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The Old King's Crown box art

The Old King's Crown

Game ID: GID0341844
Game Info
Year
2025
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Description

The Old King’s Crown is a game of card-driven conquest, where you play as heirs to a vacant throne, vying for control of an ancient, overgrown kingdom. Wield unique abilities and leverage your followers’ traits to best outwit your opponents across a map that stretches from the teetering heights of the castle to the dappled light of the necropolis.

As leader of your faction you will be staking claims with Heralds openly as well as positioning your forces in secret, hoping to claim the locations that fit your designs. However, keep an eye on your rivals, as they too have agents and agendas, poised to undo your best laid plans.

Royalty, rebels or ruses. What crown will you wear?

In The Old King's Crown, players move their Herald to locations, hoping to claim them. Then simultaneously players play cards from their hand, facedown to regions of the board. These are then revealed and resolved. Winning these clashes will result in different rewards that further their position and grant them the game's primary goal, influence. When a player is able to reach a set number of influence, dependent on player count, and is able to retain it until the end of a round, they win the game.

Description

The Old King’s Crown is a game of card-driven conquest, where you play as heirs to a vacant throne, vying for control of an ancient, overgrown kingdom. Wield unique abilities and leverage your followers’ traits to best outwit your opponents across a map that stretches from the teetering heights of the castle to the dappled light of the necropolis.

As leader of your faction you will be staking claims with Heralds openly as well as positioning your forces in secret, hoping to claim the locations that fit your designs. However, keep an eye on your rivals, as they too have agents and agendas, poised to undo your best laid plans.

Royalty, rebels or ruses. What crown will you wear?

In The Old King's Crown, players move their Herald to locations, hoping to claim them. Then simultaneously players play cards from their hand, facedown to regions of the board. These are then revealed and resolved. Winning these clashes will result in different rewards that further their position and grant them the game's primary goal, influence. When a player is able to reach a set number of influence, dependent on player count, and is able to retain it until the end of a round, they win the game.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 33
This page: 33
Sentiment: pos 28 · mix 4 · neu 0 · neg 0
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Showing 1–33 of 33
Video O6_CtimxnYI Rules Teach at 0:08 sentiment: positive
video_pk 68506 · mention_pk 164772
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Overall sentiment (raw)
positive
Pros
  • Asymmetric factions with unique styles, artwork, and tactics.
  • Clever mechanic of attrition affecting hand size.
  • Graphic design is visually informative, showing when effects trigger.
  • Solo mode offers a novel experience, particularly in automating trick-taking.
  • Forge system allows for customizable difficulty and scenarios.
  • Landscape cards provide permanent effects in the player area.
Cons
  • Requires a lot of table space.
  • Players might lose their first game while learning.
Thematic elements
  • A tale of royalty, rebels, and roses, vying for influence over the old king's crown after the king has disappeared.
Comparison games
none
Mechanics (from transcript analysis)
  • Attrition — A mechanic where hand size is reduced each time the deck is reshuffled.
  • bidding — Used for bidding on Kingdom Cards at the Great Road.
  • Deck building — Players build their decks by adding unique faction cards from their site of power.
  • hand management — The game tracks hand size, which can fluctuate due to the attrition mechanic.
  • modular difficulty — The 'forge' system allows players to adjust the game's difficulty using heat and cool modifiers.
  • tableau building — Implied by the permanent effects from landscape cards that sit in the player area.
  • Trick-taking — Predominantly featured, with a specific mention of automating this mechanic for the solo opponent.
  • Variable player powers — Each of the four asymmetric factions has its own complications, nuances, and style of play.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So when I design solo, it's really important to me that you're getting a new kind of experience, something you've never seen before in a solo game.
  • The competitive game is very cutthroat.
  • There's a mechanism called attrition in this game where as in a deck builder where every time you cycle through your deck, you'll reshuffle your discard to create your recreate your deck. Every time that happens, your hand size gets reduced by one. This is called attrition.
References (from this video)
No references stored for this video.
Video 1Yt7knJhbTw Review at 0:04 sentiment: positive
video_pk 68488 · mention_pk 164757
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Overall sentiment (raw)
positive
Pros
  • Has depth and many tactics to swing the game.
  • High replayability due to various card combinations.
  • Can provide a dramatic and surprising solo experience.
  • Engaging and fun to play.
  • Mechanics work well together and create interesting combinations.
  • The Sim can provide a challenging solo opponent.
Cons
  • Turn order can be crucial and lead to blunders if not managed.
  • Easy to get rules wrong, especially regarding day actions.
  • Marginal victory by only 3 points in this playthrough.
Thematic elements
  • Learning from blunders and strategy around turn order
Comparison games
none
Mechanics (from transcript analysis)
  • Area control / influence placement — Placing faction tokens and Heralds in different regions to gain control and rewards is a core mechanic.
  • bidding — The game involves bidding for regions and resolving bids, with mechanics like Plundered Vaults adding jeopardy to the bid.
  • Card Play — The use of various cards like Propaganda Adviser, Siren's Pool, and Ruse cards significantly impacts the game's progression and outcomes.
  • Day/Night Actions — The game features distinct Day and Night action phases, with specific rules for resolving them, especially when cards are revealed face down.
  • Deck Shuffling / Attrition — The process of reshuffling the discard pile when the deck runs out and suffering attrition is explained and discussed in terms of its timing and impact.
  • hand management — Managing cards in hand, such as Forged Royal Pardons and Siren's Pool, is crucial for strategic play.
  • influence — Gaining influence is a key part of the game, with different actions and locations providing it.
  • Lore — Gaining lore is another scoring mechanism discussed, with Signal Fires and other effects contributing to it.
  • set collection — Collecting sets of cards (e.g., silver, bronze, gold) is part of the gameplay, influencing actions and outcomes.
  • threats and fog — Threats like Signal Fires and the placement of Fog in regions are discussed as elements that can trigger negative effects or add challenges.
  • Turn Order — The host emphasizes the importance of turn order, especially in the final round, and discusses mechanics that influence it like Council of Secrets and Propaganda Adviser.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's round four. We're playing the short game and today we're going to learn why turn order is really important.
  • Lessons from my blunders seems to be a theme of this video.
  • There are quite a few lessons in this game.
  • The depth of of finding these little tactics that you can use to just make the game swing the game in your favor.
  • There's so much replayability in the Old King's Crown.
  • This is not a straightforward game. So much depth.
  • It seems like a simple concept from the outset. You're bidding for regions, winning rewards. Straightforward, right? No, this is not a straightforward game.
  • The Sim can surprise us every now and again and give us a wonderful dramatic game.
  • That was a marginal victory.
References (from this video)
No references stored for this video.
Video x9HXB62RZ2o Playthrough at 0:02 sentiment: positive
video_pk 68109 · mention_pk 164438
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Overall sentiment (raw)
positive
Pros
  • Really, really great.
  • One of my favorites recently.
  • Solo mode designed by Ricky Royal is great.
  • Automa can be customized to a crazy degree.
  • Hand size increase is pretty dang good.
  • Abandoned Estate is a good kingdom card.
  • Clashes can be resolved in an order to player's advantage.
  • The 'deploy' ability is useful.
  • The 'rally' ability is good for reusing cards.
  • The game can be made tougher or easier.
  • The solo experience was much better than the previous play.
  • The host feels they are improving at the game.
  • The host is having fun and enjoying the mechanics.
Cons
  • The first round takes longer due to explanation.
  • Getting low value cards in the initial hand.
  • Starting turn order can be a drawback.
