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The Old King's Crown box art

The Old King's Crown

Game ID: GID0341844
Game Info
Year
2025
Players
1-4
Age
12+
Playtime
90 min
Collection
Ratings
Creator Score
Mechanic profile
Percentile rank vs. all games
Vibe profile
How this game feels to play
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: 103
This page: 50
Sentiment: pos 40 · mix 7 · neu 1 · neg 0
Mentions per page
Showing 51–100 of 103
Video yYI5_0GTboY Review at 0:01 sentiment: positive
video_pk 68022 · mention_pk 164341
The Old King's Crown video thumbnail
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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)
No references stored for this video.
Video MvkrvxNKnms Review at 0:04 sentiment: positive
video_pk 67624 · mention_pk 163773
The Old King's Crown video thumbnail
Click to watch at 0:04 · YouTube ↗
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)
No references stored for this video.
Video u0W42-Rp0kQ Rules Teach at 1:45 sentiment: positive
video_pk 67541 · mention_pk 163663
The Old King's Crown video thumbnail
Click to watch at 1:45 · YouTube ↗
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)
No references stored for this video.
Video uDUUpvFQQfo Top List at 12:15 sentiment: positive
video_pk 66861 · mention_pk 162669
The Old King's Crown video thumbnail
Click to watch at 12:15 · YouTube ↗
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)
No references stored for this video.
Video XC2Vg_1L9ZE Analysis at 16:12 sentiment: mixed
video_pk 66536 · mention_pk 162168
The Old King's Crown video thumbnail
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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)
No references stored for this video.
Video R3sFctCXL5g Unknown Analysis at 4:07 sentiment: positive
video_pk 66281 · mention_pk 161187
Unknown - The Old King's Crown video thumbnail
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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)
No references stored for this video.
Video A0_IDdF31ro Board Game Critique Review at 0:50 sentiment: mixed
video_pk 62537 · mention_pk 155245
Board Game Critique - The Old King's Crown video thumbnail
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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)
No references stored for this video.
Video Do37tZ18BeE Totally Tabled Playthrough at 0:00 sentiment: positive
video_pk 59415 · mention_pk 151970
Totally Tabled - The Old King's Crown video thumbnail
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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)
No references stored for this video.
Video F1bnZ3oVaVI Board Game Hangover Review at 0:00 sentiment: mixed
video_pk 42764 · mention_pk 129914
Board Game Hangover - The Old King's Crown video thumbnail
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Overall sentiment (raw)
mixed
Pros
  • High replay value due to a large variability in kingdom cards and dynamic interactions
  • Strong player interaction and negotiation as core design features
  • Asymmetric factions and multi-use cards add depth and strategic variety
  • Effective solo mode that feels like a separate, self-contained experience
Cons
  • Steep learning curve with many icons and keywords to memorize
  • Chaos and unpredictability can be frustrating for some players
  • Box is small in physical footprint but the game's complexity can feel heavy
  • New players may be at a disadvantage against experienced groups due to knowledge gaps
Thematic elements
  • faction-based political intrigue with negotiation, influence, and power shifts
  • medieval kingdom politics and influence
  • asymmetric, emergent storytelling driven by card powers and player interaction
Comparison games
  • Pox Pameir
  • Chaos Cove
  • Old King's Crown
Mechanics (from transcript analysis)
  • card stealing and market interaction — Players can steal kingdom cards from others and bid for market cards, increasing inter-player pressure.
  • card strength comparison — Players reveal cards and compare top numbers to determine who gains influence on a territory.
  • card-based powers and chaining effects — Cards carry built-in powers that can trigger additional effects, enhancing strategic depth.
  • kingdom-card bidding — Players bid for kingdom cards each round; those cards grant special abilities that can swing the game.
  • Negotiation — Social interaction shapes turn order, support, and territorial battles, often deciding outcomes beyond pure luck.
