TOURNAMENT SCENARIOS

The following scenarios from French magazines were translated by Bob Gingell in March 2000. All were either provided for conventions or tournaments, have balanced sides or are designed for team play, or were published more than once (which has been interpreted as showing special support for their use). 
It is very likely that other scenarios have been used for tournaments, but have not been identified as such in the magazines.

Contents

Competition scenarios
1.	The Rescue of the Holy Grail, from Casus Belli #27 (for Cry Havoc)
2.	The Final Obstacle, from Stratège #35 (for Cry Havoc)
3.	Hattin 1187 Scenario 1, from Stratège #Special (for Croisades) 
4.	Hattin 1187 Scenario 2, from Stratège #Special (for Croisades)
5.	The Ambush at Sotteville 1364, from Claymore #4 (for Cry Havoc) 

Team-play scenarios
6.	The Battle of Tell Bachir 1108, from Claymore #1 (for Croisades)

Re-published scenarios
7.	The Tax Collector, from Stratège #43/44 & Stratège #57 (for Cry Havoc, Siege)
8.	The Convoy, from Claymore #2 & Stratège #65/66 (for Samouraï)
9.	The Battle of Muret 1213, from Claymore #4 & Stratège #73 (for Cry Havoc, Siege, Croisades)

Equal sides scenarios
10.	The Combat of the Thirties 1351, from Stratège #72 (for Cry Havoc, Siege, Croisades)
11.	The Isle of Tablut, from Claymore #2, (2 or 3 players, for Vikings)
12.	Fight to the Death 1396, from Claymore #13/14 (for Vikings)

Four of the scenarios above are also available in other collections of translated scenarios: #8 in the ‘Samouraï Supplement’, #10 in the ‘One-map Scenarios’, #11 in the ‘Vikings Supplement’, and #12 in the ‘Irish and Scottish Armies’ extension.

Two further scenarios require the use of special rules for Frankish and Pictish troops, but have approximately equal sides and so could lend themselves well to competition play: 
•	“Fredegonde’s Fury” from Claymore #7 (see the ‘Vikings Supplement’).  
•	“The Peaceful Meeting” from Claymore #13/14 (see the ‘Irish and Scottish Armies’ extension). 

1.	THE RESCUE OF THE HOLY GRAIL (La sauvegarde du St. Graal)

At the time that “Cry Havoc” and soon afterwards “Siege” appeared in French versions, this scenario was used for the “Cry Havoc” championship organised in June at Nancy by the [games clubs] ‘Cour des Miracles’ and ‘Excalibur’. Scenario by Ph. Bourat and J.M. Delorme for “Cry Havoc”, published in Casus Belli #27 (in 1985).

Background: In the twilight of an oncoming winter, the armies of Mordred marched on the castle of gold and silver, the mythical Camelot, home of the Round Table. Arthur asked himself if he had lost the blessing which had made him King. Then, one morning, he was told that a poor man was at the door, who had returned from the cursed lands. He knew that a knight had found the Grail, and that he was in trouble but had luckily been sheltered by an honest merchant in a nearby village. Strengthened by the news, Arthur immediately was struck by despair when he learned that Piers, Mordred’s faithful lieutenant, was about to attack the village to carry off the precious object.

The situation: Sir Richard managed to recognise the Grail as a silver cup on the altar of a temple whose name is lost to history. His relic bouncing on the back of a mule, he returned from his quest accompanied by his faithful squire and a soldier whose talents with the crossbow have been useful both in hunting and in holding off robbers.  It is now, practically at the end of his journey, that the notorious Piers determines to dislodge him from the shelter given him by a citizen. At sunrise Mordred’s men are advancing, when seven knights in shining armour and all banners flying launched themselves to the rescue of the poor knight who lay at the mercy of his murderers.  

Map layout: 	6 The Crossroads 8 | 4 The Village 2

The sides: 
The Knights of the Round Table (mounted) – Sir Gaston, Sir Clugney, Sir Roland, Sir Gilbert, Sir Conrad, Sir Roger, Sir James.
Mordred’s soldiers – Sir Piers (mounted), Sir Gunther (on foot), Sir Thomas (on foot), Sgt Tyler, Sgt Arnim; Spearmen: Wat, Odo, Bertin, Hal, Perkin, Crispin; Archers: Fletcher, Aylward; Halbardiers: Frederick, Otto, Watkin, Wynken.

In the village – Building 1: Farmer, Codemar; Building 2: Edith; Building 3: Gobin, Sgt A’Wood; Building 4: Sir Richard, Leopold, Horse, Mule; Building 5: Audrey, Philip.

Starting positions and beginning the action: Mordred’s soldiers enter the Crossroads map through sides 7 and 5, at least 5 hexes from side 8. The Knights enter the Crossroads map [through side 6].

Special rules: 
(1)	The people in the village are deeply asleep. In addition, it is impossible to play them until there is at least one Knight or soldier of Mordred in a hex adjacent to a building in the village. However, if the alarm has not been raised by the 6th turn, it will then happen automatically as a consequence of the noise of battle. 
(2)	In relation to combat, the women will engage in combat as they have been made fanatical by the presence of Sir Richard.
(3)	The game has a limit of 10 turns, or 1 hour of real time.

Victory conditions: Compare the following victory points calculations. 
For Mordred – 10 points per knight killed; 20 points for Sir Richard on foot and wounded, 10 points only if he is wounded mounted, 50 points for his death; 100 points if the mule is captured. 
For the Knights – 10 points per knight killed, 50 points for the death of Sir Piers; 50 points for preserving the mule, 50 points for exiting it from the village.

