Rules for "siege" and "cry havoc"


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You can now play Scenario 1, which allows you to put into practice the rules described so far.


Terrain type

Movement cost per hex

Type of cover

Effect of terrain on combat

Filled moat

2 on foot; Impassable to horses



Siege tower

2 on foot; Impassable to horses

Infinite / Light

0 / -


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

Filling a part of the moat not only makes the movement of characters on foot easier, but it is also the only means by which siege towers and battering rams can be pushed up to the walls.
In scenarios covering several days of siege, the ‘Filled moat’ markers are removed at the end of each day and distributed afresh before another assault.
2.31 Placing the markers

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

2.32 Shooting and cover

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

2.33 Movement

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


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

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

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Siege Tower

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

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

2.42 Movement in the interior of a siege tower

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

2.43 Shooting from a siege tower

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

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

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

2.45 Movement and combat from a siege tower

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

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

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


You can now play Scenario 2, which allows you to put into practice the rules described so far.


Terrain type

Movement cost per hex

Type of cover

Effect of terrain on combat

Flat terrain





1; Horses can cross but cannot stop



Other terrain types from “Cry Havoc”

Movement cost per hex

Type of cover

Effect of terrain on combat

Building interior

1 on foot; Impassable to horses

Medium (2); or None


Doorway of house or Courtyard gateway

1 (horses can go here); [or doorways impassable to horses] (5)




(1) Slopes are changed in “Vikings” to a cost of 2 for foot and 4 for horses. “Dragon Noir” also introduces a different type of slope, the ‘steep slope’, which costs 4 for foot and 8 for horses. Any map can use either of these rules in place of the original rule that slopes cost 2 MPs for everyone.

(2) Interior of building and interior of window hexes benefit from medium cover if the shot crosses a doorway or window, otherwise no cover.

(3) The rules that combat through windows is impossible in “Cry Havoc” do not fit with the general rule that combat is always possible if a character can move between the two hexes. All the later English games, starting with “Siege” and including “Scenario Book 1”, change this so that windows count as + when inside defending against attacks from outside. “Samouraï” adopts the same rule and explains that this is different from the rule in “Cry Havoc” because the bamboo walls of the houses are thinner. Nothing on windows appears in the French rules for “Siege” or in the “Siege Extension Sets” (despite houses in the Fortified Medieval Town). The rules of “Vikings”, which can be implied into “Croisades” as that game has no houses, state that attacks from either side of a window are at – against +. However, to confuse matters further, in both volumes of “Dragon Noir” attacks through windows are impossible!

(4) The rule on exterior building corners, as further clarified in “Samouraï”, makes it clear that both exterior corner hexes and hexes adjacent to a building corner can give protection against missiles, so cover is not limited to corners wholly within a hex.

(5) In “Samouraï” and the later French games horses are not allowed into doorway hexes (with the sole exception of the temple porch in “Samouraï”). It is suggested that, if horses are to be allowed into doorway hexes, only the front half of the horse should be able to enter that hex. Horses can still enter and pass through courtyard and castle gateways. Horses can never enter tower doorways.

3.21 Scrub

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

3.22 Trees

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

3.23 Slope

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

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


A can shoot at B, C (light cover due to scrub), D and E.




B can shoot at A, C and D (light cover for the two latter), but not at E who is too close to the slope hex.






C can shoot at D, at E (the line of fire does not cross the lip of the slope), as well as at A and B (light cover for both).








D can shoot at A, B (light cover), C and E (both medium cover).


E can shoot at A, C and D but not at B.