  • negotiation and dealmaking — Social interaction shapes turn order, support, and territorial battles, often deciding outcomes beyond pure luck.
  • solo mode with a dedicated bot — A distinct solo variant exists, offering a different gameplay experience with its own components and turns.
  • territory influence via multi-card deployment — Each player places or commits card strength to up to three territories to accumulate influence points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Is this game sure goodness or just chaos? Let's figure that one out.
  • This little box doesn't contain much. Mostly just boards and cards, but it stands with the big boys and feels epic and not as heavy.
  • The social aspect is so freaking amazing.
  • One of the most epic moments was the negotiation in later plays.
  • Everyone's in everyone's business all the time, and I love it.
References (from this video)
No references stored for this video.
Video cDxl3fDSTwg The Board Game Garden Discussion at 9:45 sentiment: positive
video_pk 42251 · mention_pk 128178
The Board Game Garden - The Old King's Crown video thumbnail
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Overall sentiment (raw)
positive
Pros
  • Impressive production and presentation
  • Robust solo support and extended rulebooks
  • Strong thematic art and components
Cons
  • Complex rulebook may be daunting
  • Longer playtime may deter casual players
Thematic elements
  • Crown management and palace intrigue
  • Medieval fantasy / kingdom building
  • Epic, lore-rich
Comparison games
  • Hadrian's Wall
  • Katan 3D
Mechanics (from transcript analysis)
  • Solo/multi-mode scoring and tracking — extensive scoring sheets and tracks for solo and group play
  • Worker placement / location control — players manage actions and placement to achieve goals
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • five different games in one box for two players
  • Spellbook this is a Phil Walker-Harding…
  • The old king's crown is huge and heavy
  • Witchcraft is shipping heck yes
References (from this video)
No references stored for this video.
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 f6LJcFPlB14 Board Stupid Awards Show at 4:39 sentiment: positive
video_pk 40699 · mention_pk 123388
Board Stupid - The Old King's Crown video thumbnail
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Overall sentiment (raw)
positive
Pros
  • gorgeous, expansive art that evokes lore instantly
  • strong breadth and depth in design
  • highly thematic and windowed into the game's world
Cons
  • steep learning curve for first-time players
  • longer play sessions can be heavy for some groups
Thematic elements
  • lore-driven court intrigue
  • medieval kingdom politics and crown succession
  • emergent storytelling through unique card art and kingdom windows
Comparison games
none
Mechanics (from transcript analysis)
  • Area Majority — presence in districts determines influence and scoring
  • area_majority — presence in districts determines influence and scoring
  • Auction — players bid for actions/resources, shaping conflict and control
  • Auction / Bidding — players bid for actions/resources, shaping conflict and control
  • Card-driven storytelling — cards visually and mechanically drive actions and lore cues
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a stunning achievement in its breadth and depth
  • Molly House was such an interesting experience for us and it was so unique in how it transported us to the world it was evoking
  • the overall package that Battle of Hoth offers is fantastic
  • Tag Team is fantastic and we can't wait to see more of it
  • Eterna could have been in best art. It could have been in best reimplementation, but it is also a phenomenal intermediate level game
References (from this video)
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Video f6LJcFPlB14 Board Stupid Awards Show at 28:55 sentiment: positive
video_pk 40699 · mention_pk 210325
Board Stupid - The Old King's Crown video thumbnail
Click to watch at 28:55 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deep, multi-layered mechanics
  • thematic integration with a strong historical flavor
  • high replayability due to asymmetric play and modular strategies
Cons
  • even more intimidating for new players
  • longer play sessions
Thematic elements
  • imperial ambition and betrayal
  • Romean empire with political intrigue
  • epic, narrative-driven through mechanics
Comparison games
  • Luthia
  • Galactic Cruise
  • Fate of the Fellowship
Mechanics (from transcript analysis)
  • Area Majority — control across multiple districts to score
  • Card Drafting — players draft and utilize cards to drive actions
  • Tableau Building — building a personal tableau influencing outcomes
  • Worker Placement — placing workers to execute key actions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a stunning achievement in its breadth and depth
  • Molly House was such an interesting experience for us and it was so unique in how it transported us to the world it was evoking
  • the overall package that Battle of Hoth offers is fantastic
  • Tag Team is fantastic and we can't wait to see more of it
  • Eterna could have been in best art. It could have been in best reimplementation, but it is also a phenomenal intermediate level game
References (from this video)
No references stored for this video.