  • The Automa's 'Show of Strength' threat can be problematic.
  • Miscalculating troop placement can lead to overspending.
  • The Automa's strategy can be 'nasty'.
  • Automa's abilities can be powerful.
  • The game can be too easy on standard difficulty with luck.
  • The Automa's 'monolith' threat can be very dangerous.
  • The Automa's ability to draw extra cards can be very strong.
  • The Automa can steal the kingdom's favor.
  • The Automa's threat can prevent flanking.
  • The Automa's 'deadly' ability can eliminate units.
  • The Automa's large number of supporters can be overwhelming.
Thematic elements
  • area domination and card-based combat
Comparison games
  • Pax Premiere second edition
Mechanics (from transcript analysis)
  • area domination — Players battle over regions to gain influence.
  • automa — A simulated opponent with a customizable difficulty.
  • bidding — Players place bids to capture kingdom cards.
  • Card-based combat — Combat is resolved using decks of character cards.
  • Deck building — Players have their own decks of character cards and can unlock better cards as the game progresses.
  • hand management — Players manage their hand size, which can fluctuate and decrease due to attrition.
  • set collection — Collecting lore tokens is necessary to unlock upgraded cards.
  • Variable player powers — Each faction has unique tactics and abilities.
  • worker placement — Placing units (heralds and supporters) in regions to engage in clashes and gain bonuses from councils.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's been really, really great. one of my favorites recently, especially the solo mode designed by Ricky Royal.
  • The Automa can be customized to a crazy degree.
  • So, Old King's Crown is a competitive game of kind of area domination and card-based combat.
  • The idea that I can get better at the game and actually use again these like crazy number of cards.
  • The automa can be stronger or weaker with every one of them.
References (from this video)
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Video yYI5_0GTboY Review at 0:01 sentiment: positive
video_pk 68022 · mention_pk 164341
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Overall sentiment (raw)
positive
Pros
  • Automa by Ricky Royal is genius and highly modifiable.
  • Card management offers many tense decisions.
  • Abilities and actions are cool and provide discovery.
  • Kingdom cards have incredible game-breaking powers and cool combos.
  • Factions offer unique tactics, units, and bonuses.
  • Easy entry to the game while still offering excitement.
Cons
  • Factions are less diverse than some games (not Root).
  • Element of bluffing, guessing, and luck can make or break the experience.
  • Incorrect guesses can have long-term repercussions.
  • Randomness can be exacerbated in solo mode with fog cards.
  • Potential frustration due to randomness.
Thematic elements
  • become the next king
  • this land
Comparison games
  • Root
  • Oath
  • Paxer Second Edition
Mechanics (from transcript analysis)
  • Area Control — Players fight over different regions to gain bonuses and influence.
  • bluffing — Players use bluffing and guessing in combat and region control.
  • card management — Players manage a hand of cards for bidding, abilities, and combat, with decisions affecting hand size and deck depletion.
  • Deck building — Players can unlock unique super powerful cards for their faction, and managing the deck is crucial as reshuffling permanently decreases hand size.
  • set collection — Journeying cards can grant lore tokens to unlock unique faction cards.
  • Solo Mode (Automa) — An Automa by Ricky Royal is available for solo play, with adjustable difficulty using 'heat' cards.
  • Variable player powers — Each faction starts with the same deck but has key differences like unique tactics, units, and ongoing bonuses.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The Automa by Ricky Royal. This is great.
  • The card management in the game.
  • The element of bluffing and guessing and luck.
  • The abilities in the game and the actions you can use and kind of the cool stuff you're getting to do on your turns.
References (from this video)
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Video MvkrvxNKnms Review at 0:04 sentiment: positive
video_pk 67624 · mention_pk 163773
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Overall sentiment (raw)
positive
Pros
  • Lavish and stunning art and world-building.
  • The core mechanism of region control and card battles is really good.
  • Asymmetric abilities tied to winning specific regions are clever and feel good.
  • Beautiful on the tabletop.
Cons
  • Can be overwhelming due to a lot of information.
  • Information (like upside down text) is hard to read from across the table.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — The core of the game is that you have this region by region area on the board. So, it's really three different rows, and you are deciding to uh place one of your cards on each of these rows, and you're trying to decide uh how much you want to try to gain control of those regions temporarily, kind of win a battle in those regions.
  • asymmetric player powers — you gain an ability that is asymmetric to your kingdom. So, it's an asymmetric ability tied to your specific kingdom that you get to activate as long as you control that region.
  • Card Play — You're doing so with these cards that have numbers on them, like this card has a number 11. And so if I have the highest card and or the highest total sum of value of of cards and other things that you could put in in this region, then I win um I win one of the benefits of that region. So that's what you're doing face down. You're putting these cards face down and then you're revealing them one row at a time to reveal and resolving it and determine who won that that mini skirmish, that battle, and they get a benefit.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • My number one favorite thing about this game isn't a mechanism. It is the look of the game because it is lavish and stunning.
  • The art combined with the world building this game is just incredible.
  • There were moments where I was certainly overwhelmed. There is a lot of information in the game.
  • I would say play it for that but also play it for the art and the world building because that it it really really is stunning on the tabletop.
References (from this video)
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Video u0W42-Rp0kQ Rules Teach at 1:45 sentiment: positive
video_pk 67541 · mention_pk 163663
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Overall sentiment (raw)
positive
Pros
  • The artwork is beautiful and evocative.
  • High player interaction with card stealing and council influence.
  • Strategic depth in managing cards and abilities.
  • Asymmetrical factions offer good replayability.
  • Procedural gameplay makes learning the steps easier.
  • Players have significant agency in their decisions.
  • The chaos and unpredictability of clashes lead to fun moments.
  • The game is well-designed and feels like a passion project.
  • The standard game length is predictable and enjoyable.
  • The game offers interesting mechanics like bidding and area majority.
Cons
  • Can feel chaotic due to randomness and card interactions.
  • May lead to analysis paralysis for some players.
  • The short game might miss out on key faction abilities and progression.
  • Can be slow if players over-analyze every move.
Thematic elements
  • Accrue enough influence to claim the old king's crown
  • Overgrown kingdom
Comparison games
  • The King is Dead
  • Inis
  • Galactic Renaissance
  • Oath
Mechanics (from transcript analysis)
  • area majority — Players compete for area majority in regions through clashes, influenced by heralds and supporters.
  • bidding — Players bid cards simultaneously to claim valuable rule-breaking cards from the 'Great Road'.
  • Card Driven — The game is card-driven, with players starting with a hand of cards and a deck that is used throughout the game.
  • hand management — Players manage their hand of cards, which are used for actions, bidding, and influencing outcomes.
  • set collection — Collecting lore tokens to unlock or acquire advanced cards is a key mechanic.
  • tableau building — Headquarters cards are placed in the tableau, acting as rule breakers and providing ongoing abilities.
  • Variable player powers — Each of the four factions has unique abilities and starting decks, contributing to asymmetry.
  • worker placement — Heralds and supporters are placed in regions to influence clashes and take actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The goal of the game is influence. Ones and fives.
  • The rule book is really good and it does a very good job of laying out core things as well as the round structure.
  • The chaos is fun as long as you can get into a good rhythm and just play it.
  • Super Goose.
  • I think this game definitely is a real a good a real kick in the pants.
  • The mechanisms in this aren't terribly difficult.
  • The artwork is beautiful and evocative.
  • The procedural gameplay makes sense and is easy to follow.
  • Players have significant agency in their decisions.
  • The game offers strategic depth in managing cards and abilities.
  • The game feels like a passion project, and I'm happy I bought it.
