
Crusaders: Thy Will Be Done
- Players
- 2-4
- Best withThe player count this game plays best at.
- 3 players
- Play timeHow long a full game runs once everyone knows the rules.
- 60 min
- AgeThe minimum age printed by the publisher.
- 14+
- ComplexityHow demanding the rules are, from 1 (very light) to 5 (very heavy).
- 2.5 / 5
- Year
- 2018
About the game
Crusaders: Thy Will Be Done sends 2-4 players to build up a Templar-style Order in medieval times, moving knights, erecting buildings, and going crusading to expand their influence: but grow too powerful and King Philip will disband all the Orders, ending the game. The game combines a rondel with a mancala-style resource mechanism, so players build up and upgrade their own personal action wheel over time. Each faction offers a unique power for controlling the rondel, adding asymmetry to strategic planning. Designed by Seth Jaffee, it rewards careful long-term tech and territory development.
Hobbli's Notes
We find the rondel-meets-mancala combination in Crusaders genuinely clever and a little unusual for the genre, giving each game a distinct rhythm as players customize their action wheels. The tension of racing against your own success, since too much power ends the game, is a neat design touch. It's a mid-weight game that asks for some upfront rules digestion, and the historical crusading theme is fairly abstracted from actual events. Solid for groups who enjoy tech-track euro games with a medieval skin.
What we like
- Unique combination of rondel and mancala mechanisms.
- Asymmetric faction powers add replayability.
- Rewards long-term planning and customization of your action wheel.
- Built-in escalation mechanic keeps the game from dragging.
Keep in mind
- Historical theme is fairly abstract and light on narrative detail.
- Rules take some upfront investment to fully grasp.
- Less well-known title, so may be harder to find at the table.
Who it's for
Mid-weight euro gamers 14+ who enjoy tech-track and area-influence games for 2-4 players.