2.	THE FINAL OBSTACLE (Le dernier obstacle)

Scenario by Pascal Toussaint for “Cry Havoc”, played at Nancy during a convention organised by 'Cour des Miracles' and ‘Excalibur’ in November 1986. Playtesters: Serge Monnereau, Christophe Janin, Pascal Toussaint. Published in Le Journal du Stratège #35.

Background: 
King Richard the Lionheart has just been liberated from his long captivity, and only has one idea in his head: to recover his throne in England. He is aided by some loyal barons and the archers of Robin Hood, but the route is long to return home; Prince John, unwilling to give up his usurped throne, has sent the traitor Roland, who will do anything for him, at the head of a small troop of men to neutralise this threat.

Map layout: 	5 The Crossroads 7 | 1 The Village 3

The sides
Richard - Mounted knights: Richard, Gilbert, Piers, Clugney, Conrad; Sergeant: Sgt Tyler;
Halbardiers: Wynken, Otto, Hubert, Ben, Tom; Archers: Bowyer, Chretien, Fletcher, Mathias.

The Traitors - Mounted knights: Roland, James, Alain; Sergeant: Sgt A'Wood; Spearmen: Crispin, Perkin, Bertin, Mark, Odo, Ben, Hal, Wat; Crossbowmen: Denys, Codemar, Forester, Giles, Gaston.

Peasants - Gam, Leopold, Carpenter, Philip, Farmer, Cedric (all start under the control of Prince John).

Starting positions: 
The peasants are placed in Building 5 on The Village map; the troops of Prince John enter on the first turn through map-edge 3 of The Village map, then Richard and his escorts enter on the second turn through map-edge 5 of The Crossroads.

Special rules: 
A peasant cannot move until he has been in contact with one of Prince John's soldiers. When Richard is adjacent to a peasant, the peasant will immediately pass under Richard's orders for the game turn in question (although he cannot move during that turn) and permanently for all purposes during the following turns.

Victory conditions: The player who gains the most points will win, the extent of victory being determined between the players according to a "gentleman's agreement".

-	Richard gains 100 points if he leaves unharmed through map-edge 3 of The Village (only gaining 50 points if he is wounded).

-	The Traitors gain 100 points if Richard is killed and 50 points if he is wounded.

-	Additionally, for each side, 10 points are gained per knight killed (5 points if wounded), and 5 points per soldier killed (3 points if wounded). This calculation is made at the end of the game: after 1 hour playing or immediately after Richard is killed or leaves the map.

Advice as to tactics
Do not forget that the death or exit of Richard immediately ends the game and most probably gives victory to the side that kills him or succeeds in exiting him (he is worth 100 points).

As a consequence, if you are playing Richard, you are faced with a dilemma: whether to use him and expose him, or to hold him back from combat and deprive yourself of his strength (he has an Attack Strength of 30). Do not lose too much time on The Crossroads map, as you offer too good a target to the crossbowmen there. And above all, never expose Richard to their fire while moving (1 or 2 gives "rider wounded and dismounted"). Do not hesitate to sacrifice one or two knights if that will allow Richard to leave the map (the 100 points justifies this and it is in keeping with the spirit of the period). Make sure also that you do not mask your archers who are your only counterattack, and very effective they are, against the powerful enemy crossbowmen.

If you are playing the Traitors, make sure that you place your crossbowmen in good positions to shoot, and do so quickly (if possible in the shadow of fire from the archers). The speed of their placement is fundamental since once contact has been established they will make good service. Watch out also that Richard does not have an available route to get off the map, as that would be disastrous. Obviously you should not trust the peasants who are not sure whether Richard has come to improve their lot.

And finally, good luck...  

3.	THE CONTESTS OF THE RECKLESS (Les joutes du téméraire):
Tournament scenario for “Croisades” – Hattin Scenario 1. 

Scenario published in Le Journal du Stratège Special Scenarios issue, December 1989. According to the index to back numbers of the magazine, the author is Pierre Berclaz of the Swiss branch of the “Cercle de Strategie” (the French branch of which produced the magazine) and the two scenarios were tested in the “Semaines de l’hexagone”, a games convention which was normally held in late July-early August.

Historical background: In 1187, Saladin, Sultan of Egypt and Syria, proclaimed a 'Jihad' against all the Christians of Palestine. On 1st July, on crossing the River Jordan with the largest Arab army ever assembled, he forced the border of the Christian Kingdom of Jerusalem. Poorly commanded by Guy of Lusignan, the whole of the Frankish army was caught in a trap near Tiberias. Surrounded and under a baking sun, short of food and water, the Christians started the battle at Hattin on 4th July under very difficult conditions.

The scenario: In an attempt to break through the encirclement, the Frankish cavalry charged towards the lakes of Tiberias, under a leaden sun. One forward group of Christians pierced the Muslim line! They were almost through... But, between victory and death was the Arab rear line of defence.

Map layout:  		3 Water Hole 1 | 1 Olive Grove 3   ^North

The sides
Muslims - The 6 Syrian cavalry: Mohammed, Kukburi, Suejac, Nassim, Moonga, Ashok; 
the 6 Syrian infantry: Ali, Abdul, Husseyin, Tossaun, Baysan, Mesut; the 3 slingers: Mustaq, Jalil, Omar; the 6 Seljuk cavalry: Kilij, As-Salih, Yesugai, Ruzzik, Bar, Arghun; 
the 4 Seljuk infantry: Mohammed, Farhad, Ageel, Shammin.

Christians - 3 Knights: Sir Raymond, Sir Walter, Murda; 2 mounted sergeants: Baldwin, Guy; 
4 turcopoles: Arnulf, Kamal, Merton, Reuben; 
2 foot sergeants: Llewellyn, Pugh; 1 Halbardier: Fursa; 2 Billmen: Cliff, Shawn; 
6 Spearmen: Aki, Arnold, Stori, Hayden, Gareth, Bryn; 2 Crossbowmen: Adam, Bernard.