Video EzEjmg9-Qj8 Board Stupid Discussion at 15:29 sentiment: positive
video_pk 39580 · mention_pk 119514
Board Stupid - The Old King's Crown video thumbnail
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Overall sentiment (raw)
positive
Pros
  • Ambitious project with high production value
  • If you like roots/arcs-like games, this may be a favorite
Cons
  • Not for everyone; could be polarizing
Thematic elements
  • Epic fantasy kingdom politics
Comparison games
  • Root
  • Arcs
Mechanics (from transcript analysis)
  • Complex interlocking systems — Narrative-driven, deeply ambitious design that may not be for everyone.
  • Crown/kingdom management — Ambitious, high-production design; non-mainstream approach.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We really liked this game; Pavson did again an amazing, amazing worker placement with hidden bidding mechanisms, and I think it's one of the finest games on the heavier side.
  • Flip 7 is a fantastic party game that you can pick up for 10 quid and have an absolute blast.
  • It's cozy because cozy is that's this year's theme.
  • Ready Set Bet... It's super cool. It's a great party game that you want to play when you got like a larger group.
  • This is not just an leather game, but it feels like a leather game.
References (from this video)
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Video s4J0UXtfm44 BlampCo! Top 10 List at 11:45 sentiment: positive
video_pk 39341 · mention_pk 118605
BlampCo! - The Old King's Crown video thumbnail
Click to watch at 11:45 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • astonishing art quality; widely praised visuals
  • art by Pablo Clark and strong penciling that evokes graphic novels
Cons
  • art-forward presentation may overwhelm new players
Thematic elements
  • high-risk, high-reward betting with hidden information
  • secret societies with power dynamics and intrigue
  • dramatic and reveal-driven across multiple plays
Comparison games
none
Mechanics (from transcript analysis)
  • Auction / Bidding — players secretly bid or commit to actions with hidden information
  • blind bidding / betting — players secretly bid or commit to actions with hidden information
  • Faction system — players align with factions and leverage quirks over plays
  • reveal-driven progression — many strategic elements emerge after second/third plays
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Adam has never beaten me at Iliad. Has he even played a board game? Ille bet.
  • One of my favorite gaming experiences of the years with everyone in this room crowding around deep regrets cards, laughing themselves silly at the revolting bastards beneath the waves.
  • The Dark Quarter fixes all of that by making it cooperative, creating essentially Detective City of Angels via Mansions of Madness set in supernatural New Orleans.
  • The Old King's Crown has the greatest art in board games.
  • Magical Athlete is a godamn roll and move.
  • This game, Nemesis Retaliation, is a proper different feeling sequel while still feeling like Nemesis.
References (from this video)
No references stored for this video.
Video n6xtw4GCNdQ Unknown Channel Top 10 List at 22:40 sentiment: positive
video_pk 39172 · mention_pk 118047
Unknown Channel - The Old King's Crown video thumbnail
Click to watch at 22:40 · YouTube ↗
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 RPYNzVoAmv8 Going Analog Top 10 List at 1:02:50 sentiment: positive
video_pk 37313 · mention_pk 112065
Going Analog - The Old King's Crown video thumbnail
Click to watch at 1:02:50 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • tight action economy
  • dense strategic possibilities
Cons
  • heavy teaching burden
  • long playtime
Thematic elements
  • kingdom management with heavy engine-building
  • fantasy-themed kingdom-building and exploration
  • rich, strategic
Comparison games
  • Cascadia (thematic focus)
  • Gloomhaven (engine built on actions)
Mechanics (from transcript analysis)
  • Engine Building — build out the kingdom by placing pieces and managing resources.