References (from this video)
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Video uDUUpvFQQfo Top List at 12:15 sentiment: positive
video_pk 66861 · mention_pk 162669
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Overall sentiment (raw)
positive
Pros
  • Has really great art.
  • Incredible moment from the designer/artist.
  • Word of mouth got out how good this is.
  • Deserves all its success.
Cons
none
Thematic elements
  • Conflict and influence
Comparison games
  • Wonderland's War
  • Thunder Road Vendetta
Mechanics (from transcript analysis)
  • area majority — Players commit supporters to add strength to regions.
  • bidding — Powerful cards can be bid on each round.
  • card flipping — The core mechanic involves flipping over cards and comparing them.
  • Secret Commitment — Players secretly commit cards to conflicts.
  • Variable player powers — Counselors can be used to change game rules.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's time for the Golden Geek Awards where you, the people, get to vote on your favorite games of the year.
  • The nominations are open right now, so you can go vote on those.
  • This is quite possibly my favorite time of the year, the time where the artist series comes out with Board Game Geek.
  • It's just really, really fun. I like Settlers because each individual action that you can do in Settlers is pretty darn simple.
  • I love that concept for a game.
  • It's just got like a really cool art style and I think it's in the Hokkaido area of Japan but one thing that's really cool is there's these like those crates are made of wood and stuff.
  • This is Brass: Birmingham. This is the third installment in the Brass series.
  • The stakes are very real.
  • This is just like a game where you could like really make a hybrid build and kind of engine for yourself. That was super duper cool.
  • It's worker placement, but there's no blocking.
  • If you can have some flair along with your function, why the heck not?
  • The best inserts, of course, help your games go into the box nice and neat and stuff.
References (from this video)
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Video XC2Vg_1L9ZE Analysis at 16:12 sentiment: mixed
video_pk 66536 · mention_pk 162168
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Overall sentiment (raw)
mixed
Pros
  • Belongs in the same conversation as Inis.
Cons
  • Expensive investment can evaporate on a perfectly timed counter.
  • A player who appeared dominant finding the board entirely reshuffled in a single exchange.
Thematic elements
  • Area control
  • Kingdom fracturing after the death of its ruler
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Players place followers across regions and compete for claiming the most valuable parts of the realm.
  • bluffing — Reading opponents' intentions under incomplete information.
  • Card Driven Combat — Engage in card-driven standoffs for territory control.
  • Influence placement — The ability to redirect influence and turn regions against their current controller.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • There is a specific kind of silence that falls over a game table when somebody realizes they have just been completely, deliberately, and systematically destroyed by somebody they trusted.
  • Mean games are a genre unto themselves.
  • The person sitting across from them smiled, played their cards just right, and had been planning it for three rounds.
  • The sea serpent player maintained eye contact and smiled the whole time.
  • You were never trying to save us.
  • I was always trying to save myself.
  • That is a different thing. It is, in fact, exactly what Nemesis is designed to produce.
  • Everything is negotiable.
  • The elected pope controlled by a player can excommunicate opponents.
  • The traitor system is the knife at the game's heart.
  • I held that card for two hours.
  • That is why you committed everything.
  • It is the meanest game ever designed because it is the only major board game where the primary mechanic is human trust and the primary strategy is its violation.
  • Attack the east on this move and I will allow you three supply centers.
  • That is diplomacy.
  • This is showing me things about markets I did not want to understand.
  • Since round one.
  • The worst part was understanding that it had never been a competition. It had been a lesson on a schedule the teacher set before the first card was played.
References (from this video)
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Video R3sFctCXL5g Unknown Analysis at 4:07 sentiment: positive
video_pk 66281 · mention_pk 161187
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Overall sentiment (raw)
positive
Pros
  • Biggest releases of the year; accessible to players
Cons
none
Thematic elements
  • cooperative/conflict hybrid
  • medieval kingdom
Comparison games
none
Mechanics (from transcript analysis)
  • Cooperation — players coordinate to achieve common goals while still competing
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Every mechanical element of this game is perfectly tailored to maximize interaction at the table.
  • You're navigating this map and placing trade houses on various regions. And when one player activates a region, everyone who has built a trade house in that area receives resources.
  • Despite the thematic suggestion, you're not rampaging through feudal Japan, you're laying down tiles on a map and surrounding various tokens in the hopes that you outnumber your opponents and claim those tokens.
  • engine building and tableau building become the predominant design mechanics.
References (from this video)
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Video A0_IDdF31ro Board Game Critique Review at 0:50 sentiment: mixed
video_pk 62537 · mention_pk 155245
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Overall sentiment (raw)
mixed
Pros
  • stunning art and atmosphere; evocative theme; solo mode with Simulacrim bot
Cons
  • heavy textual readability; high overhead at higher player counts; mechanistic combat feel
Thematic elements
  • glory, rival factions, political intrigue, and brittle power
  • fantasy kingdom in decline; grand throne contest
  • simultaneous blind bidding and region control creating dramatic reveals
Comparison games
  • Arcs
Mechanics (from transcript analysis)
  • combat resolution — Resolve abilities after cards are revealed; combat is moderate but often decisive.
  • face-down region placement — Units are placed face-down in three regions, adding hidden information.
  • randomness via RNG — Great Road/kingdom card availability introduces RNG elements that affect strategy.
  • region scoring and disruption — Regions score; abilities can disrupt opponents' scoring.
  • simultaneous blind bidding — Players bid on regions to claim kingdom cards without knowing others' bids.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Arcs just flows.
  • In Arcs, the engine is this trick- taking action selection system.
  • The core is simultaneous blind bidding.
  • It's not just pictures. It's the vibe.
  • Beautiful tragedy.
References (from this video)
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Video Do37tZ18BeE Totally Tabled Playthrough at 0:00 sentiment: positive
video_pk 59415 · mention_pk 151970
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Overall sentiment (raw)
positive
Pros
  • Clear, structured rules that guide play and explain the flow during a solo run
  • Robust solo AI (ambition deck) that creates dynamic challenges
  • Seasonal structure (spring, summer, autumn, winter) provides clear pacing
  • Strong interaction around region control and card placement
  • Good introductory explanation in a detailed playthrough video
Cons
  • Early strategic decisions can mislead about where to focus due to bluffing scheme cards
  • Some autumn decisions require careful forethought to avoid locking valuable cards
  • Solo mode can be slower during detailed setup and card management
Thematic elements
  • political strategy, territory control, deception and fog
  • Medieval fantasy kingdom under threat, with an uprising faction and a mysterious Similacrim
  • narration-driven solo campaign featuring a rival AI opponent
Comparison games
none
Mechanics (from transcript analysis)
  • ambition_deck_ai — The AI uses an ambition deck to drive its actions and priorities.
  • bid_for_turn_order — Players bid with power or tokens to determine turn order and which kingdom cards to select.
  • council_and_influence — Influence tokens and heralds interact with councils to gain power and unlock effects.
  • fog_and_threats — Fog tokens and scheme cards create threats and can move cards to the lost pile.
  • hand management — Players manage a hand of faction cards and can swap positions or use tactics.
  • hand_management_and_swaps — Players manage a hand of faction cards and can swap positions or use tactics.
  • Influence Points — Influence tokens and heralds interact with councils to gain power and unlock effects.
  • region_control — Conflict revolves around three regions (highlands, plateau, lowlands) with heralds and card placement determining control.
  • seasonal_round_structure — Rounds map to seasons (spring, summer, autumn, winter) with different actions and resolutions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'm going to be playing the short game today, which takes four rounds.