3.24 Tents

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

3.25 Trenches

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

3.26 Shooting through windows (from “Cry Havoc”)

a) From inside: A character in a house can only shoot at the outside from a window hex. The line of fire is traced from the middle of the sill outside the window and not from the centre of the hex.
b) From outside: A character outside can only shoot through a window if the target is immediately behind the window. The line of fire must be traced to the centre of the window hex, otherwise shooting is impossible. Special rule: A shooter in the hex immediately adjacent to the window can shoot normally at the inside of the house. His line of fire is traced from the middle of the sill inside the window. His field of fire is however limited to the hexes that are within the room, including doorway hexes and other window hexes.
All characters inside a house will benefit from medium cover if shot at through a window.
3.28 Courtyards and gateways (from “Cry Havoc”)

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

3.29 Exterior building corners (from “Cry Havoc”)

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





Example of crossfire

Crossbowmen A and B shoot simultaneously at enemy character C who is in a building corner hex.

C cannot benefit twice from medium cover, so the owning player must choose whether he is in cover from A or from B.








3.31 Horsemen in cover

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

3.32 Restrictions on movement

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

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

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

Only knights are able to mount a horse captured in combat. When a knight mounts or remounts a horse, the counters for the knight on foot and the horse on its own are replaced by a single counter representing that same knight on his mount.
A wounded knight cannot mount or remount. [Note that in “Croisades”, “Outremer” and “Viking Raiders” a wounded character is allowed to mount a horse, but it takes two turns instead of one. In “Vikings” and “Dragon Noir” the rules are changed so that mounting a horse costs 3 MPs instead of a whole turn, but is not possible if an enemy is adjacent to either rider or horse.]
3.34 Riderless horses

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

3.35 Shooting and combat involving horses and their riders

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

If a player decides to attack a riderless horse, he resolves the combat or missile fire in the same way as against a mounted character, ignoring any injuries that would have been inflicted on the rider. Riderless horses have a Defence Strength of 1 point. Note: A mounted character engaging in combat is considered to occupy the least advantageous terrain of the two hexes that he occupies.
[Combat priority: In the English rules knights must always attack enemy knights if they are adjacent, ignoring other possible opponents. This rule is not included in the French rulebook.]

3.41 Operating a ballista

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

3.42 Restrictions on shooting

It is impossible to shoot across a hex containing a ballista.

3.43 Restrictions on movement

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

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

3.51 How to light a fire

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

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

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

3.53 How to extinguish a fire

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

3.54 Evacuating a fire hex and restrictions on movement

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

3.55 Damage caused by the fire

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


Familiarise yourself with the new rules by playing Scenario 3.

4.11 The means available to the besiegers

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

4.12 The Siege Record Sheet

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

    1. Different levels of demolition

The walls of the castle are destroyed in four stages:

1) Wall slightly damaged

2) Wall damaged

3) Wall severely damaged

4) Wall demolished (rubble)

Each stage of demolition marks one successful battering (a result of ‘D’ on the Battering Table).

[The “Siege Extension Sets” add that only one result of ‘D’ is needed if battering a wall hex that is immediately behind a demolished exterior wall hex.]
When battering from a distance, demolition is limited to one stage per day for each target hex. In contrast, use of a battering ram allows for progression through several stages of demolition of a hex during one single assault. Although the battering ram is a very speedy and effective engine of demolition, it is also more dangerous to use and easier to neutralise.
Damaged hexes are treated as normal in relation to movement, combat and cover until they have been completely demolished.

4.14 Result of demolition

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

4.21 Operation of the siege engines

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

  • A mangonel is worth 1 Battering Point.

  • A trebuchet is worth 3 Battering Points.

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

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

4.22 Restrictions on shooting and movement

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

4.23 Repair of damaged trebuchets and mangonels

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


Terrain type

Movement cost per hex (in MPs)

Type of cover

Effect on combat

Battering ram

2 on foot; Impassable to horses



4.31 Moving the battering ram

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

4.32 Operation of the battering ram

If a battering ram reaches a hex adjacent to the castle wall, it can from that time onwards carry out the following Combat Phase (Phase 4 of the Player Turn).

  • A battering ram is worth 9 Battering Points.

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

4.33 Restrictions on shooting and cover

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

4.34 The battering ram and hand-to-hand combat

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

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


A long siege waits for you in Scenario 4.