  • engine-building / area control — build out the kingdom by placing pieces and managing resources.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's like drunken mascots
  • it's a quick race, but the system is rewarding
  • the box sells itself
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 knW7X2KIGH4 Totally Tabled Top 10 List at 4:36 sentiment: positive
video_pk 36338 · mention_pk 230567
Totally Tabled - The Old King's Crown video thumbnail
Click to watch at 4:36 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Stunning artwork by Pablo Clark
  • Potentially robust solo mode for a lane battler
Cons
  • Usually not a solo-heavy title, so solo depth is unproven
  • Heavier asymmetry may complicate solo play
Thematic elements
  • bluffing and regional control in a throne-focused conflict
  • Fantastical medieval realm with throne contention
  • thematic fantasy with asymmetric power dynamics
Comparison games
none
Mechanics (from transcript analysis)
  • Asymmetric Player Powers — Different player powers give each side unique options.
  • asymmetric_abilities — Different player powers give each side unique options.
  • Boss Battler — Region control via card-based actions presented in lanes.
  • lane_battler — Region control via card-based actions presented in lanes.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "2024 is shaping up to be an amazing year"
  • "Inventions Evolution of Ideas... the genuine thing"
  • "I tend to enjoy the games he works on"
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 E8EkayjPrVw Before You Play Playthrough
video_pk 35035 · mention_pk 166647
Pros
none
Cons
none
Thematic elements
none
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 throne has been vacated and it is our job as faction leaders to try to make sure that our faction comes out ahead and claims control over this ancient kingdom.
  • this is a hand management and area control game for one to four players that plays in about 60 to 120 minutes
  • Heralds are placed out into a specific location... you gain an additional influence and you also get to steal an influence from each player whose herald was also there.
  • Nighttime effects are always mandatory, and they're done simultaneously.
  • Naveen wins because his total strength is five to my zero.
References (from this video)
No references stored for this video.
Video E8EkayjPrVw Before You Play Playthrough at 0:00 sentiment: positive
video_pk 35035 · mention_pk 104539
Before You Play - The Old King's Crown video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong asymmetric design that rewards planning around your faction's unique abilities
  • deep teach-through with layered rules that become intuitive with play
  • high player interaction via heralds, bidding, and clashes
  • clear thematic framing with seasonal structure and council governance
  • good potential for two-player depth and strategic counterplay
Cons
  • rule complexity can be intimidating for new players
  • early rounds can feel slow due to multiple simultaneous steps (bidding, heralds, region assignment)
  • iconography and small text on cards may require careful reading or teach aids
  • board state can become visually dense as rounds progress
Thematic elements
  • faction influence, governance, and throne contention
  • medieval fantasy kingdom with a vacated throne and competing factions
  • asymmetric, card-driven with seasonal cycles and city/region clashes
Comparison games
none
Mechanics (from transcript analysis)
  • advanced faction cards / HQs — factions have advanced cards and HQs that grant powerful, sometimes global or lasting benefits within a round or the game.
  • Area Control — three regions on the board are contested via simultaneous card play; strength is determined by card value plus supporting pieces, determining influence gains.
  • area control / region clashes — three regions on the board are contested via simultaneous card play; strength is determined by card value plus supporting pieces, determining influence gains.
  • bidding for turn order — each round begins with bidding for a kingdom card; higher bids grant the right to select first, with ties resolved by current turn order.
  • councils and governance — autumn governance actions via councils (Relics, Secrets, Oaths) unlock repeated or triggered effects and influence generation.
  • Hand Management — players operate a shared basic deck with faction-specific tweaks and one-time tactics; cards are played and managed to maximize regional clashes.