  • The very first thing we do in spring is bid for turn order to select one of these kingdom cards up here on the great road.
  • This is Sim's ambition deck and it's going to be responsible for making a lot of decisions.
  • We are clashing over these three regions. That's the heart of the game.
  • Summer is the season where we resolve these three different clashes.
  • The shrine would actually let us move up to three cards that are active andor in your hand to the bottom of your deck in any order.
References (from this video)
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Video XzLVUWcSK1k Bower's Game Corner Review at 0:20 sentiment: positive
video_pk 41810 · mention_pk 126811
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Overall sentiment (raw)
positive
Pros
  • highly ambitious component set (dual-layer boards, large kingdom board, over 200 illustrated cards)
  • strong perceived value at $70 base price with expansive expansion options
  • robust post-campaign support including updates and awards integration
  • solo mode offering automated rivals that alter rules
Cons
  • video presentation prioritizes art over clear theme explanation
  • expansion naming and SKU organization leads to potential confusion for backers
  • add-ons section can obscure what's included in each pledge
  • international localization and language rollout details raise questions about availability
Thematic elements
  • royalty, intrigue, power struggles, rebels
  • an ancient crumbling kingdom
  • flavor text heavy with art-driven storytelling
Comparison games
none
Mechanics (from transcript analysis)
  • card-driven strategy with deck interaction — card abilities drive actions and scoring opportunities
  • Multi-use cards — cards serve multiple purposes and enable strategic combos
  • region and council control — players clash to control regions and political councils
  • solo mode with automated rivals — innovative solo mode that adapts rules for automation
  • two-layer boards and deluxe components — physical design features such as layered boards and deluxe pieces
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Imagine how much this video would suck if you were blind.
  • The Old King's Crown is a competitive one to four player strategy board game of royalty, rebels, and rues.
  • Gameplay that favors wit, strategy, and decisive gambits.
  • Over 200 beautifully illustrated cards.
  • The Wild Kingdom returns now with the second printing under the new title. The Waking Kingdom.
  • Seven modules that you can freely mix and match with the base game and each other.
  • No need to repurchase if you own the first print of the Old King's Crown base game; this second printing is identical in terms of components, rules, and wording.
References (from this video)
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Video n6xtw4GCNdQ Unknown Channel Top 10 List at 22:40 sentiment: positive
video_pk 39172 · mention_pk 118047
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Overall sentiment (raw)
positive
Pros
  • Active player engagement in every battle
  • Nostalgic Euro-like interaction and mind games
  • Highly asymmetric and replayable
Cons
  • Balancing complexity can be challenging
  • Negotiation-heavy play may slow down pacing
Thematic elements
  • bluffing, negotiating, flanking, and tactical warfare
  • Three combat regions with interactive battles
  • area-control with heavy table talk and mind games
Comparison games
none
Mechanics (from transcript analysis)
  • asymmetric factions — Factions have unique cards and one-time abilities
  • secret cards — Most cards are played secretly to bluff and counter opponents
  • three-region battles — Each round engages in battles across three regions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Sky Team is a cooperative two-player game where you and your partner are pilots trying to land a commercial aircraft safely, guiding planes through different airports and conditions as you roll dice, manage flaps, adjust thrusts, and engage in an endless stream of disastrous non-verbal communication.
  • What makes Sky Team brilliant is how perfectly it captures real teamwork in such a short period of time.
  • Thunder Road is gleefully and unapologetically loud, dumb, and brilliantly fun.
  • Hegemony is an asymmetric political economic game where each player controls a different social class in a modern country pushing their own agendas through laws, markets, and a lot of very loud table arguing.
  • Arcs and the Blood Reach tells this like super messy and overly dramatic space opera that you will remember far longer than how many points you scored in the latest euro.
References (from this video)
No references stored for this video.
Video ytoPwN6Rgjk Watch It Played Top 10 List at 8:32 sentiment: positive
video_pk 36609 · mention_pk 109859
Watch It Played - The Old King's Crown video thumbnail
Click to watch at 8:32 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • dramatic tension and strategic depth
  • recurrent reprint and expansion activity (Songs of Home)
Cons
  • potentially dense and heavy for casual groups
Thematic elements
  • kingdom conquest and intrigue
  • a kingdom with an empty throne and drama at every turn
  • tense, competitive conquest
Comparison games
  • Songs of Home (expansion)
Mechanics (from transcript analysis)
  • Area Control — claim dominion across a map with strategic timing.
  • card-driven conquest — cards drive actions and influence outcomes.
  • Tug of war — back-and-forth pressure to outmaneuver opponents.
  • tug-of-war — back-and-forth pressure to outmaneuver opponents.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is The Climbers.
  • This is a fast, wacky racing game for two to six competitors who draft a team of ridiculous runners, roll dice, and watch the track turn into a parade of deeply unfair superpowers.
  • Agent Avenue just got a lot more dangerous with the Division M expansion.
  • One of the great hooks of Fate of the Fellowship is its modular structure.
  • Gold Country is blazing at number one right now.
References (from this video)
No references stored for this video.
Video 8F9D1Jjtf0A The Board Game Garden Discussion at 22:47 sentiment: positive
video_pk 36288 · mention_pk 108667
The Board Game Garden - The Old King's Crown video thumbnail
Click to watch at 22:47 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • beautiful art
  • deep strategic space for solo and multiplayer
Cons
  • solo mode discussed; might be better with more players
Thematic elements
  • political/territorial control with trick-taking battle
  • medieval kingdom with asymmetric factions
  • campaign-like territorial clashes with regional rewards
Comparison games
none
Mechanics (from transcript analysis)
  • asymmetric trick-taking / region control — players compete in regions with three zones; card strength and location-based rewards drive influence
  • Trick-taking — players compete in regions with three zones; card strength and location-based rewards drive influence
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I really really enjoyed it
  • I absolutely love this one I love the art of this one too and this one will definitely be one that I choose to bring traveling and stuff in the future. I really really like it
  • I freaking loved it. I am so, so happy that I have it in the collection
  • I absolutely love it and I'm excited to hop into those
  • I love engine-building games
  • I absolutely love the solo I've heard a ton of good things about the solo from a few of the people in the board game Garden solo community
  • I think it's very cool that you can name the baby too; it just makes me very happy
References (from this video)
No references stored for this video.
Video IIPgreIALCM The Board Game Garden Top List at 18:10 sentiment: positive
video_pk 32302 · mention_pk 95466
The Board Game Garden - The Old King's Crown video thumbnail
Click to watch at 18:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong multiplayer balance with asymmetric factions
  • Solid solo mode and engaging visual art
Cons
  • Learning curve for new players
Thematic elements
  • asymmetric factions on a medieval land with battles
Comparison games
  • other asymmetric trick-taking games
Mechanics (from transcript analysis)
  • area majority — Players fight in multiple regions to gain influence and rewards.
  • asymmetric trick-taking — Each faction brings different tricks and modifiers influencing clashes.
  • Multi-use cards — Cards provide actions; tiles and locations grant bonuses.
  • multi-use cards and tiles — Cards provide actions; tiles and locations grant bonuses.
  • three-region clash/area scoring — Players fight in multiple regions to gain influence and rewards.
  • Trick-taking — Each faction brings different tricks and modifiers influencing clashes.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I love Wizards of the Grimoire if you guys haven't checked it out yet I definitely recommend trying it at least on BGA
  • this is the first game from Eerie Idol games
  • Barcelona is oh such a fantastic game
  • I'm so so happy I now have it in the collection
  • I am not the hugest fan of Cooperative games
  • oh my goodness I love the way it looks
  • you are going to be killing the guests in order to get money from them
References (from this video)
No references stored for this video.
