted movement of 12]: Roland, Gilbert, Gaston, Clugney, Conrad, Jacques, Roger;  
Sergeants [from Croisades/Outremer]: Guy, Baldwin.

The Egyptians -
Royal Mamluks: Al-Kamil, Maarat, Hakim, Abaga, El Arish;  Mamluks [crossbowmen]: Abdur, Farhat, Nayeen, Jehangir, Khaleed;  Bowmen: Mustafa, Sadik, Osewl;  
Javelinmen: Shazir, Abdoul, Yousef, Essem, Said, Taqi;  
Fatimid Spearmen: Gashan, Memet, Anwar, Magid, Mohsen, Yassaffa.

[Spelling of names has been corrected/altered to that of the Standard Games versions. The Eurogames version of "Cry Havoc" updated the counter information to bring them into line with the latest Standard Games game in the series; as a consequence I have assumed that the "Cry Havoc" knights will all need to be treated like Outremer knights (ie armour, and move 12 not 8).]

Starting positions:
1.	The Egyptian foot soldiers are set up in the streets and houses; they cannot attack, shoot or move into contact with the enemy until the Mamluks move. The Mamluks are placed in front of the fortress and cannot move until one of them sees a Crusader (a line of sight is calculated like a line of fire). After this phase, the Mamluks and the foot soldiers move and fight normally.

2.	The Crusaders start the game by entering the town through the Pilgrims' Gate. They move and fight without restrictions. Only the Pilgrims' Gate is open.

3.	The citadel is a prohibited area for both sides.

TRANSLATOR’S NOTES:

1)	It is not clear as to whether the "Mamluks" mentioned above include both the mounted Royal Mamluks and the Mamluk crossbowmen (who are on foot), or whether the crossbowmen should be set up with the "Egyptian" foot soldiers. The implication is that only the mounted characters are set up in front of the fortress, so I would suggest that the crossbowmen be set up with the rest of the foot. The Mamluk Sultans were the rulers of Egypt so that the names "Mamluk" and "Egyptian" are effectively interchangeable.

2)	Since the Crusaders would not know the locations of the Egyptian foot soldiers, an optional further suggestion is that they should be set up secretly using the Town Plan supplied with the French set, by using the hex numbering system, or by using a number of extra dummy counters (since all counters are double-sided a second blank counter needs to be placed on top of each to hide identity). Once sighted, the foot soldier must then be revealed.

3)	The scenario rules do not specify it, but it should be assumed that the restrictions on fighting placed on the Egyptian foot soldiers do not apply once a Crusader moves into contact. An Egyptian surviving a Crusader attack should be able to move, shoot or attack, although he will be unable to raise the alarm which requires actual Mamluk cavalry sighting of a Crusader.

4)	Reports of the battle have archers on the flat roofs of the houses, so players may wish to experiment with houses having an additional roof level reached by ladders. Use the flat roof rules from the Montjoie extension in Claymore #5. This will favour the Mamluks - being historical may damage game balance!

Victory conditions: Mamluks - Kill Robert of Artois;  Crusaders - Kill all the Royal Mamluks.

Epilogue: Pushed back by the Mamluks, the Crusaders retreated in disorder through the streets of Mansourah. Harassed by the Egyptian crossbowmen, the Franks were overcome one by one. Almost all of the Templars [(285 out of 290), and most of the 200 English knights,] were killed - wounded and unhorsed. Robert of Artois locked himself inside a house and here he met his death.

The Count's "madness" caused the loss of the Crusading army's advance guard. 

[It was also the turning point in the Seventh Crusade, as Egyptian morale rose and Crusader morale fell. The Crusaders retreated back down the Nile, and they were surrounded and forced to surrender two months later on 6 April 1250. Saint Louis and the survivors were ransomed for 1 million bezants.]

9.	MANTES 1364 (Mantes la-jolie)
Scenario for “Cry Havoc” and “Siege” written by Nicolas Le Preux, for 2-4 players. Published in Graal #18 in about 1989, and translated by Bob Gingell.