  • herald placement — each player places heralds in specific locations to gain extra influence and possible steals when their herald wins a clash there.
  • night/day effects — cards may have sun (day) or moon (night) effects; nighttime effects are mandatory and can eliminate opposing cards unless protected.
  • pathfinder / discard mechanics — pathfinder cards send the card to discard instead of lost, affecting future reshuffles and lore economy.
  • Seasonal phases — rounds are divided into spring, summer, autumn, and winter, each enabling different actions and effects with strategic timing.
  • Variable Phase Order — rounds are divided into spring, summer, autumn, and winter, each enabling different actions and effects with strategic timing.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the throne has been vacated and it is our job as faction leaders to try to make sure that our faction comes out ahead and claims control over this ancient kingdom.
  • this is a hand management and area control game for one to four players that plays in about 60 to 120 minutes
  • Heralds are placed out into a specific location... you gain an additional influence and you also get to steal an influence from each player whose herald was also there.
  • Nighttime effects are always mandatory, and they're done simultaneously.
  • Naveen wins because his total strength is five to my zero.
References (from this video)
No references stored for this video.
Video wAXnBBs1TaY BoardGameGeek Discussion at 5:56 sentiment: positive
video_pk 34314 · mention_pk 102191
BoardGameGeek - The Old King's Crown video thumbnail
Click to watch at 5:56 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Gorgeous production and art
  • Dynamic, interactive play with meaningful choices
  • Grounded in a strong core concept of power competition
Cons
  • Possibly not everyone’s preferred style due to high interaction
  • Learning curve around card interactions and timing
Thematic elements
  • Strategic bidding, card-driven regional conflicts, and high interaction.
  • Medieval fantasy war scenario with regional control and power struggles.
  • War-like competition with shifting powers, assassinations, and political maneuvering.
Comparison games
  • Feast for Odin (in spirit of high interaction and war dynamics)
Mechanics (from transcript analysis)
  • card_bid_and_reveal — Cards are played face-down to regions and revealed to trigger actions.
  • high_interaction — Players can directly hinder or confront each other, creating tense back-and-forth competition.
  • power_card_auction — Players auction for powerful cards that can dramatically swing outcomes, with risk of later interference.
  • region_control — Players bid, play, and reveal cards to influence regional control and gain points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's very cool to have kind of a BG Hall of Fame.
  • The cover is striking. It's very beautiful.
  • This is going to be one of those classic Euro games by Uwe and their DNA is there.
  • Man, I love the cover of Thessaloniki.
  • Dewan looks real pretty.
  • What the heck is in this box? What the heck this game is?
References (from this video)
No references stored for this video.
Video PFSjQ3_AwIY Board Stupid Discussion at 26:05 sentiment: positive
video_pk 33829 · mention_pk 100733
Board Stupid - The Old King's Crown video thumbnail
Click to watch at 26:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • appears to be a strong, heavier reissue/reskin potential
  • high anticipation among fans
Cons
  • little concrete info in transcript; relies on external info
Thematic elements
  • table presence with intense competition
  • historical-inspired strategy with crown/power dynamics
  • classic Euro
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — kingdom control flavored mechanics with political scoring
  • area control / voting style — kingdom control flavored mechanics with political scoring
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's our monthly roundup
  • this is more viby
  • the game is an experience
  • we're going to go to Birmingham very soon
  • it's the best artwork that I've seen
  • the art in this made me a little bit emotional
References (from this video)
No references stored for this video.
Video ybo8h3BDVHE Board Stupid Discussion at 26:04 sentiment: positive
video_pk 32824 · mention_pk 97278
Board Stupid - The Old King's Crown video thumbnail
Click to watch at 26:04 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Lavish production; ambitious scope
  • Experimentation and risk-taking by the designer
Cons
  • Large footprint; high cost
  • Not accessible for casual players
Thematic elements
  • Lavish production; large-scale strategic scope
  • Fantasy empire-building
  • Epic, grand scale
Comparison games
  • Molly House
  • Endeavor Deep Sea
Mechanics (from transcript analysis)
  • Area Control — Massive production; multiple factions with depth
  • area control / resource management — Massive production; multiple factions with depth
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • IP dominance has been a thing this year, in some of those big hitters.