Video ga61bVL70WI The Board Game Garden Playthrough at 0:00 sentiment: positive
video_pk 29527 · mention_pk 86705
The Board Game Garden - The Old King's Crown video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Gorgeous, detailed artwork and distinctive card illustrations that feel unique to each faction card
  • Rich solo mode with configurable AI archetypes and a clean rule set that scales in complexity
  • Strong thematic coherence—political maneuvering, herald placement, and region-based rewards feel rewarding
  • High replay potential through AI archetypes, modifiers, and a variety of strategy options
  • Clear narrative drive with an evolving board state and meaningful decisions each season
Cons
  • High complexity can be intimidating for new players, especially before getting the hang of the AI and the different regions
  • Some rules interactions are dense and require careful attention to avoid missteps (e.g., tie mechanics, loyal/elimination rules)
  • The prototype art notes and placeholders may differ from final art; for some players that can affect initial perception
Thematic elements
  • political influence, area control, bluffing, and factional interaction
  • A fractured medieval kingdom where four factions vie for control and influence as the crown awaits its rightful ruler.
  • mythic fantasy with a persistent AI adversary (the Sim) driving conflict
Comparison games
none
Mechanics (from transcript analysis)
  • area control / region clashes — Three regions with competing influence; winning a region yields rewards and control, including the ability to place Heralds and claim benefits.
  • attrition and deck management — End-of-round/End-of-year effects can reshuffle or retire cards, reducing hand size and shaping long-term strategy.
  • Betting and bluffing — Heralds placed in locations create bluffing dynamics and possible influence theft when others win regions.
  • bluffing and herald placement — Heralds placed in locations create bluffing dynamics and possible influence theft when others win regions.
  • card-driven power / deck placement — Players play cards with strength values and keywords into regional clashes; modifiers and special abilities influence outcomes.
  • collaborator tokens and loyalty mechanics — Collaborator tokens grant recurring abilities; loyalty or resilience affects what happens when cards are eliminated.
  • cooperative actions — Collaborator tokens grant recurring abilities; loyalty or resilience affects what happens when cards are eliminated.
  • kingdom cards, journey cards, and power scaling — Kingdom cards provide ongoing power; journey cards act as protections or gatekeepers; deployment and retreat options affect board state.
  • seasonal phases and tactics tiles — The game unfolds across Spring, Summer, Autumn, and Winter, with tactics tiles granting one-use or re-usable abilities and seasonal actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is published by Eerie Idol Games who is sponsoring today's stream
  • the Clans are also my favorite yes amazing
  • this game looks so good I will probably back right after stream
  • I wanted to see Jenna do the solo mode as that is the mode I most likely to play
  • Studio jibi reminds me a little of Studio Ghibli; absolutely gorgeous artwork
  • I am Andrew, one of the game's developers; thank you for joining the chat
  • the solo mode is very impressive
  • you can really see just how much loving care and dedication went into this game from the art alone
References (from this video)
No references stored for this video.
Video 7vdjYC-3WKY Board With Steve Top List at 13:45 sentiment: positive
video_pk 28930 · mention_pk 84999
Board With Steve - The Old King's Crown video thumbnail
Click to watch at 13:45 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • unmatched player interaction and bluffing depth
  • artwork widely praised and complemented by game design
Cons
  • two-player and three-player experiences can feel more random
Thematic elements
  • asymmetrical factions, bluffing, and direct player interaction
  • medieval kingdom with factional intrigue
  • heavy, mean, highly interactive
Comparison games
none
Mechanics (from transcript analysis)
  • Asymmetric Mechanics — different factions with unique abilities and goals
  • asymmetrical faction design — different factions with unique abilities and goals
  • bluffing and intrigue — tactical deception and plan disruption among players
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's one of those lovely puzzle games and I always find myself coming back to it.
  • The board is so small, you feel an intense pressure come on top of you and it's on straight away.
  • I'm the biggest Teenage Mutant Ninja Turtles fanboy of all time.
  • Turtle Power.
  • Easily the best co-op game of the year for me.
  • The amount of replayability from the start is insane.
References (from this video)
No references stored for this video.
Video io6KIV6-vWg Board Stupid Review at 0:00 sentiment: mixed
video_pk 28516 · mention_pk 83690
Board Stupid - The Old King's Crown video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • stunning production and artwork
  • ambitious, bold design with deep strategy
  • strong thematic integration of political intrigue
  • excellent replay value via multiple factions and card interactions
  • multiple play modes (short, standard, long)
Cons
  • extremely steep learning curve and dense rule set
  • first-play experience can be punishing without guidance
  • heavy card text can overwhelm new players
  • potential for alpha-player dominance and table talk
Thematic elements
  • political intrigue, backstabbing, resource and power balance
  • fantasy realm with noble factions vying for a vacant throne
  • bluffing-driven, negotiation-heavy, emergent political drama
Comparison games
  • Root
  • The King's Dilemma
  • Gaia Project
  • Patchwork
  • Yellow and Yangtze
Mechanics (from transcript analysis)
  • Area Control — board divided into zones; winning areas grants rewards and enables location activation
  • area control / lane battles — board divided into zones; winning areas grants rewards and enables location activation
  • Betting and bluffing — players misrepresent intentions to shape lane resolution
  • Bluffing and deduction — players misrepresent intentions to shape lane resolution
  • card stealing and denial — high bid can steal opponent's cards; stolen cards are added to your board as defense
  • council and journey progression — council slots and journey cards enable deck-building, granting new powers and cards
  • day/night cycle and seasonal phases — spring, summer, autumn, winter phases determine order and actions; day and night shifts exist
  • deck-building with attrition — draw six cards; reshuffles reduce future options, requiring careful hand management
  • hand management — maintain a full hand to avoid penalties; timing of discards matters
  • hand management and resource pacing — maintain a full hand to avoid penalties; timing of discards matters
  • Heralds and information signaling — heralds indicate high-interest lanes; winning yields extra rewards
  • loss deck / journey deck mechanics — cards can go to lost pile or journey to unlock new cards; management affects future options
  • secret bidding for kingdom cards — players secretly place cards; highest bid wins first pick of special powers
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a beautiful game.
  • One of the most controversial for us in a long time.
  • It's a lame battler on steroids.
  • There is infinite replay-ability just because of the different mechanisms.
  • The production is stunning; it's a piece of art.
  • This is an ambitious product.
  • It's bold and ambitious. It's frustrating, which talk about.
  • There is no enticement to want to continue if you have a bad first bite.
References (from this video)
No references stored for this video.
Video _4-oBCGfk8A The Dice Tower Top List at 7:55 sentiment: positive
video_pk 28151 · mention_pk 82371
The Dice Tower - The Old King's Crown video thumbnail
Click to watch at 7:55 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Board, box, tarots; unique universe; gorgeous art prints
Cons
none
Thematic elements
  • Dark fantasy with light and glory
  • Fantasy universe with factions and tarot-like cards
  • thematic, card-driven
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • art is incredibly subjective.
  • I love aquariums.
  • This is absolutely gorgeous artwork.
  • The art just screams anime in every way.
  • It's the best art I think of 2025.
References (from this video)
No references stored for this video.