Starting positions and beginning the action: The Muslims deploy anywhere on the maps at least 7 hexes from the Southern map-edge. The Christian cavalry enter from the South on Turn 1. The Christian infantry enter from the South on Turn 2.

Special rules: 
-	The Christians' movement allowance is reduced by 1 Movement Point [due to tiredness]. 
-	The game lasts 7 turns.

Victory conditions 
1.	The side that occupies the hill dominating the battlefield (the Horns of Hattin), i.e. at least half of the 16 hexes concerned, gains 20 victory points (VPs). If both sides occupy half of the hill, each gains 10 VPs.

2.	Each side gains additional VPs from eliminating enemy characters, as per the following formula:
-	For each knight killed (including Murda): 6 VPs
-	For each heavy (armoured) cavalryman killed: 4 VPs
-	For each light (unarmoured) cavalryman killed: 3 VPs
-	For each armoured soldier: 2 VPs
-	For each unarmoured soldier: 1 VP.

The side with the most VPs is declared to be the victor.
-	If the difference is more than 25 VPs, it is a decisive victory.
-	If the difference is between 16 and 25 VPs, it is a clear victory.
-	If the difference is between 5 and 15 VPs, it is a narrow victory.
-	If the difference is less than 5 VPs, it is a debatable victory.

Epilogue: The charge hit with a great impact on the Saracen ranks. But the foot soldiers could not follow them, and the warhorses were exhausted. At the end of their dash, the Crusader knights stopped and re-grouped. Then Saladin launched his counter-attack.

4.	THE CONTESTS OF THE RECKLESS (Les joutes du téméraire):
Tournament scenario for “Croisades” – Hattin Scenario 2.  

Scenario published in Le Journal du Stratège Special Scenarios issue, December 1989.  According to the index to back numbers of the magazine, the author is Pierre Berclaz.

Background: The battle of Hattin is raging. A nervous Saladin realises that all can be gained by a gamble. Hoping to break the Crusaders' morale, he orders Monsouras and his elite cavalry to seize the True Cross (on which Christ had been crucified and which always accompanied the Crusader armies), which was carried by Ruffin, the Bishop of Acre. The impact was terrible between the Mamluks and the Templars under the boiling heat of the sun.

The scenario: In the melee a group of Saracen cavalry managed to come close to the True Cross. This was thus a battle within a battle for the possession of the Holy Wood.

Map layout:  		2 Olive Grove 4 | 4 Water Hole (half map only).  West>

The sides
Muslims - The 5 Royal Mamluks: Al-Kamil, Maarat, Hakim, Abaga, El-Arish; 
the 6 light Mamluks: Baha, Taki, Yaghi, Fa’iz, Vazelay, Rashid; 
the 7 Horse Archers: Fakr, Qutuz, Usamah, Ayub, Imad, Mongka, Rashid.

Christians - Ruffin: Sir Raymond; 4 Templars: Sir Roger, Sir Raoul, Sir Balian, Sir Amalric; 2 Turcopoles: Arnulf, Kamal; 4 Sergeants on foot: Baldwin*, Guy*, Llewellyn, Pugh; 
2 Crossbowmen: Adam, Bernard; Halbardier: Fursa; Billmen: Cliff, Shawn; Spearman: Gareth.

NOTE *  The two mounted sergeants are on foot with +1 to their movement allowance (i.e. moving at 5 healthy and 3 wounded).

Starting positions and beginning the action: The Christians deploy anywhere on the Olive Grove map. The Muslims enter on Turn 1 through the Western map-edge of the Water Hole half map. 

Special rules: 
-	The Christians' movement allowance is reduced by 1 Movement Point [due to tiredness]. 
-	Sir Raymond represents Bishop Ruffin carrying the Cross. 
-	The game lasts 7 turns.

Victory conditions
1.	The side with the True Cross gains 20 victory points (VPs). To seize it, a character must pass through the hex in which the Cross bearer is stunned or dead. An infantryman will seize it automatically; a cavalryman must roll a ten-sided die and obtain a result of 1-6.

2.	Each side gains additional VPs as in the preceding scenario, from eliminating enemy characters, as per the following formula:
-	For each knight or Mamluk killed: 6 VPs
-	For each heavy (armoured) cavalryman killed: 4 VPs
-	For each light (unarmoured) cavalryman killed: 3 VPs
-	For each armoured soldier: 2 VPs
-	For each unarmoured soldier: 1 VP.

The side with the most VPs is declared to be the victor.
-	If the difference is more than 25 VPs, it is a decisive victory.
-	If the difference is between 16 and 25 VPs, it is a clear victory.
-	If the difference is between 5 and 15 VPs, it is a narrow victory.
-	If the difference is less than 5 VPs, it is a debatable victory.

Epilogue: After a furious charge, Monsouras waskilled by a turcopole. The struggle was violent. But the bearers of the True Cross were cut off for a while from the rest of their army. Swiftly they were surrounded and the last defenders fell. Ruffin was killed.. The cross was captured.

Historical epilogue: After the loss of the True Cross, the Christian ranks began to waver. Thousands of thirsty Crusadres surrendered. The rest were massacred. The Frankish army was cut to pieces. Three months later on 2nd October, after having reconquered the whole of Palestine, Saladin entered Jerusalem.

5.	
THE AMBUSH AT SOTTEVILLE (1364) (L’embuscade de Sotteville)

Scenario by Christian Delabos for “Cry Havoc” and ‘The Forest’ map, published in Claymore #4. It was used in the final of the Claymore Cry Havoc tournament on 22nd October 1994.