5.11 General rules

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


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




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

5.12 Shooting and combat against draft animals

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

5.13 Mules (from “Cry Havoc”)

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

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

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

5.22 Facing and cover

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

5.23 Restrictions on shooting and movement

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

5.24 Restrictions on combat

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

5.31 Flaming arrows

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

5.32 Barrels of boiling oil

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

A character emptying boiling oil must do this during his own Player Turn, in the Combat Phase. He cannot shoot or fight normally during that Player Turn. When a character moves carrying a barrel of oil, place the two counters together. The character reduces his Movement Allowance by 2 MPs.
Any attacker hit by boiling oil and not protected by a siege engine immediately suffers an attack at 8:1 on the Combat Results Table against characters on foot. A character protected by a siege engine will only suffer an attack if the engine catches fire. To determine if the engine does catch fire, the player concerned rolls the die and consults the Fire Table under the ‘Barrel of oil’ column. If the fire catches, turn over the barrel counter to the Flames side and resolve the combat at 8:1. Whatever the result of the combat, the character attacked must retreat immediately. If the fire does not catch, remove the barrel counter.
When an attack is directed solely against a character and not against a siege engine, the barrel counter is automatically removed after resolution of the combat.
Important note: All the rules in Section 3 concerning fires (how it spreads, how to extinguish it, evacuation and damage) also apply to flaming arrows and to barrels of boiling oil.


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


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


When a character is killed, the characters of the same side that are nearby run a risk of panicking. But panic does not affect everybody in the same way, so the characters in the game are divided into three categories: the knights, the soldiers, and the peasants (and civilians).
Knights are fearless and so never panic. Soldiers risk panicking if a knight or another soldier is killed within a range of 3 hexes. Peasants and civilians risk panicking if any character on their side is killed within a range of 3 hexes. The death of an enemy has no effect on characters of the opposing side.

Die roll




No effect

Each time that a character is killed, the player concerned rolls the die and consults the Panic Table to the left. The results are applied immediately.
The player concerned chooses which of his characters are affected. Place a PANIC or ROUT marker on each.




Panic: 1 character affected

Panic: 2 characters affected

Panic: 3 characters affected



Rout: 3 characters affected

Rout: 6 characters affected

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

6.11 Effects of panic

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

Panicking characters cannot enter into contact with enemy characters. If they are attacked, their attackers benefit from the following combat advantages: The odds column in the Combat Results Table is shifted one column to the right, and any results affecting the attackers are ignored.
A character remains panicked until one of the two possible situations below occurs at the end of his Movement Phase:

  • A knight or a sergeant is on one of the hexes adjacent to the character.

  • The character is at least 6 hexes away from the nearest enemy character

Once either of these two situations occurs, remove the PANIC marker from the character.
6.12 Effects of rout

A routing character acts like a panicking character with the following modifications:

  • A routing character must immediately retreat a distance equal to his full Movement Allowance, taking into account any limitations consequent upon the nature of the terrain. Each Game Turn (during the owning player’s Movement Phase) the character will continue to retreat in the same manner, moving as far as possible from the enemy in each hex entered.

  • A routing character will continue to flee until a knight or sergeant is on a hex adjacent to him at the end of his Movement Phase. If this situation occurs, the ROUT marker is removed.

6.13 Exiting the map

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

Important notes:

(1) A character affected by panic is automatically affected by rout if he finds himself anew within a 3-hex range of a character that has just been killed and so would normally risk being panicked a second time [This was added in the French version]. [“Outremer” adds that a panicking character will automatically rout if he passes adjacent to an enemy character.]

(2) Defenders of the castle are not affected by panic or rout while they are inside the castle.

(3) “Outremer” replaces the Panic Table with an individual die roll subject to a number of modifiers; “Croisades” modifies both rules and Table more substantially (see Rule 2.8).


