How To Play Crusaders:
Your deck must have a total of 20 cards, with at least 2 spoils of war (The cards that just have a name and a description), and at least 3 creatures (The cards that have a name, attack power: The sword's number, and defense power: the shield's number, along with a quote at the bottom right corner). Your deck must also have one declaration of war. You can't have more than 2 of the same of the same card in your deck based on name, for example, you can't have 3 cards named "Animal" in your deck, even if some of the things on the other things on the cards are different.
To begin the game, seperate your deck into 2 different decks, one with all of your spoils of war, and the other with all your creatures. Shuffle both decks and draw 3 creatures from your creatures deck, and 2 spoils of war from your spoils of war deck, line up your creatures in however order you like, this is called your lineup. Flip a coin or roll a dice to decide who goes first or second.
The creatures in your lineup cannot be moved unless moved by a spoil of war or a creature's ability, and cannot start attcking the creature at the front of your opponent's lineup. When a declaration of war is played into your spoils of war deck's discard pile, at the end of each players turn they must use the attack power listed on the card next to the sword, or if it has been upgraded or downgraded by an ability or spoil of war on either side, the new attack power, and, if those attacks at any point add up to the current defense power on a creature it goes in the creatures deck's discard pile. You win if you knock out the last creature in your opponent's lineup.
You can only draw a card if an ability or spoils of war card form either player allows you specifically to draw one.
All abilities and what they do will be listed here:
Forced Alliance: If there are no creatures behind this creature in the lineup, draw a card from your creature deck, and place it behind this creature in your lineup. You cannot use this ability if there is a creature behind the creature with this ability.
Association: Once during your turn the creature with this ability may switch with any other creature with this ability (both creatures must be in your lineup), both creatures, after switching may not use that ability until your next turn.
Diving: Once during your turn, this creature may move down 1 spot in your lineup, with the creature behind it taking it's place.
Camouflage: when this creature is placed in your lineup, you must place it NEXT to the creature that is in front of it in your lineup, this creature's attack power and defense now adds to the creatue it's next to
Fear: Once during your turn, you may pick up this creature from your lineup, but you may not play it from your hand until your next turn.
Status: You may only have one of these cards in your deck, based on name.
Discipline: This creature cannot be moved by the effects of ANY card.
Control: Once during your turn you may switch either 2 cards on top of this creature, in the place of one of the 2 cards below this card, and move the one that was replaced to the spot where the one that replaced it was.
Ferocity: If the creature with this ability has 40 below the health listed on the card, it does 60 more damage.
Maker: Once during the game you may use this card specifically to draw 2 spoils of war from your spoils of war deck (you may use a different card to use this ability, only the specific card cannot use it again for the entire game.
If that sounds confusing (and even if it doesn't), check out the crusaders youtube channel, which should up by summer 2025!
Component | Quantity | Photo |
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Poker Deck | 1 deck of 18 cards | ![]() |
Poker Booster Pack | 1 | ![]() |
Average Rating | 1 reviews |
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Publish Date | April 12, 2025 |
Edition | First |
Department | Games |
More Info | Crusaders Trading Card Game web site |