1.	Background: Pillaging, burning, murder and robbery: such are the joys proposed by the unemployed mercenaries who ravaged Normandy in this year of 1364. After seizing the castle of Moulineaux, Pierre Dussault and his band threatened the southern suburbs of Rouen. To put an end to his misdeeds, the Rouennais (inhabitants of Rouen), led by Captain Jacques Lelieur, went to besiege Moulineaux. But the mercenaries were warned, and launched an ambush in the village of Sotteville.

2.	Map layout: 		2 Village 4 | 9 Forest 11

3.	The sides
The Rouennais (22 characters, 407 points) – Mounted knights: Sir Jacques, Sir Roger; 
Sergeants: Arnim, A’Wood; Crossbowmen: Arbalister, Denys, Francisco, Gilles, Jacopa, Nicholas; Billmen: Rees, Robin; Spearmen: Ben, Crispin, Hal, Mark; 
Peasants: Baker, Carpenter, Giles, Radult, Salter, Wulf.

The Mercenaries (17 characters, 332 points) – Knights on foot: Sir Peter, Sir Roland; 
Sergeants: Martin, Tyler; Archers (longbow): Aylward, Bowyer, Chretien; Billman: Guy; 
Halberdiers: Ben, Frederick, Geoffrey, Hubert, Otto, Naymes, Tom, Watkin, Wynken. 

4.	Starting positions and beginning the action: The mercenaries are placed in secret on one or both of the maps. The Rouennais start the game by entering through hexes 1-11 of map-edge 1 of ‘The Village’ map.

5.	Special rule: A mercenary character will not become visible until after the moment that he moves, fights, shoots, or finds himself in the line of sight of one of the Rouennais. A mercenary that has become visible will remain so until the end of the game. Line of sight does not apply to a character hidden in a tree hex; to see such a character it is necessary to be adjacent to him.

6.	Victory conditons: the following formula is applied -
-	For both players: Each enemy character killed earns points equivalent to his defence strength, and each knight captured earns points equivalent to his attack strength.
-	For the mercenaries: Each horse captured is worth 5 points.
-	For the Rouennais: Each Rouennais character leaving the map by the path on map-edge 12 of the Forest map earns points equivalent to his defence strength (to earn this it is necessary that at least one sergeant or one knight leaves by that path).

Note: During the tournament it became apparent that there was a fault in the scenario that had not been noticed during play-testing. The formula favoured the approach of “combat at any price”, to the detriment of the true aim of the scenario which was to encourage the Rouennais to leave the map in the direction of Moulineaux. The following modifications to the victory point formula are recommended –
-	Each Rouennais killed earns the Mercenary points equivalent to his attack strength.
-	Each Rouennais character that leaves the map earns points equivalent to his attack strength.
-	The rest of the original formula still applies.

7.	Bibliography: C. de Beaurepaire (Ed): Chronique Normande de Pierre Cochon, Rouen 1870.

6.	THE BATTLE OF TELL BACHER, October 1108 (La bataille de Tell Bacher)

“Croisades” scenario for 2 or 4 players by Christian Delabos, published in Claymore #1.
Translation by Terry Ford with clarifications and amendments to phrasing by Bob Gingell. This scenario is included in the ‘Tournament scenarios’ because it is designed for team play.

Background: In May 1104, Baudoin II, Count of Edessa, was captured by the Moslems at the battle of Harran. This capture profited Tancred of Antioch, who then seized Edessa. However, in 1107, Jawali, Emir of Mosul, freed Baudoin. Baudoin then later recaptured the town of Edessa and valley with an alliance with Jawali. This agreement at the time threatens Tancred of Antioch and Redwan, the Seljuk ruler of Aleppo, who have formed their own coalition. A meeting was held between the four armed camps at the beginning of October 1108, in a field of plum trees, close to Tell Bacher (in Northern Syria). 

Map layout: 		4 maps of The Olive Grove

The sides
REDWAN 					and		TANCRED
600 points  							700 points
(to be chosen from the					(to be chosen from the Frankish 
horse archers, and heavy Seljuk 				cavalry and foot of "CROISADES" 
and Syrian cavalry).                                                        	and "CRY HAVOC").

JAWALI 					and 		BAUDOIN II 
800 points      							400 points. 
(to be chosen from the Mamluks,    				(to be chosen from the Frankish
Seljuks, slingers (The rebels), 				heavy cavalry of "CROISADES", 
crossbowmen and Bedouins). 				"CRY HAVOC" and "SIEGE"). 

Starting positions and beginning the action
The player that represents Baudoin II decides on the assembly of the maps and it is the Redwan/Tancred coalition who decide the first side it will be placed. Baudoin and Jawali place their troops first and have the initiative of movement. The order of play is as follows:
‑1‑ 	Baudoin II 
‑2‑ 	Jawali
‑3‑ 	Redwan 
‑4- 	Tancred

Victory Conditions: Use the formula for tactical scenario # 2 in “Croisades”: 
-	Each knight or Royal Mamluk killed: 6 points
-	Each heavy cavalryman killed: 4 points
-	Each light cavalryman killed: 3 points
-	Each armoured soldier killed: 2 points
-	Each unarmoured soldier killed: 1 point.

The side which achieves the highest number of points is the victor. If the difference is less than 15 points, it is a narrow victory. From 15 to 30 points of difference it is an overall victory. Over 30 points of difference is a stunning victory.

7.	THE TAX COLLECTOR (Le collecteur d’impôts)

Scenario from 1988 by Pierre Berclaz of the Swiss ‘Cercle de Stratégie’, published first in Le Journal du Stratège #43/44 and then again without amendment in #57. The scenario uses “Cry Havoc”, “Siege” and ‘The Forest’ map. It has been included in this collection because it was published twice (although it is not necessarily balanced for tournament purposes).