Background: On 7 April 1364 Bertrand du Guesclin recaptured the town of Mantes from the English by blocking the drawbridge with a cart full of soldiers disguised as wine-growers. This scenerio allows the reconstruction of that battle. It is designed for 4 players, but can easily be played by two. It uses the ‘Fortified Medieval Town’ map.

The sides [counters from “Cry Havoc” unless marked ‘S’ for “Siege”]
The Franco-Bretons
Group 1: Mounted knights: Richard (for Du Guesclin), Roland (for Clisson), Jacques, Roger, Alain, Gilbert.
Group 2: Sergeant: Martin; Halberdiers: Hubert, Geoffrey; Shortbowman: Mathias; Billmen: Guy, Tybalt; 1 Cart and draft horse [S].
Group 3: Mounted knights: Gaston, Thomas, Hughs [S]; Billmen: Robin, Jean; Crossbowmen: Roland, Gaston; Spearmen: Crispin, Aki [S].

The Rebels
Group 1: Peasants: Gam, Giles, Gobin, Ivor [S]; Spearmen: Wat, Mordred [S].
Group 2: Peasants: Radult, Wulf, Will’m [S]; Halberdier: Naymes.
Group 3: Peasants: David [S], Roger [S], Cedric; Shortbowman: Enguerrand.
Group 4: Shortbowman: Chretien; Spearmen: Bertin, Stori [S]; Crossbowmen: Jacopa, Jacques.

The English
Group 1: Halberdiers: Watkin, Bors [S], Tom.
Group 2: Spearmen: Ben, Mark; Billmen: Rees, Cliff [S].
Group 3: Longbowmen [S]: Gwyn, Dylan.
Group 4: Sergeant: Tyler; Spearmen: Arnold [S], Hayden [S], Perkin.
Group 5: Dismounted knights: Lacy [S], Conrad, Clugney, Clarence [S].
Group 6: Dismounted knights: Peter, Wulfric [S], Mortimer [S]; Sergeant: A’Wood; Longbowman [S]: Owen.
Group 7: Dismounted knights: Gunter, Piers, William; Shortbowman: Bowyer; Crossbowman [S]: Emlyn.
 
The Collaborators
Group 1: Merchant: Leopold (as the traitorous bishop); Engineer: Baldric [S] (as the hangman); Crossbowman: Giles; Halberdiers: Evans [S], Ben, Otto.
Group 2: Peasants: Mathew [S], Smith, Morris [S], Salter, Jasper [S].
Group 3: Billmen [S]: Godric, Shawn; Sergeant [S]: Morgen; Spearmen: Brendan [S], Hal, Odo, Bryn [S]; Longbowman [S]: Myrlin.
Group 4: Dismounted knights: John, James; Halberdiers: Fursa [S], Wynken; Crossbowman: Codemar.

Starting positions
The Franco-Bretons: Group 1 enters on Game Turn 1 through the map-edge facing the Pilgrims’ Gate (B1 and B2). Group 2 is placed inside the cart blocking the drawbridge of the Pilgrims’ Gate: 5 men are in the cart (with a maximum of 3 per hex), and one other is inside the town alongside the [front of the] draft horse. [It seems best to assume that the horse has been unharnessed from the cart.] Group 3 enters on Game Turn 1 through the map-edge facing the Montferrat Gate (C2).

The Rebels: Group 1 is placed in the stables. Group 2 is hidden in one of the two houses facing the Montferrat Gate. Group 3 is placed around the water trough (within 2 hexes of it). Group 4 is placed inside a house chosen at random (except those already containing English or Collaborators): for each house roll 1D10 – on a ‘1’ the group is inside that house; if a ‘1’ is not rolled for any house then try again until a ‘1’ is rolled.

The English: Group 1 is relaxing in the tavern (the 12-hex building on map-sheet A2/B1). Group 2 is standing guard at the Lady Gate (two below and two on the ramparts above the gate). Group 3 is posted in the Great Tower. Group 4 is standing guard at the Montferrat Gate (two on the ramparts and two at ground level, at least 2 hexes from the gate). Group 5 is arguing around the well in the citadel courtyard. Group 6 are placed in the citadel tower (with one knight and the sergeant at the top of the keep [in the watchtower], the others within the large room that is at elevation level 5). Group 7 is walking along the ramparts ‘below’ the Great Tower (facing sides D1 and D2) at least 4 hexes distant from the tower.