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

6.21 Errare humanum est [To err is human / Men make mistakes]

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

Shooting Errors Table

1-7 on the die

The arrow or bolt is lost in the ground without hitting anybody

The normal modifications due to range of shot and the shooter’s state of health are also applied to this die-roll

8-10 on the die

A friendly character adjacent to the target has been wounded by mistake

6.22 Shooting skill

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

Example (Scenario 5):

Norman side: Crossbowmen Alric (+2), Edric (–2).

Welsh side: Crossbowmen Emlyn (–1), Gawain (+1);

Longbowmen Aylwin (0), Dylan (–1), Gwyn (–2), Idris (0), Owen (+3), Myrlin (0).

You can conclude from this that the best crossbowman is Edric and the best archer is Gwyn.
NOTE: Once these modifications have been allocated, they cannot be changed during the game…

6.3 AMMUNITION LIMITATION (from “Cry Havoc”)

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

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

6.4 RANSOM AND SURRENDER (from “Cry Havoc”)

Only a knight can surrender. There is no quarter given to other characters. A knight can only surrender to another knight.

If, in the course of a combat, several characters including a knight obtain odds of 8:1 (or more) against an enemy knight who is not adjacent to any other character from his side, the defending knight may ask to surrender. To determine if the knight asks for quarter, roll one die: On 1-4 the knight surrenders, on 5-10 he bravely continues to fight!
If the knight surrenders, place a RANSOM marker on top of the knights counter (and if the knight is wounded, place a RANSOM wounded marker on him). If a knight is mounted at the time that he surrenders, he must immediately dismount. Whether or not a knight succeeds in escaping, he will keep the new combat strengths from the Ransom marker until the end of the game.
When a knight surrenders, he must be escorted to one of the friendly board edges [or any other location designated by the scenario] by a knight or a sergeant, or by two men-at-arms [or bowmen]. The escort must remain in hexes adjacent to the prisoner for the whole distance (the captured knight moving with his guards).
A knight can attempt to escape during his own Movement Phase in the following circumstances:

1) If a member of the escort is no longer in a hex adjacent to him (through carelessness or perhaps because he has been killed or forced to retreat as a result of shooting or combat).

2) If a member of the escort is attacked by a friendly character. In this situation, instead of running away, the knight can join the attack as in a normal multiple combat.
If the knight has tried to escape or has attacked a member of his escort, and he is overtaken anew by his enemies, they can either take him prisoner again or attack him. If he is attacked, the knight must fight to the death because, by escaping, he has forfeited his right to ask for quarter.
Capturing women: In “Cry Havoc”, “Siege” and “Scenario Book 1” there are scenarios with a victory objective of capturing a lady, who in most cases is the wife of the local lord. All the rules above for capturing a knight apply, but with the following variations:

(1) Surrender is automatic if the conditions are met.

(2) A knight need not be among the captors (although in one of the scenarios this is required).

(3) The mere presence of an adjacent enemy with no friendly character next to him is sufficient to force surrender, irrespective of the combat odds. [This rule is modified in “Viking Raiders” to require a combat die-roll, thus applying not only when attacking but also when defending against a woman character, with capture of the woman if the result is ‘retreat’, ‘stunned’, ‘wounded’ or ‘killed’.]

(4) No ‘Ransom’ marker is used: the woman keeps her original attack and defence strengths.

(5) Only one soldier (or one knight/sergeant) is required as an escort to maintain the capture.

(6) Optionally the woman may break free if within 3 hexes of a specific friendly character.
6.5 COMMAND CONTROL (from English version of “Cry Havoc”)

This rule was dropped from the French version of “Cry Havoc”, but a revised and expanded version was introduced in “Croisades” (Rule 2.8).
Two types of character may exercise command: the knight and the sergeant. If command control is used during a game, the characters under a sergeant’s control must be noted before the game commences. This is necessary as a sergeant may command only these characters allotted to him, whereas a knight may give command control to any characters, other than knights and sergeants, that are within his numerical limit and zone of control.