  • the board game industry operates in the world of very fine margins.
  • By the time we film something and release it, it's out of date.
  • We do it for the love of the game.
  • Two-tier hobbying... two different worlds at that point.
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 zQXcFTmvFro The Board Gaming Doctor Review at 0:00 sentiment: mixed
video_pk 30316 · mention_pk 89228
The Board Gaming Doctor - The Old King's Crown video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Rich, immersive theme and vibrant artwork
  • Strong solo mode integration
  • High player interaction and bluffing opportunities
  • Deep strategy via kingdom card choices and councils
  • Appreciable asymmetry and variability across games
Cons
  • Can be too chaotic for players seeking long-term strategic planning
  • High rules overhead and significant setup/time
  • Luck and randomness can dominate, especially solo bot
  • Requires dedicated group or online platform for best experience
  • Can feel underwhelming in payoff relative to complexity
Thematic elements
  • Crown succession, political maneuvering, bluffing, and war-like region control
  • Fantasy medieval court intrigue; heirs vying for a throne in a kingdom
  • Narrative-driven with strong thematic integration; heavy on art and faction lore
Comparison games
  • Arcs
  • Challengers
  • Rout
Mechanics (from transcript analysis)
  • asymmetric factions — Each player starts with a unique faction and special abilities that differentiate playstyles.
  • Betting and Bluffing — Outcomes are influenced by betting chips and bluffing about your strength or intent.
  • Deck Building — Acquire new cards to customize your deck and strategy; cards can be stolen.
  • Deck-building with acquisitions — Acquire new cards to customize your deck and strategy; cards can be stolen.
  • Drafting kingdom cards — Players draft and equip kingdom cards, then attach them to their faction to gain ongoing abilities.
  • Lane/battle region control — Three regions are contested; players bet and try to have the highest number in each region.
  • Solo mode against a bot — A robust solo mode with its own deck and tableau, simulating multiplayer interaction.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This game is an uh a game where you are an heir to a vacant throne. The old king has abandoned it and you're fighting for its crown.
  • There is an element of betting and bluffing to it.
  • It's been compared to like a knife fight in a phone booth where things are very tight in terms of who may win certain clashes.
  • The Old King's Crown does have a heavy narrative base if you look closely at the art and I mean kudos to the designer Pablo Clark for doing the art and making as you know the theme as rich as possible.
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 xzv32VVu8vM Neon Gorilla Discussion at 1:24 sentiment: neutral
video_pk 28179 · mention_pk 210544
Neon Gorilla - The Old King's Crown video thumbnail
Click to watch at 1:24 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • unknown
  • unknown
  • unknown
Comparison games
none
Mechanics (from transcript analysis)
  • unknown — unknown
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The inaugural cardboard punchy votes are open right this second.
  • This is your opportunity to be involved in the very first people's choice awards for this platform.
  • It's free. I'd love to have you over.
  • Go check out Cardboard. If you're not a member of Cardboard already, go check it out. It's free.
References (from this video)
No references stored for this video.
Video RNNqW9Qfb4k Board Stupid Discussion at 29:30 sentiment: positive
video_pk 28202 · mention_pk 82651
Board Stupid - The Old King's Crown video thumbnail
Click to watch at 29:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • lush artwork and rich theme
  • high replay value with asymmetric play
Cons
  • complex for new players
  • thematic heavy for casual sessions
Thematic elements
  • court bidding and backstabbing
  • royal court, medieval intrigue
  • stabby but stylish
Comparison games
  • Political bidding games
  • Other Mind Clash titles
Mechanics (from transcript analysis)
  • Auction / Bidding — bluff and bid to influence crown power
  • auction and bidding — bluff and bid to influence crown power
  • hidden bidding — players bid secretly for actions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This one looks super super cool. We can't wait to play this one.