Background: The Sheriff of Nottingham, Sir Fitz Allwyne, is a happy man. The harvests have really been exceptionally good so the taxes promise to bring him a fat sum which will help to fill up his immense fortune. But, and there is always a 'but', Lord Allwyne has despite all a little tremor in his heart at the thought of his tax-collector having to cross Sherwood Forest. The wood is infested with outlaws over whom reigns the vile Robin, who allows them to rob the rich so as to give to the poor. This little doubt was soon replaced with a noticeable optimism. Wasn't it himself, Fitz Allwyne, who had decided to make the tax-collector travel through the forest with the object of forcing the infamous Robin into the open and capturing him? Isn't the collector escorted by his best men? So why should he be worried? The band of outlaws is mainly composed of peasants (at least that is what the Sheriff believes), poorly trained for fighting. It will therefore be easy to capture Robin, not least because he has promised a very large reward for his capture, a sum which he has not the least intention of paying out.

Map layout: 		The Crossroads and The Forest.

The Sheriff player places ‘The Crossroads’ map, then the Outlaw player places ‘The Forest’ map next to whichever short edge is designated by the Sheriff player.

The sides
The soldiers - Knights: Sir Gunter, Sir Wulfric; Sergeants: Pugh, Tyler; Halberdiers: Ben, Bors, Fursa, Geoffrey, Hubert, Otto, Watkin, Wynken; Collector: Leopold (civilian); Equipment: 1 cart with draft horse, 3 chests.

The outlaws – Archers (longbow): Aylwin, Idris, Myrlin, Owen, including one who will represent Robin; Sergeant: Llewellyn; Billmen: Cliff, Godric, Guy, Jean, Rees, Tybalt; Crossbowman: Jacopa.

The peasants (outlaw reinforcements) – All the peasants from "Cry Havoc" and "Siege".

Starting positions: This scenario is designed for 2, 3 or 4 players, either one player for the Sheriff's men and one for the outlaws, or one for the Sheriff and two for the Outlaws, or two on each side.

The outlaws are hidden at the start of the game. They will only appear on the map when in a position to be seen by one of the Sheriff's men. The outlaws can move while hidden. For ease of play use blank markers numbered from 1 to 30. Allocate a marker to each character; the dummy markers can move just like other characters. Once seen, a blank marker is exchanged for the relevant character, so long as it is not a dummy. The character is once again replaced with a blank marker once it is no longer in view. A character in a tree hex cannot be seen from a distance greater than 4 hexes. All characters within 4 hexes can be seen.

The Sheriff's men enter 'The Crossroads' map through the free short edge. The collector and the three chests are placed on the cart. The outlaw player places his blank markers on 'The Forest' map (he places directly onto the map any characters who are in the line of sight of one of the Sheriff's men).

From the 20th turn onwards, the peasants arrive on the map entering through the opposite map-edge to that through which the Sheriff's men entered (i.e. the free short edge of 'The Forest'). The outlaw player rolls a die: if the result is less than or equal to the unit of the game turn, the peasants will enter (e.g. on turn 24 he must roll 4 or less on the die). He then rolls a second die and will introduce that many points-worth of peasants according to the purchase costs in “Croisades” (Point Values for peasants = Attack Strength). He cannot enter wounded peasants or carry forward unused points to the following turn.

Special rules 
-	Loading or unloading a chest onto or from the cart requires a complete turn without any other action. Two [unwounded] characters must stand adjacent to one-another and to the cart. At the end of the action the chest is positioned between the two. They can then, from that position, carry the chest at a cost of 2 Movement Points (MPs) per turn. They cannot attack from that position, however defence is possible but defending with the wounded strength of their counter. The chest will in that situation fall to the ground; picking it up again will take a complete turn under the same rules as above.
-	To climb up onto or down from the cart costs 4 MPs.
-	While hidden the outlaws can shoot arrows. The outlaw player indicates to the other players only the general direction of the flight of the arrow, but not the precise hex from which it was shot.
-	The rules for precision of shooting are applied. The outlaws are particularly skilled at shooting. They will therefore have a total of 7 skill points, which the player can divide up as he wishes between his archers. [NOTE: Each skill point should give –1 to the missile-fire die roll, to a maximum of –3, as explained in the role-playing rules for “Croisades”. The scenario instructions refer to page 27 of the rules for “Siege”, but there is no mention of such a rule in the English version of the rulebook.]
-	The rules for panic are applied, with the addition that the panicking character also retreats if a character has no enemy character in his line of sight. The outlaw player designates one of his archers to be Robin, to whom the other characters can rally if they panic. The knights, sergeants and archers do not panic.

Victory conditions 
For the outlaws: Seize the three chests of gold and exit them from The Forest map through any side. All the chests must exit through the same side.
For the Sheriff's men: Capture Robin alive and prevent the theft of the chests.

-	If Robin is killed, but the chests are all stolen, the outlaws win a marginal victory.
-	If Robin is killed and at least one chest remains with the Sheriff's men, it is a marginal victory for the latter.
-	Any other result is a draw.

Robin is captured if he is, at the end of a combat phase, completely surrounded by enemy soldiers. He will then be guarded according to the provisions of the optional rules for "Cry Havoc" and will be led off the map through the opposite map-edge to the entry of the Sheriff's men in order to be considered definitely captured.

8.	THE CONVOY (Le convoi) 

Scenario for Samouraï for 2 players by F.L. Feversham, from Claymore #2 (1992) and re-published in Le Journal du Stratège #65/66 (1993). Translation by Terry Ford with amendments by Bob Gingell.