Video rei7BD0GuoI Board Game Hangover Top List at 14:33 sentiment: positive
video_pk 13296 · mention_pk 38980
Board Game Hangover - The Old King's Crown video thumbnail
Click to watch at 14:33 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Unique solo system and satisfying chaos
  • thematic depth with card manipulation and combat dynamics
Cons
  • May not be for everyone due to high chaos and aggressive interactions
  • Some players may prefer more deterministic euro-style gameplay
Thematic elements
  • Card-driven placement and conquest with chaos
  • Medieval-inspired realm with territorial control
  • Strategic, but with chaotic back-and-forth plays
Comparison games
none
Mechanics (from transcript analysis)
  • Chaos and interaction — Once cards are revealed, other players can influence outcomes.
  • Hidden card play with face-down reveal — Win 30s when revealed, but opponents can manipulate revealed cards.
  • Simultaneous quest scoring — Score rewards as areas are claimed and challenged.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Let's talk about the hottest and most popular board games out there right now.
  • these character powers are insane.
  • after four races of rolling dice and using your abilities, you'll check who's going to be the winner.
  • Zenith is a line battler.
  • Eternal Decks, which is a cooperative board game all about playing out cards.
  • the theme is through and through true to the true material real.
  • The hottest board game out there right now is The Old King's Crown.
  • You reveal those cards, but then all of the players can manipulate cards, chaos ensues.
References (from this video)
No references stored for this video.
Video ipCfZMzoJLA Beyond Solitaire Interview at 17:45 sentiment: positive
video_pk 11636 · mention_pk 84057
Beyond Solitaire - The Old King's Crown video thumbnail
Click to watch at 17:45 · YouTube ↗
Overall sentiment (raw)
mixed to positive
Pros
  • Innovative integration of bidding/trick-taking in a solo-friendly frame
  • Ambitious attempt to translate multiplayer tension into a solo experience
Cons
  • Public data on publisher/designer is sparse
  • Niche appeal may limit broad adoption
Thematic elements
  • Court intrigue and political maneuvering
  • Medieval monarchy with bidding and trick-taking mechanisms
  • Historically tinted, with a competitive edge
Comparison games
  • Molly House
  • Oath
Mechanics (from transcript analysis)
  • Auction / Bidding — Players bid for pivotal actions or outcomes
  • bidding — Players bid for pivotal actions or outcomes
  • solo adaptation — Designed to scale to solo play via a servant/bot mechanic
  • Trick-taking — Classic trick-taking rounds drive tension and scoring
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the solo mode has to deliver an emotional experience
  • we want to create something that's not average you want to create something that's new
  • it's not just a flourish at the end, it's central to the game
  • you can't do that solo, you need to say yes you can
  • it's about delivering a different story when playing solo
References (from this video)
No references stored for this video.
Video ovBi-cXr9Zg Tabletop Turtle Top List at 0:00
video_pk 8041 · mention_pk 23683
Tabletop Turtle - The Old King's Crown video thumbnail
Click to watch at 0:00 · YouTube ↗
Pros
none
Cons
none
Thematic elements
  • already included in Old King's Crown entry above
  • already included in Old King's Crown entry above
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is the kind of game you play when you want to feel smart.
  • Everything feels like a good decision.
  • The card play in this game is absolutely stellar.
  • A lot of little things come together to feel cohesive and satisfying.
  • You reap what you sew, you know, you need to be strategic and methodical about it.
References (from this video)
No references stored for this video.
Video ucInP6lxwH4 Board Stupid Top List at 45:04 sentiment: positive
video_pk 6523 · mention_pk 19341
Board Stupid - The Old King's Crown video thumbnail
Click to watch at 45:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Stunning production and deeply satisfying engine
  • Rich lore and modular depth; very replayable
  • High tension and meaningful player interaction
Cons
  • Not easily approachable for new players
  • Long playtime and rulebook weight are high
Thematic elements
  • Civ-building, political economy, and asymmetric clans
  • Intricate medieval-Roman flavor with political intrigue
  • Epic, lore-rich, heavy strategy with high interaction
Comparison games
  • Root
  • Brass: Birmingham
  • Gloomhaven (for scale/weight considerations)
Mechanics (from transcript analysis)
  • asymmetric factions — Each clan has unique abilities influencing timing and scoring
  • Political economy simulation — Education, resources, and unrest management drive endgame
  • Worker placement with tableau building — Complex multi-layered actions across a central geopolitical board
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This year was brutal for making a top 10; the quality was that high.
  • This game will stay in the collection for the foreseeable future.
  • It's a banger, mate. Absolutely a standout.
References (from this video)
No references stored for this video.
Video ahSjPUyvsIo BoardGameGeek Top List at 25:47 sentiment: positive
video_pk 5634 · mention_pk 16719
BoardGameGeek - The Old King's Crown video thumbnail
Click to watch at 25:47 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Stunning artwork and production
  • Deep, tactical, war-on-steroids feel
  • High production value makes it a standout visually
Cons
  • Requires willingness to engage in high-conflict play
  • Not every player will enjoy direct head-to-head confrontation
Thematic elements
  • strategy, war, and political control
  • War-torn fantasy setting with three lanes of conflict
  • Confrontational, high-conflict strategy with card-driven actions
Comparison games
none
Mechanics (from transcript analysis)
  • card-driven powers and council — Rounds begin with a bidding phase granting powerful, game-breaking abilities.
  • Lane-based combat — Three lanes where battles are resolved by highest value cards.
  • supporters and movement — Players can deploy supporters to strengthen regions and influence outcomes.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's really about exploring around
  • this is a cooperative game, you and all your teammates crash landing onto a planet
  • it's really about enjoying the kind of stories that emerge as you explore these different parts of the world
  • Flip 7 is a really simple push your luck game, round after round
  • The Old King's Crown... it's the hottest game right now. People are playing this a bunch
  • Lost Ruins of Varnac, which is also from CGE in that you're trying to find a way to keep that round going
  • It's war on steroids. Like, there's a million things you can do to augment what you have played
  • it's just silly fun
References (from this video)
No references stored for this video.
Video 4YA4q31QgQA The Broken Meeple Review at 1:49 sentiment: mixed
video_pk 4626 · mention_pk 85183
The Broken Meeple - The Old King's Crown video thumbnail
Click to watch at 1:49 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Artwork and component quality are striking, with large, tactile pieces and richly designed kingdom cards
  • The card system (Trixie-like) provides a high degree of player agency and tactical depth
  • Rulebook is among the best-quality I have seen for a complex game, with many examples and diagrams
  • Excellent solo mode with deep AI customization via Forge, offering substantial replay value
  • Kingdom cards add meaningful asymmetry and allow varied strategic approaches
Cons
  • Not very beginner-friendly; heavy upfront teaching and front-loaded rules
  • Game length is longer than box claims, especially with four players
  • Only two kingdom card slots limits strategic diversification; three or four would be better
  • Council and tactic tiles feel tacked-on and introduce a lot of text; could be streamlined
  • Weak catch-up mechanics; players who fall behind often struggle to recover
  • AP and complexity can bog down play, making it less accessible to casual or new groups
Thematic elements
  • intrigue, area-control clashes, and tactical card-driven play
  • medieval fantasy kingdom
  • tactical, bluff-driven, with asymmetric factions via kingdom cards and tactic tiles
Comparison games
  • Arcs
Mechanics (from transcript analysis)
  • Ambush/Flank/Retreat — Card-based commands that modify card positions, steal or move cards, or disrupt opponents during clashes.
  • Autumn govern and journey — Autumn actions include govern (vote for council benefits) and journey (consume scroll symbols to acquire more cards).
  • Blind bidding — Players secretly bid for center-row kingdom cards using their hand; highest bid wins and the acquired card locks into a position on the board.
  • Clashes (combat) — Three regions per row across five rounds; clashes are revealed after placement, with day/night actions and a value-based resolution to gain victory points and location bonuses.