The Collaborators: Group 1 is arguing with the English of Group 7 (being placed under the same conditions). [Probably this discussion should be with Group 5 not Group 7.] Group 2 is placed in the house on map B2/C1 that has a palm tree in front of its doorway. Group 3 is placed on the ramparts facing side C1 at least 5 hexes from the central stairway. Group 4 is standing guard in front of the Pilgrims’ Gate: the 2 halberdiers are placed on two gateway hexes, the other three men are resting in the house just in front of the gate. [If the draft horse has been unharnessed from the cart on the drawbridge, the halberdiers could occupy any two of the three hexes comprising the gateway itself and the two hexes just inside the gateway.] 

Starting the action: The English and their allies are placed first, then the French. With four players the French play first, then the traitors, then the rebels and lastly the English. With two players the French (and the rebels) play first followed by the English and the traitors.

Special rules
1)	The town is surrounded by a moat (all the hexes adjacent to the outer wall). The drawbridge for the Pilgrims Gate is blocked. The drawbridge of the Montferrat Gate can be raised: the mechanism is in the hex containing the ‘at’ of ‘Montferrat’ [Z10, just inside the gate].
2)	The citadel drawbridge is old and cannot be raised any more.
3)	Du Guesclin is a hero: he can ‘dodge’ a total of three missiles during the whole game, and he attacks at ‘+1’ on the die-roll (whether on his own or with others).
4)	The stables hold about ten horses (but it is not necessary to place any counter there until a character requires a horse).
5)	[The implication of this scenario is that the cart cannot be moved. Yet, it must still be possible to climb over the cart or squeeze past it, otherwise the attackers of Groups 1 and 2 could not enter the town. It is recommended that the rules for carts from the Montjoie Extension in Claymore #5 should be used: climbing up costs 4 MPs, moving along the top of the cart costs 2 MPs, and climbing down costs 3 MPs. Attacking or defending from the top of a cart gives an advantage, so is at +1. 

“Siege” prohibits any movement into cart hexes. “Croisades” amends “Siege” to give a cost of 4 Movement Points per hex for foot to cross through (but not stop in) a cart hex at ground level, but horses cannot pass through such hexes. The intention of this rule seems to be to permit movement across a cart by ducking under it. This cost must also be seen in the context of the increased movement allowances in “Croisades”. Such a movement rule would in any event prevent any lengthways movement alongside or underneath the cart. It is proposed that in this scenario the rules should be changed, so that both horses and foot are allowed to enter cart hexes at a cost of 3 MPs per hex. A horse cannot stop in such hexes, so cannot enter a cart hex if there are insufficient empty hexes on the far side. A character on foot could, however, stop in a cart hex at ground level: place the character counter partly under the cart counter to indicate his location.]

Victory conditions
The game continues for an unlimited number of Game Turns, but if the English are blockaded in the citadel the game stops (the keep doorway cannot be broken down once it has been closed). In that situation it is considered that the English control it but that all the men outside will surrender.

The French gain Victory Points as follows:
•	5 points for each enemy knight killed
•	3 points for each enemy knight wounded
•	3 points for each other enemy killed
•	2 points for each other enemy wounded
•	10 points for the capture of the bishop (he will only surrender to knights)
•	10 points for the death of the hangman
•	50 points for control of the town (excluding the keep)
•	50 points for control of the keep
•	4 points for each Englishman [or collaborator] that surrenders.

The English gain Victory Points as follows:
•	5 points for each French knight killed
•	3 points for each French knight wounded
•	3 points for each other enemy killed
•	2 points for each other enemy wounded
•	20 points for the death of Du Guesclin
•	60 points for control of the town
•	50 points for control of the keep
•	7 points for each man that leaves the map through side C2.

Translation history
Version 1.1 December 1999; Version 1.2 July 2000: References added to the other collections of translated castle scenarios; Version 1.3: Added Scenario 9 and amended presentation slightly.

RDG: TOWN Scenarios, version 1.3, December 2003