  • Fat bears. That's fat bear season.
  • Simple to learn, hard to master, beautiful to play.
  • Code Names is immaculate. It's a brilliant game.
  • Gwent is that game... It's basically the same game that you played in the video game.
  • Terascape... a hardcore cooperative zombie apocalypse survival.
  • Old King's Crown... expect a full review on this coming very very soon.
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 jtY31_tFo4g The Board Gaming Doctor Top 10 List at 2:26 sentiment: positive
video_pk 27803 · mention_pk 81182
The Board Gaming Doctor - The Old King's Crown video thumbnail
Click to watch at 2:26 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • high player interaction
  • bluffing adds tension and engagement
  • strong thematic integration with mechanics
Cons
  • potential repetition across plays with the same group
Thematic elements
  • card battling, bluffing, betting; interactive table dynamics
  • fantasy medieval kingdom; card-based combat
  • competitive, direct conflict between players
Comparison games
none
Mechanics (from transcript analysis)
  • bidding/betting — players bet and bluff to influence outcomes
  • Hand Management — players manage and play cards to perform actions
  • lane/card battle — interactive combat style with above-the-table elements
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a very interactive card battling, lane battling type of experience with some betting and bluffing and above the table aspects which I do enjoy in a lot of games.
  • The major issue with Finsspan for me was how long it took to play this game.
  • Epoch is one of the best approximations to a real-time civ game such as Age of Empires.
  • Sweet Lands is the perfect game for me this year.
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 tUUcVOKknk4 Rahdo Runs Through Playthrough at 0:00 sentiment: positive
video_pk 11012 · mention_pk 95450
Rahdo Runs Through - The Old King's Crown video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Beautiful artwork and components
  • Tightly designed 2-player head-to-head with meaningful choices
  • Deep strategy with evolving board state
Cons
  • Rule complexity for new players
  • Two-player only may limit variety without expansions
Thematic elements
  • Faction control, negotiation, and ritual politics
  • A post-crown realm power vacuum where rival factions vie for influence
  • Competitive bluff and strategy in a deterministic 5-era cycle
Comparison games
none
Mechanics (from transcript analysis)
  • bidding — Simultaneous bid on kingdom cards to gain first choice and resources.
  • clashes — Seasonal clashes resolve which faction gains influence in regions.
  • councils and heralds — Governance via councils, herald placement, and tokens to gain abilities.
  • Location Control — Occupying locations with cards yields ongoing benefits and endgame scoring.
  • supporters and lore — Supporters add strength; lore tokens enable card acquisition and special actions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the artwork in this game is incredible.
  • I think this game is very smart.
  • In a two-player game, you have a lot more opportunity to get in the head of your opponent.
References (from this video)
No references stored for this video.
Video c1MnpVpON5A Box of Delights Playthrough at 0:00 sentiment: positive
video_pk 9023 · mention_pk 125877
Box of Delights - The Old King's Crown video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Deep strategic depth with multiple interacting systems
  • Strong thematic cohesion and unique replacement of AI behavior
  • Beautiful, signature artwork and unique kingdom cards
  • Clear, strategic flow from bidding to clashes and rewards
Cons
  • Steep learning curve and dense iconography
  • Some rules interactions can be exploited or bent, requiring house rules
  • AI behavior can be opaque; requires familiarity to optimize
Thematic elements
  • Political intrigue, bidding for territory, influence and law as currency
  • Fantasy medieval kingdom-building around three regions (Highlands, Plateau, Lowlands) with a solo AI opponent
  • card-driven, region-control with evolving AI strategies and council mechanics
Comparison games
  • Sea Breakers
Mechanics (from transcript analysis)
  • Card bidding for kingdom cards — Players bid using their cards to occupy kingdom cards, with higher bids winning slots and affecting future rounds.