  • Deck management and attrition — Players shuffle their discard back into their deck with limited hand sizes; you must manage deck freshness to avoid hand malfunctions.
  • Kingdom cards and asymmetry — Starter decks are similar, but each player can acquire two kingdom cards with unique abilities, adding strategic asymmetry.
  • Rulebook-driven learning and clarity — A large, pictorial rulebook with examples; board text and tokens guide phase progression, reducing ambiguity but not eliminating complexity.
  • Seasonal structure and winter cleanup — Spring, Summer, Autumn, and Winter phases repeat across five rounds; winter serves as cleanup before scoring.
  • Solo Forge AI mode — A Forge section of the rules and a suite of AI-modifying cards let players tailor AI behavior and difficulty for solo play.
  • Tutorial — A large, pictorial rulebook with examples; board text and tokens guide phase progression, reducing ambiguity but not eliminating complexity.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "This is a heavy game through and through."
  • "It's Marmite game for sure."
  • "The solo mode is fantastic."
  • "There is a lot of text; this is not a new-player friendly game."
  • "Two slots isn't enough; I wish there were three or four."
  • "Three players is the sweet spot, I think."
  • "Kingdom cards can allow you to do stuff with cards."
  • "Oh, Jesus. I'm not a massive fan of Leader Games's artwork that they use in their stuff like Root."
  • "This rule book is excellent."
  • "If you don't intend to play this solo at all, you're wasting half of the value of this game."
  • "I would actually give the solo mode at least a seven."
References (from this video)
No references stored for this video.
Video hNIcL3VrRxs No Pun Included Review at 0:00 sentiment: positive
video_pk 3941 · mention_pk 11528
No Pun Included - The Old King's Crown video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep and emergent strategic depth that reveals itself with repeated plays
  • Sumptuous artwork and bold, expressive asymmetry that invites exploration
  • Dynamic interaction via auctions, heralds, assassinations, and faction-specific cards
Cons
  • Steep learning curve and occasional rule ambiguity around actions vs commands
  • High potential for chaos if players overextend with kingdom cards or poorly timed heralds
  • First-time indie publisher with delivery risk and expansion timing considerations
Thematic elements
  • Power, political intrigue, betrayal, and performance under pressure as players maneuver for legitimacy and control.
  • A medieval-fantasy succession war where four factions vie for the throne within a grand, windowed kingdom board.
  • Tarot-like, with a strong emphasis on atmosphere, artful asymmetry, and the sense of a living, unfolding court drama.
Comparison games
  • Coup
  • Citadels
  • Galactic Cruise
  • Talisman
Mechanics (from transcript analysis)
  • Ambush and retreat (zero-value card interaction) — Low-value cards can ambush or retreat, allowing players to restructure or reallocate power in a region at a hidden cost, since cards are faced down and their identity is uncertain.
  • Assassination and elimination — Each faction deck contains an assassin card that can eliminate other cards in the same region upon reveal, creating high-stakes combats with hidden information.
  • Face-down card play and reveal clashes — Each round, players select three cards to place face down into the regions. When revealed, the highest numerical value in a region wins the clash and the corresponding location reward.
  • Herald and bluff signaling — A herald card signals intent and can grant extra points or strategic advantage if other players place their heralds similarly; misdirection is common and consequential.
  • Kingdom cards auction — Each round begins with an auction where players submit a facedown card; the highest value grants first pick of a kingdom card, creating tension around bid-downs and steal dynamics on future rounds.
  • Region control and rewards — Winning a region grants a victory point and a special ability, plus access to one of two locations in that region that provide ongoing or round-based benefits.
  • Three-layer asymmetry — Beyond shared core rules, each faction has a kingdom-favor, tactic tiles, and unique faction cards, producing distinct strategic paths and interaction patterns.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The central mechanism of the old king's crown is playing a card face down, simultaneously revealing it, and comparing who has the largest number.
  • This auction might seem simple at first. Play a card, highest card wins, but it masquerades ingenious mechanisms that emerge gradually with experience.
  • The theme is its truth. It pervades through everything until it reaches and twists you to bring out the very worst.
  • Every reveal, every ability deployed or snuck in, pivoting the scuffle into a spinning edge of your seat roller coaster.
  • The depth starts to really unravel once you've become accustomed to how each faction differs and operates on a strategic level with its mechanical vagaries and intricacies.
References (from this video)
No references stored for this video.
Video wMI5YpJQu9U Beyond Solitaire Interview at 26:10 sentiment: positive
video_pk 3916 · mention_pk 119231
Beyond Solitaire - The Old King's Crown video thumbnail
Click to watch at 26:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Noted for bold visual/thematic choices and strong personal attachment
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think everything has a story.
  • I'm 100% a writer. I have a creative writing degree.
  • This is a fun adventure and it's fun to do.
  • Board games have almost unlimited scope to be unintentionally funny.
  • Everybody's Wrong About Dune Brackets Imperium.
  • The Fate of the Fellowship is really exciting.
  • I'm jazzed to talk about these things.
References (from this video)
No references stored for this video.
Video OOKz8HkGI8o Board Game Hangover Top List at 12:50 sentiment: positive
video_pk 3783 · mention_pk 11098
Board Game Hangover - The Old King's Crown video thumbnail
Click to watch at 12:50 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • tight, tense area-control with bluffing elements
  • thematic kingly succession premise
Cons
  • learning curve for hidden-card mechanisms
  • villainous-sounding title may mislead some players
Thematic elements
  • territory control via hidden card play and strategic timing
  • medieval realm with a king's demise and succession
  • thematic, card-driven negotiation and conflict
Comparison games
Mechanics (from transcript analysis)
  • Area Control — Control territories to gain points over rounds
  • area_control — Control territories to gain points over rounds
  • card_play_resolution — Players play a single card to determine territorial outcomes, then reveal
  • hidden_information_and_bluff — Simultaneous card plays create bluffing and hidden intentions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The coldest hot board game out there right now is Ory. So, Orly is actually a quite heavy Euro game from the looks of it alone, right?
  • Decorus is the new cooperative and hot board game from Pegasus.
  • The looks are not that great. Yeah, it it looks unique, but it's a really tough and heavy cooperative board game about hacking.
  • The Hobbit? Then you know what's coming.
  • This is a deck building game.
  • The board is actually very clean, yet at the same time detailed.
  • The pieces pop. I love the contrast of black and white background and then having colorful pieces.
  • First and hottest game this month is Vampire Lords, which is right now on Game Found.
  • Second hottest board game out there right now is The Old King's Crown.
  • Number three in our hotness list is Tigris and Euphrates.
  • Fourth hottest board game right now is Covenant.
  • Fifth hottest game on our list is Terramystica.
  • Number seven on the hottest games of the month is Tag Team.
References (from this video)
No references stored for this video.
Video i5lDaG4vU-o Box of Delights Playthrough at 0:00 sentiment: positive
video_pk 3202 · mention_pk 106637
Box of Delights - The Old King's Crown video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Beautiful, thematic artwork by Pablo Clark
  • Strong asymmetric design with distinct factions
  • Integrated bluffing and fog card tension in solo play
  • Solid potential for solitaire AI with a strategic feel
  • Modular difficulty options via mods and archetypes
Cons
  • Prototype with incomplete artwork; still tweaking rules
  • Complex rule set with steep learning curve
  • Fog and mood cards add randomness and bluffing challenges
  • Dependence on luck in card draws can affect attrition and balance
Thematic elements
  • royalty, intrigue, rebellion, ruses
  • A medieval empire in political turmoil following the death of the king
  • asymmetric, agent-based intrigue with social/political maneuvering
Comparison games
none
Mechanics (from transcript analysis)
  • area_bidding_and_control — Regions and the Great Road are contested via card play; heralds grant bonuses when placed in certain areas.