Background: Once more the taxes have just been collected of the village of the White Dragon. Lord Tomomori decides to join his castle by the most direct path by crossing the grounds of the Temple. However, a rival lord wants to destabilize the power of Tomomori by intercepting the taxes, and for that he sends his anonymous agents: The Ninjas. 

Map layout:  	‘The Temple’ and ‘The Forest’ (layout chosen by the player of Group A).

The sides
Group A [= Group 3 with some extras]: 
Samurais [mounted]: Arimari [bow], Kunika [bow], Rokudai, Shigehira [bow], Tadanori, Tadatsuna, Tomomori; 
+ a cart [and draft horse];
+ any one man on foot if the day scenario is chosen,  OR
+ any 4 men on foot if the night scenario is chosen (+ the [3] lanterns).

Group B [= Group 10]: 
Ninjas: Masazumi, Matsuo, Tokimasa, Toshinaga, Yorikasa.

Starting positions and beginning the action: Player A decides the configuration of the game board and chooses the side through which he will enter, knowing that he will have to come out through the side opposite (he is required to cross both the Temple and the Forest maps). Player B (the Ninjas) places in secret first and notes on a sheet of paper the position of his Ninjas. [Player A then starts the game by entering the game board through the map-edge declared earlier.]

Special Rules
-	In ambush, the Ninja is invisible as long as he does not make use of a weapon, but from then on his position is known precisely. 
-	During movement, the Ninja is only revealed if he crosses an enemy line of fire. 
-	This scenario can be played in daylight or at night [This is expressed more clearly in the Stratège version]. At night it is necessary to adopt the rules for night (see ‘The Night of the Ninja’ scenario from the “Samouraï” and “Samurai Blades” rules booklet), and to make use of the lanterns whose carriers will be designated by player A.

Victory Conditions: The player who represents the Ninjas wins if he succeeds in capturing, and exiting the cart from the game board. If he fails but assassinates Tomomori, the game is a draw. On the other hand, if the player who represents the Samurais preserves the cart and the life of Tomomori, he will be the winner. 

9.	THE BATTLE OF MURET, 1213 (La battaille de Muret)

Scenario for “Croisades”, “Cry Havoc” and “Siege”, plus extra maps ‘The Watchtower’ from “Vikings”, ‘The Open Field’ and an extra copy of ‘The Crossroads’. It was written by Philippe Gaillard and published in 1993 in Claymore #4, then subsequently in Le Journal du Stratège #73. 

Originally this scenario was written as the second of a sequence of four independent scenarios from the Albigensian Crusade in Claymore #4. Other scenarios on the Crusade against the Cathars can be found in the following sets of scenario translations:
1.	The Ambush 1210 (Claymore #4): Siege scenarios.
3.	The Siege of Beaucaire 1216 (Claymore #4): Siege campaign scenarios. 
4.	The Downfall of the Lions 1218 (Claymore #8): Town scenarios.
5.	Death to the Cathars! 1240 (Casus Belli #34): Siege campaign scenarios.
6.	The Siege of Montségur 1243-1244 (Claymore #4): Siege campaign scenarios.
7.	The Conquest 1209-1214 (Claymore #4): Strategic campaign (#1), not yet translated.
The last two scenarios use special maps provided in Claymore #4: a tactical map of the fortress of Montségur, and a campaign map of South-Western France.

Background: 1213 - Peter II, King of Aragon, has received homage from the Counts of Toulouse, Foix and Comminges, and he has decided to involve himself on their side fighting against the crusaders of De Montfort. The Aragonese troops and their allies decided to strike the first blow of the campaign by taking Muret. Simon de Montfort rushed to help the garrison at the head of a small army. The forces were unequal: between 22,000 and 34,000 men for the coalition against 800 cavalry and a handful of sergeants for the Crusaders.

Map layout: 		         4 Watchtower 2 | 6 Crossroads 4    < 
		Crusaders   	    3    5	    	     5		  < Cathars
			         8  Crossroads  6 |    Open Field   	  <

[The map ‘The Open Field’ can be positioned in either direction at the choice of the Crusaders. If this map is not available, an alternative is to use any map ignoring all terrain except flat and scrub.]

The sides (C) = Croisades, (CH) = Cry Havoc; (S) = Siege
The Aragono-Toulousians - The army must be divided into at least 4 groups: 3 groups of 8 knights and 1 group of infantry and archers. Peter II: King Richard (C); 
Raymond of Toulouse: Sir Raymond (C); Knights: 21 Knights (CH, S), Sgt Guy (C); 
5 Unarmoured shortbowmen (CH*); 15 Unarmoured billmen and spearmen (CH*); 11 Peasants (CH).

The crusaders - De Montfort: King Philip II (C); 
Knights: Sir Walter (C), Sgt Baldwin (C), Sir Lacy (S), 8 Templars (C); 
5 Armoured shortbowmen (C*); 5 Armoured crossbowmen (C*); 
15 Armoured halbardiers (9x CH + 6x S [= 3x halbardiers + 3x billmen]); 6 Sergeants (CH + S*).  

[NOTES: 
-	Troop types have been starred (*) where there are more characters than the number specified. In such cases players should choose any from the characters available. 
-	Although the scenario specifies 5 billmen and 10 spearmen from “Cry Havoc”, there are in fact only 8 spearmen in “Cry Havoc”; any 2 additional spearmen should be added from “Siege”. 
-	Option: Raymond is not specifically identified as a leader for this scenario, although he has that role in the campaign notes. If counted as a leader he should be in a different group to that of Peter II.
-	The increases made in “Croisades” to the movement allowances from “Cry Havoc” and “Siege” for cavalry (12) and unarmoured infantry (8/4) should be applied here.] 

