Almoravid: Medieval Warfare on Your Tabletop

Almoravid Box Cover

Hi, I'm Clay from Mindful Games Lab, and today I’m diving into one of the most immersive historical board games out there—Almoravid, a deep and strategic wargame set during the Spanish Reconquista of the 11th century. Designed by Volko Ruhnke and published by GMT Games, Almoravid is the second entry in the acclaimed Levy & Campaign series. It pits King Alfonso VI and the Christian kingdoms against the Muslim Taifa states of Iberia, all represented through stunning mechanics and historical accuracy.

If you’re intrigued by medieval knights, crusades, and the fascinating politics of medieval Spain, read on—this game might be exactly what you’re looking for.

The Setting: Medieval Iberia in Turmoil

The game takes place in circa 1085, during a period of constant conflict and fragile alliances. Players take on the role of Christian and Muslim factions, raising and equipping armies, managing lords and vassals, and planning campaigns to control disputed territories.

The board is a detailed map of medieval Spain, and gameplay reflects the time’s gritty military logistics—raising armies, feeding troops, managing supplies, and navigating terrain from rugged mountains to war-torn cities.

El Cid: A Hero for Both Sides

One of the coolest aspects of Almoravid is the inclusion of Rodrigo Díaz de Vivar, better known as El Cid. This legendary Castilian knight is a unique historical figure who fought for both Christian and Muslim armies at different points in his life.

In the game, El Cid appears in two forms:

  • Rodrigo El Cid (green piece) fights for the Muslim side.

  • Rodrigo Campador (yellow cylinder) joins the Christian cause.

This dual allegiance mirrors real history and adds strategic flavor. During the Call to Arms phase, players can even attempt to hire El Cid for their own cause. It's a dynamic that adds a lot of historical depth and replayability.

Lords, Service, and the Realities of Feudal Warfare

In Almoravid, you don’t control standing armies—you control lords who bring their vassals and capabilities with them. But there's a catch: these lords only serve for a limited time. Each has a service marker on a calendar, and if you can't keep them fed or paid, they may pack up and leave mid-campaign.

This system forces you to think like a medieval commander, carefully managing your troops' loyalty and logistical needs.

The Art of Planning

A major strategic element is the planning phase. Each lord has a deck of command cards. The lead lord (the marshal) gets four, others usually get three. You’ll stack up 7–8 cards (depending on the season) to plan your actions ahead of time.

When the campaign starts, these cards are revealed one by one. But if your opponent throws a wrench in your plans? Too bad—you’re locked in. This mechanic brilliantly reflects the uncertainty of medieval campaigning and makes every decision count.

The Challenge of Siege Warfare

Capturing enemy strongholds through siege is one of the main ways to earn victory points. But sieging is hard. Really hard.

Here’s why:

  • Only one lord attacks in the first round.

  • Each lord gets only six strikes per siege round.

  • Castle walls block two-thirds of your hits.

  • Knights are nerfed during storms—off their horses, they hit softer.

  • You’re on the clock: siege duration is limited to the number of siege markers you’ve placed.

Adding siege markers requires full command actions and consumes precious provender (food). So sieging isn’t just about strength—it’s about endurance and planning. Tip: for your first siege, go in with overwhelming force and plenty of siege markers.

Capabilities: Customize Your Army

Another highlight is the capability cards. During the levy phase, you can equip your lords with special skills and assets:

  • Missile troops: Bowmen, crossbows, javelins.

  • Movement boosters.

  • Siege aids.

  • Raid enhancers.

  • Defense upgrades.

There’s a ton of variety, and each choice can significantly shape your strategy. At Mindful Games Lab, we even created a capability player aid to help quickly reference what each card does—you can download it here.

Ravaging and Logistics

Not every point comes from grand sieges. Ravaging—looting the countryside, often stealing livestock—earns you points and loot. But ravaged lands can’t be foraged later, so there’s a trade-off between short-term gain and long-term sustainability.

You'll need to manage transport via carts and mules. Movement through mountain passes and laden status (when you carry too much) can slow you down or limit your options. Feeding your army every time they move or fight is critical—no food, no army.

Actions You Can Take

Each lord’s card grants a number of command points per turn. Here’s a brief rundown of possible actions:

  • March: Move across the map.

  • Siege: Lay siege (requires entire command card).

  • Storm: Assault a stronghold.

  • Sally: Break out from a besieged stronghold.

  • Supply: Pull provender from your home base.

  • Forage: Gather food from the land (less reliable in enemy or ravaged territories).

  • Ravage: Loot enemy land for points and resources.

  • Tax: Gain coins (at your home base).

  • Pass: Do nothing (usually a last resort).

Feeding your army, paying them to extend their service, and managing your supply lines are all interconnected.

Is Almoravid for You?

Almoravid is not a light game. It’s deep, crunchy, and rich with historical flavor. If you enjoy:

  • Detailed planning and logistics

  • Medieval warfare

  • Asymmetric gameplay

  • Knights, Muslim Taifas, and siege tactics

  • Rich replayability

Then yes, Almoravid is for you.

Just know that the first few games might be rulebook-heavy, but once it clicks, the system rewards mastery. And with every game, you’ll find new strategies, new stories, and new epic battles unfolding on your table.

Resources:

Let me know if you'd like to see a full gameplay walkthrough or tips for your first few games!

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