  • Defended/occupied kingdom cards — Kingdom cards are defended by their bid strength; others can steal by higher strength.
  • Flanking and card movement — Flanking cards can be moved to different regions to influence clashes; timing matters.
  • Influence and councils — Influence tokens and councils (Secrets, Relics, Oaths) generate points and unlock rewards or ongoing effects.
  • Journey and law economy — Journeying cards to gain law tokens to buy new cards; paths like Pathfinder move cards between zones.
  • Seasonal actions (Spring/Summer/Autumn) — Seasonal actions drive card play, movement of supporters, and governance; Autumn uses automations and journey.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • There are a lot of depth to this game.
  • Kingdom cards are the way that you can really change up the way the game plays because each one of these cards is going to change the rule.
  • Siren Songs kicks in because it's got fog.
  • Three regions, Highlands, Plateau, lands.
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 ovBi-cXr9Zg Tabletop Turtle Top List at 45:47 sentiment: positive
video_pk 8041 · mention_pk 98623
Tabletop Turtle - The Old King's Crown video thumbnail
Click to watch at 45:47 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • very tactical with deep player engagement
  • strong sense of identity and progression
Cons
  • aggressive feel may be divisive; not for everyone
Thematic elements
  • courtly intrigue and aggressive area conquest
  • Ancient throne room with three contested battle zones
  • highly aggressive but deeply strategic battles
Comparison games
  • Roth
  • Arcs (not exact but thematically similar)
Mechanics (from transcript analysis)
  • Bid-based area battles — three active battle zones; players bid with cards
  • Card-driven tactical movement — cards provide abilities like flank or assassin
  • Upgrades and identity development — pawns and cards upgrade to power up battles
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 of Delights Playthrough at 0:00 sentiment: mixed
video_pk 7826 · mention_pk 23111
Box of Delights - The Old King's Crown video thumbnail
Click to watch at 0:00 · YouTube ↗
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.
  • Influence Points — 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 TUqi9RCBsLY Beyond Solitaire Interview at 6:21 sentiment: positive
video_pk 7821 · mention_pk 118549
Beyond Solitaire - The Old King's Crown video thumbnail
Click to watch at 6:21 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Tightly integrated theme and mechanics that reinforce the setting and political atmosphere.
  • Ambiguity and allegory stimulate interpretation and discussion at the table.
  • Strong, cohesive art direction that aligns with the world-building.
  • Publisher collaboration and a design process that allowed the game to mature and grow.
Cons
  • Relatively high complexity and learning curve for new players.
  • Lengthier playtime and setup could limit accessibility for some groups.
Thematic elements
  • Factionalism, social hierarchy, and the fragility of power within a shifting realm.
  • A fictional medieval kingdom with political factions, built around a ruined castle and an evolving social order.
  • Ambiguity-driven storytelling and allegory; history refracted through game mechanisms.
Comparison games
  • Resist
  • Imperium Legends
  • Witchcraft
Mechanics (from transcript analysis)
  • asymmetric factions — Each faction has distinct powers and victory paths, driving divergent play styles.
  • Attrition — When a deck runs out, players suffer attrition, representing overstretched resources and support.
  • Bidding / Fog of War — Competitive bidding for limited resources with hidden information to simulate political maneuvering.
  • deck-building — Players draft and curate a deck of influence cards that powers their actions and strategies.
  • Economic and supply-line management — Logistics and resource management underpin the tactical engagement in the game world.
  • Neutral/kingdom cards — A neutral kingdom deck introduces variability each game, impacting strategy and pacing.
  • Three Councils / Council system — The kingdom is governed by three councils, each granting unique abilities and shaping strategic direction.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I cannot believe it took me years to reach it
  • ambiguous history and historical allegory
  • ambiguity is great I love 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)
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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)
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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)
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