Starting positions: The Crusader player places his army on the maps no more than 10 hexes from the map-edge shown above. The Aragonese player then enters the first group of knights through the other map-edge. The second group of knights cannot enter until the first has reached the middle of the battlefield. The same principle applies to the third wave. The infantry group enters on the 5th turn through side 7 of ‘The Crossroads’.

Special rules
-	The rules for Panic and Rout (see the optional rules in “Siege”) apply to the Aragonese and Toulousian knights if the King is killed. 
-	The Aragonese infantry and cavalry cannot combine in attack. E.g.: If two Aragonese billmen and one knight are adjacent to a Crusader, the Aragonese player must choose whether to attack with the two infantrymen combined, or with the knight.
-	Any character retreating into a water hex dies.
[The game would seem to lend itself well to team play with separate players for each Aragonese group.]

Victory conditions
The game ends automatically if all the knights of one side have been killed (or routed for the Aragonese). 

If this situation does not arise, the game ends after 40 turns. The two sides calculate their victory points (VPs) according to the following formula:
-	Each enemy soldier or peasant killed: 1 VP
-	Each enemy bowman killed: 2 VPs
-	Each enemy knight killed: 3 VPs
-	King or enemy leader killed: 10 VPs
-	(Aragonese only) Each building captured: 5 VPs
-	(Aragonese only) Tower captured: 6 VPs.

Capture of a building requires the presence of at least one Aragonese character, whether healthy or wounded, but no VPs are awarded if a Crusader character also occupies one of the interior hexes.

The player with the most VPs wins the game.

Epilogue: De Montfort and his men carried out a feigned flight, which resulted in them being followed by disorganised Aragonese over-confident of victory. In a second manoevre, the Crusaders turned about and massacred the nearest pursuers (the first line of the Count of Foix), and then the second line which was exceptionally commanded by Peter of Aragon himself (usually the commander-in-chief would command the third and final line). The impact was of such violence “that it sounded as if a forest of trees was being chopped down by axes” said Raymond VII.

Attacked by two knights who had sworn to kill him, Peter II was beaten down despite a ferocious resistance. His loyal followers died where they stood rather than abandon his body, until the Aragonese faithful gave in to panic. The third line of Raymond VII of Toulouse routed without striking a blow.

The Toulousian militia also tried to quit the battlefield by pressing on with the assault on the town of Muret. But de Montfort’s knights, free of other enemies, trampled them down. The Toulousian infantry were slaughtered at the foot of the ramparts, and fugitives were later driven back towards the River Garonne where nearly 15,000 men drowned… De Montfort’s victory was absolute… The Aragonese did not come back again over the Pyrenees…

10.	THE COMBAT OF THE THIRTIES, 27 March 1351 (Le combat des trentes)

Scenario by Christian Delabos for “Cry Havoc”, for two players or teams, also using counters from “Siege” and “Croisades” and the map ‘The Open Field’. Published in Le Journal du Stratège #72.

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

Map layout: 		The Open Field

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

Robert de Beaumanoir [The French] – 
Knights: Sir Clugney, Sir Conrad, Sir Gaston, Sir Gilbert, Sir Gunter, Sir Jacques, Sir James, Sir John, Sir Piers, Sir Richard, Sir Roland, Sir William (Cry Havoc); Sir Lacy (Siege); 
Sergeants: Sgt Guy, Murda (Croisades).

[Note: The two sides have the same total of points values, but the English have a small advantage in attack strength and the French a corresponding advantage in defence strength.]

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

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

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

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

11.	THE ISLE OF TABLUT (L’île du Tablut)

Scenario by Fabrice Renier for 2 or 3 players with identical forces, using “Vikings” and published in Claymore #2. 

Background: A very old Viking legend tells of an isle where a treasure is hidden. Access to it is easy, but it is guarded by players of Tablut; anyone who succeeds in vanquishing them at their game will be granted a treasure in exchange… Three enemy Viking clans decide to go there…

Map layout:  The Island		    A 
				       	4 Watchtower 2 | 4 Cape #1 2
				        B	2 The Abbey   4 | 2 Cape #2 4
					      C
[Players that do not have the two small Cape maps can simply treat that end of the island as consisting of a further row of slope followed by two rows of sandy beach and then the sea.]

The sides (15 each, all on foot; use Clan 1 and Clan 2 for a two-player game)
Clan 1 – Jarl: Eirik; Hirdmen: Agnar, Gunnstein, Hallstein, Hulvid, Ingemar; Berserkers: Blotolf, Dag, Thorgrim; Bowmen: Hvsing, Torfinn; Bondi: Askjel, Domar, Grim, Runolv.
Clan 2 – Jarl: Sigurd; Hirdmen: Heinrek, Ivar, Klemet, Magnar, Skofte; Berserkers: Brynjolf, Hildebrand, Olav; Bowmen: Gandalv, Lodin; Bondi: Balder, Glum, Gyrd, Vagn.
Clan 3 – Jarl: Svein; Hirdmen: Skule, Tjodolv, Torberg, Torstein, Tryggve; Berserkers: Ragnvold, Torgrim, Ulv; Bowmen: Hauk, Reidar; Bondi: Hagbard, Hermod, Stig, Torleik.

The islanders (neutral) – 6 guardians; 12 Treasure markers, of which 11 are blank; 6 boats. 

Starting positions and beginning the action: The player of the clan that rolled highest chooses his starting position, then the second player and finally the third player. Only one clan can be placed on one of the three starting areas. Re-roll the die to determine who should take the first turn.

[The starting positions consist of two rows of hexes: 7 beach and 8 shallow sea. ‘A’ in the North runs from the map fold to below the tower (L11-F12), ‘B’ in the West runs from below the tower to the bend in the coast (A14-Y13), ‘C’ in the South runs along the straight stretch of coast (V11-P8). Shallows adjacent to slope hexes are treated as beach for this purpose.]

