Skip to main content
For a Crown box art

For a Crown

Game ID: GID0131299
Collection Status
Description

Coming from noble families, you are ready to do anything to accede to the throne...except that the competition between the pretenders is fierce!

For a Crown is a single-deck, deck-building game. Players recruit new characters, such as mercenaries, then place these cards within a sleeve of their own color. All cards — individual player cards and common event cards — are shuffled into a single deck, which is then drawn card by card, with the relevant player resolving the effect of their card when it's revealed.

After four rounds, the player with the most rubies wins.

Year Published
2025
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 0 · mix 0 · neu 1 · neg 0
Mentions per page
Top
Showing 1–1 of 1
Video WDCntno_Pw8 Jester Rogue rules_teach at 0:10 sentiment: neutral
video_pk 27769 · mention_pk 81097
Jester Rogue - For a Crown video thumbnail
Click to watch at 0:10 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • royal intrigue, mercenary recruitment, and bandit disruption
  • medieval kingdoms vying for the crown
  • strategy-driven political intrigue with asymmetric player powers
Comparison games
none
Mechanics (from transcript analysis)
  • deck organization and hire into sleeves — Chosen mercenaries are placed face-down in the player's card sleeves, representing hired forces for the round.
  • end-of-round flow and elimination — Rounds proceed through recruit, reveal, and end phases; players can be eliminated, ending the game early or triggering final scoring after four rounds.
  • magic die with special symbols — Roll a die with five core symbols plus a special result that awards rubies; symbols trigger individual effects or event outcomes.
  • mass bandits and tokens — Mass bandits and bandit tokens are used in interactions and events, affecting wealth and strategic positions.
  • portrait gallery influence — Players move portraits within a gallery; most influential (furthest right) gains bonuses and wins ties by influence.
  • recruitment from column-based decks — Pay recruitment costs (coins and rubies) to hire mercenaries from dynamically refilled decks; one ruby can substitute for one coin, but not vice versa.
  • shared event deck and resolution — A separate event deck is drawn and resolved, affecting all players per its effects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a game for three to five players, plays in about 45 minutes.
  • One ruby can be spent as one coin, but one coin can never be spent as one ruby.
  • The most influential player, the one whose portrait is further right in the gallery, gains one ruby from the supply.
  • Ties are broken by the player with the highest influence.
  • The player with the most rubies wins.
  • If you run out of rubies and must pay one, you sell your heirloom which is worth 10 rubies.
References (from this video)
No references stored for this video.
Transcript Navigation
Top
Showing 1–1 of 1
View on BoardGameGeek