Game Info
Year
2018
Players
2-4
Age
14+
Playtime
60 min
Collection
Mechanic profile
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Description
Move your knights, erect buildings, and go crusading to spread the influence of your Order. When the Orders get too strong, King Philip will become nervous and disband all Templar orders, ending the game.
Crusaders: Thy Will Be Done uses a combination of rondel and mancala mechanisms. Each player has their own rondel, which they can upgrade over the course of the game, that controls their action choices during the game. Your faction gives you a special power to control your rondel, and the buildings you erect will help you form a strategy.
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Rules Teach
Crusaders: Thy Will Be Done - How To Play
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment:
pos 3 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–4 of 4
Video FQYn6l56t-o
Update Vlog at 31:29
video_pk 67053 · mention_pk 163045
Click to watch at 31:29 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- variety is the spice of life
- i live inside boxes my brain has a hard time getting out of them
References (from this video)
No references stored for this video.
Video XOV-3-6MYSU
john gets games Analysis at 27:20 sentiment: positive
video_pk 66413 · mention_pk 161710
Click to watch at 27:20 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- interesting inverted mancala approach
- clear tactile action flow
- adds tension through end-state considerations
Cons
- can be hard to teach due to Mancala inversion
Thematic elements
Comparison games
- Trajan
Mechanics (from transcript analysis)
- Asymmetric turn mechanics — One player can have an advantage to move counterclockwise as an alternative to clockwise.
- Drop-based action activation — The action activated is determined by where you end up after sowing tokens.
- mancala-style action selection — On your turn you pick a pile of tokens, sow them around, and perform the action at the last dropped spot.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I'm using pretty loose definitions of rondelle
- I cluster New York Zoo, Murano, and Scorpius Freighter because all of these have neutral pawns
- this is a mancala style game
- there are modular boards and looping action tracks
References (from this video)
No references stored for this video.
Video AukZKcUkFg4
watch it played Rules Teach at 0:11 sentiment: positive
video_pk 64945 · mention_pk 158550
Click to watch at 0:11 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- You'll never be directly fighting with the other players because you're all part of the same army.
- Bonuses revealed add together.
- Level 4 buildings provide additional points at the end of the game.
- Designer offered a tie-breaking rule if players are unhappy rejoicing in a shared victory.
Cons
- If a space you are leaving contains an enemy token, it will cost you two points to leave.
- Saracen tokens always have a strength of six.
- In case of ties, if there isn't a tie for first place but there is a tie for second, the tied players each gain only one influence point.
Thematic elements
- As the leader of an order of knights, conquer enemies, erect buildings, fund your army, and spread your influence to impress the King.
Comparison games
none
Mechanics (from transcript analysis)
- Action Point Allowance — To resolve an action you pick a wedge and then count the number of these action tokens on it. That value indicates the starting strength of that action. After an action has been resolved, you collect all the tokens from its wedge and distribute them one at a time clockwise around your action wheel starting with the very next one.
- action selection — On your turn you'll pick one of two options to perform: either you'll resolve an action or upgrade a wedge.
- Area Control — Building can only be constructed per region and only in a region with one of your Knights that doesn't also have a circular enemy token there.
- card drafting — Players shuffle and deal two knight order tiles to each player, have them pick one to keep.
- Modular board — Wedges are arranged around an action wheel, and these are double-sided. Building bonus tiles are randomly placed in matching spaces.
- set collection — At the end of the game, players check to see who has the most of each type of enemy token and those players collect the appropriate reward. Players also gain points for each unique set of enemy tokens they have.
- Variable action strength — As some of these different pieces are removed from the board, they can boost the strength of certain actions. These bonuses are cumulative.
- worker placement — Each player places their unused Knight piece onto an empty starting region.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Welcome to Watch It Played my name is Rodney Smith and in this video we're going to learn the two four player game Crusaders designed by Seth Jaffe and published by tasty minstrel games who helped sponsor this video.
- As the leader of an order of knights it's not enough to just conquer your enemies you also have to erect buildings fund your army and spread your influence.
- On your turn you'll pick one of two options to perform as shown here on your board: either you'll resolve an action or upgrade a wedge.
- You'll win by having the most influence at the end of the game.
- You may even find you get so many action tokens on a wedge that when you go to distribute them after completing that action they wrap all the way around and just keep going and that's fine just continue to place your tokens one space at a time without skipping any.
- In a game with more than two players where there isn't a tie for first place but there is a tie for second you will instead flip this second-place tile over where each tied player will gain one influence point.
- The player with the most points wins and in the case of a tie the tied players share the victory.
References (from this video)
No references stored for this video.
Video jugOgD17cXA
The Dice Tower Top List at 31:11 sentiment: positive
video_pk 12365 · mention_pk 36091
Click to watch at 31:11 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- fast, thematic, strategic depth in a shorter package
Cons
- complex to master; learns need a table presence
Thematic elements
- rondelle-style action planning with simultaneous play
- medieval crusades map traversal
- fast-paced, but with strategic planning ahead
Comparison games
- AIA
- A Feast for Odin
Mechanics (from transcript analysis)
- mega-turn planning — players stack turns in anticipation of a big payoff
- monala/rondelle-like mechanic — quick, planned turns with multi-step strategies
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Number 50 for me is a Vital Lerta game. A big cool thematic experience about what happens after a heist. This is Escape Plan.
- Invincible is my number 50.
- San Juan's one of my favorites; I love how those buildings synergize with crops and selling them.
- Spectral is one of those deduction games where you're just trying to avoid the curse and getting gems out there.
- This is one of those classic polyomino games. My favorite in the genre. This is Baron Park.
- Twilight Inscription is infinitely expandable.
- Adrenaline is a bit of everything: euro, shooter vibe, and tense last-hits moments.
- Robinson Crusoe—cooperative survival with fantastic stories.
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–4 of 4