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The Old King's Crown

Game ID: GID0341844
Collection Status
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.

Year Published
2025
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 10
This page: 10
Sentiment: pos 8 · mix 1 · neu 0 · neg 0
Mentions per page
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Showing 1–10 of 10
Video rei7BD0GuoI Unknown Channel top_10_list at 14:33 sentiment: positive
video_pk 13296 · mention_pk 38980
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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 ovBi-cXr9Zg Tabletop Turtle top_10_list at 0:00
video_pk 8041 · mention_pk 23683
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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 9YImQMKEhD0 Box Delights playthrough at 0:00 sentiment: mixed
video_pk 7826 · mention_pk 23111
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Overall sentiment (raw)
mixed
Pros
  • Strong thematic integration with nautical/kingdom aesthetics and fog-driven tension
  • Rich card interactions (e.g., Shape Shifter's Mirror) create dynamic, high-stakes turns
  • Clear sense of progression through year-round rounds (year, autumn, winter) with meaningful choices
  • Interactive AI (the Sim) provides a formidable, evolving challenge
  • Narrative commentary and on-screen decision-making are engaging and instructional
Cons
  • High reliance on luck of the draw in some moments (threat cards, book/cards availability) can feel punishing
  • Complex rules and interactions may present a steep learning curve for new players
  • Fog and deadliness can create stiff, grindy late-game scenarios if not managed carefully
Thematic elements
  • Political influence, territorial control, and tension between a malevolent AI adversary (the Sim) and the player’s kingdom
  • Fantasy-tinged kingdom realms with nautical motifs, plateau regions, and fog-driven threat dynamics
  • Solo narrated playthrough with strategic decision-making and emergent storytelling
Comparison games
none
Mechanics (from transcript analysis)
  • Ambush — A daytime effect allowing players to bring a card from hand into a clash face-down, then reveal later; provides a strategic surprise.
  • clash resolution order — Clashes are resolved in a specific regional order (plateau, highlands, lowlands) with day/night considerations and ambush effects.
  • Council of Secrets — A governing mechanic where votes and influence are allocated to match ambitions; can be amplified by other effects.
  • deadly — Certain regions or cards gain the 'deadly' keyword, removing or reducing cards unless shielded or mitigated.
  • fog mechanic — Fog tokens influence region threats and the progression of clashes; scattered fog can alter outcomes.
  • Heralds and influence — Herald positioning grants influence; combined with kingdom bonuses to influence control and voting power.
  • ruse — A bid/steal/discard style action that can disrupt opponents and shift card ownership during a turn.
  • shape shifter's mirror — A powerful, once-per-round card copying effect that copies another card from the lost pile with modified strength.
  • Siren Songs — A recurring threat mechanism that influences council influence and triggers during certain events.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Shape Shifter's Mirror is going to be much more useful to me.
  • This is a massive gamble obviously because if this is a 13, they've got 16, and I've got 15.
  • I'm going to gamble. Come on. This is what gaming is about. We're going to gamble.
  • Monolith is awesome.
  • Wow, what a round. Okay, we're first.
References (from this video)
No references stored for this video.
Video ucInP6lxwH4 Board Stupid top_10_list at 45:04 sentiment: positive
video_pk 6523 · mention_pk 19341
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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 The Brothers Murph top_10_list at 25:47 sentiment: positive
video_pk 5634 · mention_pk 16719
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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 hNIcL3VrRxs Unknown Channel game_review at 0:00 sentiment: positive
video_pk 3941 · mention_pk 11528
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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 OOKz8HkGI8o Unknown Channel top_10_list at 12:50 sentiment: positive
video_pk 3783 · mention_pk 11098
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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
  • 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 9g0vpKtBWN0 Unknown Channel rules teach at 0:03 sentiment: positive
video_pk 2820 · mention_pk 8246
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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 general_discussion at 1:55 sentiment: positive
video_pk 1479 · mention_pk 4279
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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 Unknown Channel top_10_list at 7:22 sentiment: positive
video_pk 1063 · mention_pk 3043
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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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