A knight may give command control to a maximum of 30 characters within 6 hexes of him. This applies to any characters on his side who require such control. A sergeant may give command control to a maximum of 20 characters, all of whom must be within 4 hexes of him and have been placed under his command before the game commenced. [Note that in “Croisades” the limitation that sergeants can only command named soldiers was removed, and the radius of command was increased slightly (to 6 hexes for sergeants and 8 hexes for knights), but the number of soldiers that can be commanded was reduced substantially (to 8 and 10 respectively).]

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

6.6 USING LEAD MINIATURES (from English version of “Scenario Book 1”)

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

The rules can be used as printed, in which case two figures will be needed for each character, one healthy and one wounded. Alternatively, when a healthy figure is wounded, the figure can be stood on a piece of red card.
When using figures it is difficult to use the “personalised” numbers given on the playing pieces. A recommended solution is to give each different type of soldier a standard Attack Strength and Defence Strength. Movement values of course are unchanged.
Suggested standard attack and defence strengths are given below. In addition, a Points Value for these standard types is listed, to assist players who wish to design their own scenarios. The Points Values given are an indication of the relative combat effectiveness of the troop types.

Standard strengths

Type of playing piece



Points value





Caparisoned Knight mounted

Caparisoned Knight dismounted























Note that the formulae used for the determination of Points Values can also be applied to individual characters within the games. In each case the healthy Attack Strength is multiplied by a value modifier, and Defence Strength is ignored. Any fractions created by the calculation are rounded up for characters on foot and rounded down for characters that are mounted. A different system of Points Values that took into account Defence Strengths was introduced in “Croisades”.
The Scenario Booklet for “Samurai Blades” includes a section at the end with Points Values for characters both in that game and in earlier games. It explains the reasons for the value modifiers used (e.g. heavy armour, no armour, missile weapon, high penetration, low rate of fire, mobility, near invisibility, missile deflection, low quality) and adds values for monks, mounted samurai and ninja. The points table uses the same calculations as “Scenario Book 1”, but removes the separate PVs for armoured missile men, and has no PVs for engineers or samurai monks.
Value Modifiers: Knight/Samurai: x 1.5; Soldier: x 1.0; Peasant or civilian: x 0.5. Shortbowman or crossbowman: x 3.0 [ignoring armour]; Longbowman: x 4.0 [including dismounted Samurai archers]. Monk: x 1.5; Mounted Samurai archer: x 5.0; Ninja: x 2.0 (day) or x 3.0 (night).
The Value Modifier for sergeants should be raised to 1.25 if the optional rules for panic and/or command control are being used, since in those situations a sergeant will be much more valuable than an ordinary soldier. Samurai monks could be given a Modifier of 2.0, and Engineers 4.0.
Samurai Blades” also gives costs for equipment [different costs were given in “Croisades”]:

Equipment type


Equipment type




Ram; Siege tower; Mangonel; Trebuchet


Barricade; Extra warhorse


Castle (defender’s choice: 2/3 of total points, or…)


6.71 Effect of half and quarter rations (from “Siege”)

Half rations: All attacks made by the defending characters EXCLUDING shooting missiles and using oil, will be at one column to the left on the Combat Results Table. Example: a 3:1 attack becomes 2:1.

Quarter rations: All attacks made against the defenders EXCLUDING shooting missiles and using oil, will be at one column to the right on the Combat Results Table. This is in addition to the change caused by half rations. [Scenario 5 states that quarter rations start after 7 days of half rations.]

