Compass Games
Granada: Last Stand of the Moors, 1482-1492
Granada: Last Stand of the Moors, 1482-1492
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Anno Domini 1482. For the past few centuries, the Iberian Peninsula has been a complex battlefield of crossed interests, kings' ambitions and noblemen's intrigues. The Muslim power, once uncontested under Cordoba's Caliphate banners, lies languidly in the last Moor stronghold in Al-Andalus, the marvellous city of Granada.
The last rulers of the Alhambra (“The Red One”) have been buying peace from the powerful Christian kingdoms for decades. Weakened by internal family divisions, they now face their darkest nightmare: a nuptial union between Castille and Aragón in the figures of Isabel I of Castille and Ferdinand II of Aragon, the Catholic Monarchs.
Through cunning diplomacy and negotiations, large armies are congregating to push to the sea the last Muslim presence in Western Europe. The Pope promulgates the last Crusade and military orders join the mixed army of Castille and Aragon, along with mercenaries all over Europe. The Nasrid Kingdom tries to gather its men and garrisons, sending messengers to North Africa for military support and reinforcing the numerous castles and watchtowers all over its lands.
Units are represented inGranada The Last Stand of the Moors by blocks depicting their strength but also their origin: Castilians, Aragoneses, Leoneses and mercenaries for the Catholic player, and different clans like Banu Sarray, Zegríes, Banu Bannigas and proper Nasrids for the Muslim player. The map is point-to-point, covering the ancient Nasrid Kingdom in southeast Iberia (present-day Spain). Granada, the capital, is the jewel of the realm: the game ends if it falls into the Catholic player's hands.
Each season, players receive a predetermined number of cards which they can use to move their armies and fleets or rally new units. When a battle occurs, each regiment is summoned by the play of one card of its nationality, so as Tamerlan said: ”It is better to be present with 100 soldiers than absent with 1.000.” In other words, be sure you have the right cards to send your troops into battle.
As an almost Renaissance war, different weapons will also be present. Cavalry charges and crossbows will be extremely dangerous if well combined, whereas artillery will have a significant value when maintaining or defending sieges. Your fleets will fight for sea control, enabling the transport of North African reinforcements, Catholic naval movements or blocking sieged ports.
Balanced and historically accurate, the game is easy to learn but difficult to master.
Components:
• 22” x 34” Mounted map
• 137 Rectangular blocks in various colors
• 11 rectangular tiles
• 2 Sheets of stickers (for blocks)
• 2 Draw bags
• 20 square castles (10 white, 10 black)
• 20 round watchtowers (10 white, 10 black)
• 26 small cubes (13 white, 13 black)
• 7 Wooden markers (various sizes and colors)
• 3 Decks of cards (74 Christians, 67 Muslims, 17 Naval)
• 1 Victory Points track
• 2 Player Aids and 2 Battle Reference Cards (identical)
• 1 Rules booklet
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