Special rules

(1)	In the each of the houses of the village and in the church can be found either a woman or an old man [i.e. characters with strengths of 2 in attack and 2 in defence] representing the players of Tablut. In each building (except the Tower) are placed two face-down treasure markers; of these 12 markers, only 1 is the Treasure. When a man enters a building he must play Tablut against the guardian (one of the other players will take the part of the guardian). If he wins he has the right to turn over one of the two markers; if he loses he takes no further action. If the guardian is killed accidentally, the face-down markers in the building will immediately disappear.

[NOTE: The scenario expects players to play games of Tablut to find the treasure. For a quicker game, players should agree to roll dice (1D6 is suggested) instead of playing Tablut. In such a case the higher roll will win but the guardians should win any ties.]

[NOTE ON TABLUT: Tablut (or Hnefatafl) is a Viking game of capture with unequal sides, played on a 9x9 squared board. The rule set given in Claymore #2 (rules do vary from source to source) have a ‘Muscovite’ side of 16 soldiers that starts in 4 groups of 4 from the edges and a ‘Swedish’ side of a King and 8 guards that starts in a ‘+’ formation in the middle. Players move one piece per turn any distance in a straight line (horizontally or vertically but not diagonally); moves are blocked by other pieces; capture is by 2 pieces either side of a soldier or guard, or by 4 pieces surrounding the King; the Swedes win if the King reaches an edge square other than the Muscovite starting squares, the Muscovites win if the soldiers capture the King.]

(2) The Jarl Sigurd can use a two-handed axe. Use the rules from “Vikings” for axes and berserkers.

(3) Two clans cannot make an alliance against a third.

Victory conditions: When one of the clans discovers the treasure, the guardian causes 6 boats (each capable of holding 3 characters) to appear on the beach at the location where the player discovering the treasure started from. To win, a player must succeed in disembarking in the boats and leave the beach. Of course the other clans have the right (and the duty) to try to stop this and to seize the treasure and leave on the boats themselves.

12.	FIGHT TO THE DEATH, North Inch in Perthshire 1396 (Lutte à mort)

Scenario by Christian Delabos for “Vikings”, published in Claymore #13/14.

Background: In the first half of the XIVth century Clan Mackintosh received the lands of Glenloy and Loch Arkaig as reward for its loyal services to the Scottish crown. These lands were, however, occupied by Clan Cameron! To defend their property, the latter began a struggle against Clan Mackintosh. In 1396, King Robert III organised a melee between 30 champions from each of the two clans.

1.	Map layout: 	The Open Field and The Coast #2, laid out by agreement between the players.

2.	The sides
The Camerons – 
Armoured warriors:- Hirdmen: Agnar, Torberg, Gunnstein, Tor, Skule, Ingemar, Hallstein, Klemet; 
Huscarls: Aelfwine, Beorhtulf, Ceolred, Tostig, Aethelred, Osmed.
Clansmen:- Berserkers: Alrek, Gaute, Hildebrand, Ragnar, Ulv, Brynjolf; Ceorls: Godwine, Aelfweard, Aethelberht, Aelmaer; Bondi: Glum, Gyrd, Balder, Otto, Hermod, Domar.

The Mackintoshes – 
Armoured warriors:- Hirdmen: Magnar, Torstein, Heinrek, Skofte, Tryggve, Hulvid, Tjodolv; 
Huscarls: Edgar, Edmund, Aethelmund, Hygeberht, Kola, Ecgbryht, Wulfgar.
Clansmen:- Berserkers: Torgrim, Hake, Olav, Dag, Ragnvold; Ceorls: Oswald, Ordheh, Eadric, Weohstan; Bondi: Yngve, Runolv, Hagbard, Torodd, Torleik; Thane: Sigulf; Peasant: Eadred.

3.	Starting positions and beginning the action: The Camerons are placed on the map along one of the three landward sides. The Mackintoshes are then placed along one of the two remaining sides. Determine randomly which of the two sides starts the game.

4.	Special rules
(1)	The rules for two-handed axes (from “Vikings”) are used here. On the other hand, neither the rules for berserks nor those for shieldwalls are used. [The Camerons are slightly stronger and have more axemen, so to help balance the sides those ceorls and bondi with small axes could be treated as using two-handed axes.]
(2)	At the beginning of his player-turn, each player rolls 1D10. If the number rolled is higher than the number of surviving clan members, panic seizes his troops and they immediately lose the game.

[Note 1: Since there is no mention of javelins or stone-throwing, it appears that those special rules for highland clansmen are not applied to this scenario. They are an option, however, since both sides have equal numbers of both ordinary clansmen to throw stones and spear-armed clansmen to throw javelins.]

[Note 2: Since he is placed with the unarmoured clansmen, the players may agree that the thane Sigulf should be treated as unarmoured and with a movement allowance of 8. As this will reduce still further the strength of the slightly weaker Mackintoshes, it should only be done to give an advantage to a less experienced Cameron player.]

5.	Victory conditions: To win the fight, the enemy must be exterminated or put to flight.

6.	Epilogue: The Mackintosh victory was overwhelming: they did not suffer one person wounded, while the sole Cameron survivor owed his safety to his flight across the River Tay. For all that, this combat did not put an end to the conflict: it continued for another two hundred years. 

Versions - 1.0: March 2000; 1.1: July 2000, added scenarios 5, 8, 10, 11, 12; 1.2: January 2001, converted from rtf to html with consequent reorganisation of pages and minor corrections, further details on the game of Tablut added; 1.3: Reformatted in rtf with some further clarifications. 

RDG: TOURNAMENT Scenarios, version 1.3, April 2001