Peasants' Revolt
The map
The counters
Rebel peasants (36)
A'Wood Fletcher Farmer Gobin Mule 1 Mule 2 Mule 3 Mule 4 Mule 5 Mule 6 Baker Carpenter Cedric Gam Giles Radult Salter Smith Wulf Guy Jean Rees Robin Tybalt Frederick Naymes Ben Bertin Crispin Hal Mark Odo Perkin Wat Arnim Tyler
Knights (16)
Sir Gaston Sir Roland Sir Clugney Sir Conrad Sir Richard Sir Gilbert Sir James Sir Gunter Sir John Sir Roger Sir Thomas Sir Peter Sir Jacques Sir Alain Sir William Sir Piers
The scenario

Scenario 2 of the Cry Havoc booklet. Maps: the Crossroads and the Village.

In preparation: horses are being programmed. For testing, Sir Gaston, Sir Roland and Sir Clugney start mounted on the map, near the left edge; they already move on horseback, but combat against them still follows the rules on foot. The other knights enter on foot from the left edge.

The story A band of rebel peasants has set out to join the main body of the rebellion. They have stopped in the village, and most of them have scattered around the countryside in search of food. It is then that they learn that the local lord's knights are riding to meet them, determined to crush them. The peasants begin to fall back towards the village, which offers them the best defensive position and where they have left their loot under guard.

The sides The rebel peasants (side 1, in blue): group 1: Sergeant A'Wood, the archer Fletcher, the peasants Farmer and Gobin, and the six mules; group 2: the peasants Baker, Carpenter, Cedric, Gam, Giles, Radult, Salter, Smith and Wulf; group 3: the billmen Guy, Jean, Rees, Robin and Tybalt, the halberdiers Frederick and Naymes, the spearmen Ben, Bertin, Crispin, Hal, Mark, Odo, Perkin and Wat, and the sergeants Arnim and Tyler. The knights (side 2, in red): the sixteen mounted knights and squires.

Starting positions Group 1 is placed in the village, anywhere except in building 1. The mules are placed in the street or in the yards of buildings 3, 4 and 5. The peasants play first: groups 2 and 3 enter from the bottom edge of the Crossroads. The knights then enter from the left edge of the Crossroads.

Victory conditions The side with no living character left loses the game. Otherwise, at the end of turn 15, the side with the most points wins (a tie is a draw): the peasants score 5 points per knight killed and 2 points per living horse in their hands; the knights score 3 points per peasant or soldier killed and 2 points per mule, dead or alive, in their hands. The points are shown at the top of the screen, under the names of the sides. Horses and mules do not count yet: they will come with the horse rules.

Length The booklet sets no turn limit. On this site, the game lasts 15 turns at most.

Peasants' Revolt · October 2026

Paysans révoltés First
vs
Chevaliers
25 turns
Beta version
This scenario is still being polished. If you find a bug, please let us know: cryhavochall@gmail.com
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