  • Asymmetric Mechanics — Four factions (Nobility, Uprising, Clans, Gathering) each with unique mechanics and a Sim AI opponent.
  • asymmetric_factions — Four factions (Nobility, Uprising, Clans, Gathering) each with unique mechanics and a Sim AI opponent.
  • bluffing_and_hidden_information — Fog cards and back-of-card cues introduce hidden information and bluffing opportunities.
  • collaborator_and_site_of_power — Collaborator discs and sites of power influence rules, draws, and scoring; myth cards affect draw order and power dynamics.
  • Deck building — Each faction has its own deck that can be augmented with myth and tactics; cards can cycle back into the draw pile.
  • deck-building — Each faction has its own deck that can be augmented with myth and tactics; cards can cycle back into the draw pile.
  • seasonal_year_based_play — The game unfolds over yearly cycles with Spring, Summer, Autumn, Winter phases and seasonal effects.
  • Trick-taking — Players play cards to win 'clashes' and gain influence; the highest card in a region wins the clash.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the old king is dead the Empire has a power vacuum there are four heirs to the throne all vying to take that crown
  • it's a trick-taking game basically
  • it's a deck building mechanism
  • there's lots of bluffing in this game
  • this is still a prototype
  • the artwork is fantastic
References (from this video)
No references stored for this video.
Video 9g0vpKtBWN0 Before You Play Rules Teach at 0:03 sentiment: positive
video_pk 2820 · mention_pk 8246
Before You Play - The Old King's Crown video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Asymmetric factions with unique abilities and strategic depth that rewards careful planing and adaptation
  • Rich clash system with a suite of interactive keywords that create meaningful decisions during every conflict
  • Seasonal structure (Spring, Summer, Autumn, Winter) that encourages varied tactics and pacing across an entire round
  • High replayability enabled by multiple kingdom cards, variable sites, and the potential for a solo mode
  • Integrated tension between deck-building, real-time region action, and political maneuvering
Cons
  • Prototype copy shown in the video; manufacturing and final rules may shift before release
  • High complexity and a steep learning curve for new players; heavy rulebook and many interacting systems
  • Clash sequences can be lengthy and rely on precise keyword interactions, potentially slowing play for larger groups
  • Turn order is randomized at the start of each round; this can make planning feel less consistent and may affect perceived balance
Thematic elements
  • Court intrigue, factional power balances, ritual heralds, and strategic region control
  • A fictional medieval kingdom with four factions competing for influence and legitimacy after the mysterious disappearance of the king.
  • Asymmetrical faction narratives integrated with deck-building and variable site mechanics; a strong emphasis on negotiation and timing during seasonal rounds
Comparison games
none
Mechanics (from transcript analysis)
  • Clash keywords and resolution — Keywords like vulnerable, shield, eliminate X, bolster, loyal, and resilient directly influence clash outcomes. For instance, vulnerable cards may be eliminated by countering with shields, and eliminate X can remove multiple opponents’ cards but can be mitigated by shields or timing. The resolution includes a careful tally of base strength (card value plus region modifiers and any bolsters) and, if needed, extra rounds to break ties via additional cards. This creates a tactical tug-of-war where players must consider both current card strengths and the potential future impact of remaining cards.
  • deck-building/hand management — Each faction starts with a distinct deck consisting of supporters and strategy cards. Players sculpt their options by playing supporters to influence region checks and by using strategy cards that interact with keywords and other cards. The balance between maintaining a robust hand size, triggering the right keywords, and preparing for clashes drives long-term planning across a round sequence.
  • Phase structure and seasonal actions — Rounds represent years broken into four phases: Spring (herald placement and spring actions), Summer (simultaneous card play to regions), Autumn (clash resolution and region outcomes), and Winter (deploy actions and end-of-round cleanup). Each phase imposes a seasonal constraint on which actions are available and how they interact with other systems, creating a rhythm that players must learn to exploit while managing their faction’s unique capabilities.
  • Region control and clashes — The board is divided into three regions with two locations each, plus a Great Road that houses kingdom cards. Players place Heralds to locations to pressure rival factions, then engage in clashes to determine control. Strength is calculated from played cards, supporting tokens, and synergy with other cards; clashes hinge on keyword interactions such as vulnerable, shield, bolster, and eliminate X. The system rewards positional awareness, timing, and anticipation of opponents’ hands.
  • Simultaneous Summer action and Great Road — During Summer, players secretly select and reveal cards to each region and may also place to the Great Road. The revealed cards determine the timing and strength of upcoming clashes, while the Great Road serves as a crucible for strategic growth: you can gain new kingdom cards, reinforce regions, or manipulate opponent’s gains by bidding on location rewards. This simultaneous reveal aspect adds a layer of bluffing and prediction to the otherwise deterministic clash process.
  • Site of power and reward pathways — Sites of power can be used to discard cards for reactivating tactics or to gain access to powerful faction-specific cards placed there at game start. The Wilderness reward can move a quest-bearing card to a site of power, enabling further influence and strategic deck-building. The interaction between sites, wilderness rewards, and quests creates a nuanced upgrade path that rewards planning and risk-taking.
  • Tactics, site of power, and quest keywords — Each faction has its own tactics that can be activated (and must be flipped when used, requiring reactivation costs). Sites of power provide ongoing benefits and access to powerful faction cards; quests introduce keywords that move cards between zones and unlock further actions. The interaction of tactics, site-based gains, and quest-driven card flow adds depth to early round planning and late-round finetuning.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the game has played over the course of several rounds each representing one year and each round is divided into four phases
  • Welcome To The Kingdom now I know that there's a lot going on here
  • it's both designed and fully illustrated by Pablo Clark
  • the turn order is random at the start of the game and will not change until the start of the next round
  • the goal is to be the first to score 15 influence 20 influence in a two-player game
References (from this video)
No references stored for this video.
Video GUj6tgkf6NI The Dice Tower Discussion at 1:55 sentiment: positive
video_pk 1479 · mention_pk 4279
The Dice Tower - The Old King's Crown video thumbnail
Click to watch at 1:55 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • gorgeous artwork
  • positive perception among early backers
Cons
none
Thematic elements
  • card-driven conquest with royalties, rebels, or ruses
  • medieval kingdom
  • royal politics and herald-driven movement
Comparison games
none
Mechanics (from transcript analysis)
  • card-driven — card-driven actions and events guide play
  • herald movement — heralds move counselors around locations on the map
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • You've got a legally distinct predator in there.
  • Wishland the card game as opposed to the original Wishland.
  • Endearment is exciting... the achievement thing doesn't do anything for me.
References (from this video)
No references stored for this video.
Video 5mnhgZVdrts One Stop Co-op Shop Top List at 7:22 sentiment: positive
video_pk 1063 · mention_pk 3043
One Stop Co-op Shop - The Old King's Crown video thumbnail
Click to watch at 7:22 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Great design and tactical play
  • Flexible Solo Automa
  • Factions are fun to explore
Cons
  • Heavy group doesn't want to play it
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The boss battling was pretty interesting.
  • The story was pretty cool.
  • It's not my favorite boss battler or adventure games by any means this year, but still pretty fun.
  • I love the stealth in this one. I'm a big fan of the IP, and I think this is an amazing video game adaptation.
  • Adventure Done right.
References (from this video)
No references stored for this video.
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