[These rules can be applied to any troops whose effectiveness has been reduced by lack of food.]
6.72 Capturing the outer part of the castle (from “Siege”)

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

6.73 Heroic warrior (from “Scenario Book 1”)

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

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

If the character is on foot, taking control is automatic, whether the character stops or carries on moving. If the character is mounted, taking control is only automatic if he is halted, in other words if the character starts or ends movement on one of the 5 hexes adjacent to the riderless horse’s head.
[The English rule was that the action of a mounted character to seize the bridle of a horse is part of the Combat Phase, and is impossible if an enemy character is adjacent to the horse. The French rule has the action take place during the Movement Phase, as for characters on foot. The result is that under the French rules a player can continue his move with the newly captured or continuously controlled horse. The presence or absence of an adjacent enemy soldier is irrelevant if he is not controlling the horse by holding it by the bridle. Combat is still impossible under both rules if holding or leading a horse by the bridle.]
[For convenience it would be useful to show that a horse is being held or led by the bridle (or strung together with other horses) by placing a blank counter on the hex-side between the horse and the person controlling it.]
A mounted character can try to grab the bridle of an uncontrolled horse while moving, but must roll a die to see if he succeeds:

  • 1-6: The manoeuvre is successful and the character can continue moving leading the riderless horse. The riderless horse must be on one side or the other of the mounted character, so that it is parallel to and just behind the latter [or it will reach that position after further movement].

  • 7-10: The manoeuvre fails. The riderless horse stays where it is. Even if the mounted character ends his move next to the horse, he will not be able to control it this turn.

[Under the English rules a mounted character could only seize the bridle after movement (i.e. when stationary), and only then if he rolled 1-8 on the die. The French rules make it easier for a mounted character to capture a horse when stopped (automatic capture instead of an 8/10 chance), and adds the possibility of capturing the horse while the mounted character is moving.]
A mounted character leading another horse by the bridle cannot fight. If he does engage in combat or if he is attacked, he automatically loses control of the riderless horse.
A character on foot can string several horses together so as to lead them in the same way as pack mules (see the rule section 5.13 on ‘Mules’). [The English rules also state that only dismounted characters may attach or detach horses to or from a string of horses. “Croisades” (Rule 1.58) clarifies that a rider can only lead 1 horse, and adds that a foot character cannot lead more than 3 horses.]
[Applying the same rules as for exchanging ammunition, it should be possible for one character to pass the bridle to another character so as to transfer control from the one to the other.]
[These rules can be used for any scenario although they were introduced for Scenario 2: The Foraging Party, in which one of the objects of a force consisting solely of mounted knights is to capture the enemy’s horses.]
6.75 Night actions and sleeping characters (from French version of “Scenario Book 1”)

Sleeping characters: Anyone entering a room (through either a window or a door) wakes up the characters sleeping there if he rolls 8, 9 or 10 on the die. The die is rolled for each character who enters and for each room entered. The roll takes effect at the exact moment that the character steps into the first hex in the room. Once a character is awake, his counter is turned over (recovering his full strength). It is possible to discover the identity of the sleeper without waking him: the character just has to be on one of the hexes adjacent to the sleeper. Alternatively it is possible to deliberately wake a character or to attack a sleeping character. In this latter situation, the defence strength is reduced by 1 during the first attack, after which he will fight normally if he has not been killed in his sleep... It is possible to pass through a hex with a sleeping character, but not to stop there.
The alarm: The alarm is given automatically as soon as one of the sleeping soldiers is woken up, or a sentry sees something moving (to determine his line of sight, treat obstructions in the same way as for a line of fire). However, as it is night, he will not spot a character moving through slope, scrub or tree hexes. [Note that as in “Samurai Blades”/“Samouraï” characters inside a building should only be visible if the observer is next to a door or window, or if he is inside the room itself.] Once the alarm is given, the defending player can move his characters as he wishes during his player-turn. The counters that he does not move remain stun side up but are considered to be awake. In this way he can keep the identity of part of his force hidden so long as some of his characters do not move.
The attacking player can avoid the alarm being given if he manages to kill [or stun] all the soldiers that he has woken up in the same player-turn that he entered the room. In the same way, the sentry will not give the alarm if he is killed [or stunned] by the first arrow fired after he saw something move. If two or more bowmen are able to fire, they can all shoot their first arrow simultaneously.


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

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