Crown: War of Succession is a competitive board game that combines action point allocation, area movement, and hand management mechanics, suitable for 1-4 players. Players will take on the role of animal heroes participating in the battle for the sacred forest relic—the Crown.
The game consists of multiple chapters, where each player can take actions during their turn, such as traveling, resting, playing action cards, or using action points to enhance their attributes for more powerful skills. Players will accumulate combat experience, gather resources, and acquire items to strengthen their characters through battles or by conquering settlements. There are three different ways to win: accumulate 15 victory points, control 6 settlements, or raise your combat skill to the final level.
- Quick flowing game with lots of action comboing.
- Interesting choice between different victory paths (settlements, prowess track, etc.).
- Variety of ways to gain crowns.
- Losing action markers due to not upgrading constitution.
- Discarding important cards randomly after losing combat.
- Heirs to the crown after the old emperor has died, vying to be the perfect emperor.
Mechanics (from transcript analysis)
- action selection — Players use action markers to choose from six different actions like travel, rest, play action cards, upgrade abilities, special actions, or skip.
- area control/influence — Players aim to control settlements and place visit cubes on locations.
- Card Play — Players start with cards and can play action cards. New action cards are gained when leveling up abilities.
- Combat — Combat is triggered and resolved using combat cards with initiative, strength, and damage values. Combat outcomes can lead to gaining prowess, coins, and crowns.
- event cards — Crown arrival events and story tiles introduce game-changing events.
- hidden objectives — Players have hidden quests that provide goals to achieve.
- Set Collection — Players collect crowns and coins, which are used for various actions and scoring.
- Track Advancement — Players move up a 'prowess track' to gain bonuses.
- Variable player powers — Players can upgrade their abilities (agility, strength, constitution) which grant new action cards and bonuses.
Video topics + discussion points
Quotes (from this video)
- Looking at a standee from the top is going to be like a little slit of nothing.
- It has like a not a deck-building element, but whenever you get a new level of agility, strength or constitution, you will then get a new action card to the level up your abilities, basically.
- So, I lured you into my trap.
- So, you're making this very easy. I'm trying to Well, but I have to worry about getting my cards back soon.
- And who's the starting player? Uh you are the starting player because he's gifted.
- And you completely ruined my plan because my plan was now to go to the capital, which I only needed three movement to do.
- When you die in this game, it's not like you're out of the game. The other player get a bonus and you get full health and you start back at your starting camp.