Castles & Crusades is a fantasy table top role playing game that is easy to learn, easy to play, and allows you a wide range of customization. With our easy-to-learn attribute-based rules system players choose among 13 archetypal character classes and 7 races with which create their characters. Spells, equipment, fast-paced combat rules, and all essential information needed to play a game of Castles & Crusades are in the Players Handbook.
What you Find In the PHB
The RPG: In the first, we explain the tools you will need to play and how to play a game of Castles & Crusades. We explain the basics of the attribute check system, the Siege Engine, and touch on attribute modifiers and attribute checks.
The Classes: In this second section the PHB delves into the classes. From the fighter to the Wizard, it presents 13 classes to choose from, as well as multi-classing and class and a half options. Each class description includes all the relevant info from skills to weapons they use. Artists Peter Bradley and Zoe DeVos bring each class alive depicting both male and female versions of the class. (Check out the Adventurers Backpack for even more classes!)
The Races: Expand your character with one of seven races. You can choose from seven different races: human, elf, dwarf, halfling, half-elf, gnome, and half-orc. Each unique race includes all the necessary info to bring them to life. As with the classes above, our art team depicts both male and female versions!
Completing the Character: Here the Players Handbook delves into names, how to create background and personality, alignment, equipment, and other necessary details to help you bring the character you want to play to the table.
Magic: Magic unleashes a whole new dimension of play at the table top and C&C has plenty of it. Here we explore the four major spellcasters, cleric, druid, wizard, and illusionist, how they cast spells, and the spells they cast. From the cleric’s spiritual weapon to the illusionists' healing ability, it is all here.
Spell Descriptions: The caster takes hold of hundreds of spells that allow them countless opportunities to stand before the foul demons so that none can pass!
The Castle Keeper & the Game: This section expands upon the Siege Engine and how to play using attribute checks. It is simple, extremely versatile, and allows for immediate resolution of conflict for expanded story development. All of this is covered as well as how to role play, what you need, expectations and a plethora of examples on how to use the attribute check system. (Don’t miss the Castle Keepers Guide for more optional rules and a mountain of material on how to play!)
Combat: Here the book explores the painless to learn combat system. It includes how to begin and run fights, the necessary stats and rolls, surprise, initiative, non-lethal combat, melee and ranged, unarmed, situational modifiers, armor class, maneuvers, hit points, and damage.
Turning Undead: The cleric and paladin both have special abilities when it comes to controlling or destroying the undead. All that is covered here.
Rewards: How to award treasure and experience points, allowing the characters and the game to advance, literally to the next level.
Movement, Spell Resistance, Languages, Vision & Time: All of these sections discuss the various aspects of the game that come into play. Each is dealt with and explained, making deployment at the table fast and easy.
Example of Play: The book is wrapped up by an example of play. Learn how to do it by the creators!
Plunge into worlds of fantastic adventure where dragons lie and the undead stalk the shades of your mind's imaginings, where creatures of legend plunder wealth through the horror of their passage. Monsters grim and foul taunt with the ecstasy of gold and glory. Upon the heels of these foes stalk heroes of great might; those who take up sword and shield, who harness eldritch might, those who traverse the narrow corridors in search of sport, and those who serve a purpose greater than all the others: Heroes, Freebooters, Mercenaries, and Adventurers.
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '