The Old King's Crown is a board game of royalty, rebels and ruses.
The game centres around low-luck strategic play, with bidding, bluffing and hand management. Featuring card combos and engine building, unique player powers and area control.
It includes four distinct factions to command, a deck of neutral cards to recruit, an innovative approach to deck management, a fully-featured solo mode and dynamic rounds that shift between simultaneous reveals and precise, tactical turns.
DECLARATIONS & DECEPTION
As you vie for control of the land, use both hidden and public actions.
Heralds can stake a claim on a location, granting additional influence if you seize that region, stealing vital resources from nearby rivals.
However, you may have no intention of committing to that position and they are simply a masked misdirection.
SEND YOUR SUPPORTERS AFIELD
Followers manoeuvre across the map. Whether leaving the front lines to journey the Great Road or positioning themselves, in secret, in areas whose rewards best serve your strategy.
As schemes are set in motion, hidden cards positioned and supporters committed, consider your opponents’ own aims and ambitions as you prepare for the clashes to come.
REVEAL AND RESOLVE
See whether your plans, full of agents and agendas, have come to fruition. As cards are revealed they’ll clash, strengthened by supporting pieces and plays. Assassinations, feints, ruses and powerful abilities can help carry the day.
Victory means claiming powerful rewards that in turn open up new strategic possibilities.
SEEK SUPPORT FROM THE KINGDOM
Send supporters journeying along the Great Road that threads the kingdom, searching for new allies, old artefacts and half-remembered sites of power. Use them to build powerful synergies and inventive strategic opportunities.
Each card in the large Kingdom Deck is unique and offers game altering abilities, allowing you to combine them in emergent ways with your faction and your position in the game.
GROW YOUR FORCES
Expand your roster of cards by acquiring unique and powerful new cards for your faction. Each new card adds further strategic potential and abilities for you to utilise in your fight to claim the crown.
FACTIONS
THE NOBILITY
The Nobility, the old inheritors of the kingdom. They are the ancient order of things, the last-of-lines ossifying in their great, half-sunken estates. They wait and watch the glories dim, the dust drift, the ivy grow, whilst outside their gates and walls time rushes on.
Only one young heir remains. Most of the servants are gone. However, a few still recall their old power, its locks and keys. Tithes to collect, schemes to sow.
The House of Dawns and Dusks has stirred awake once more.
Choose the Nobility if you enjoy a playstyle that favours potent defence, the ability to sustain and exert control.
THE CLANS
The Clans, assembled on the margins of the kingdom, sail for its heart. Undertaking this great migration, a people of the steppes and sea.
At their head is an heir of exiles carrying a great accord, inked by the many that sail in her wake, each pledged to her cause. Their banners of many colours snap in the wind as they aim their prows, arrow-true, towards the lands they lost long ago.
Bright boats, full of songs and spears, bring means enough to start anew.
Choose the Clans if you enjoy a playstyle that favours mobility, momentum and overwhelming force.
THE UPRISING
The Uprising is the alleys and lanes. A wick lit to signal a midnight ship. Codes, schematics and messages hidden indelibly in ink. It’s a finger pressed to hushed lips. The people assembled in the streets, rattling at the gates. Unions and pickets, placards and printing presses. Steam, tumult, stacked steepled towns, the heaving docks and long labour of progress mandated in measures of miles not inches.
It’s generations of grief, finally being bared like teeth.
Choose the Uprising if you enjoy a playstyle that favours scheming, careful feints and eliminating rival cards.
THE GATHERING
The Gathering grow each night.
The lost and the lonely are seen wandering the woods, drawn by strange effigies and sights. A procession of sleepers that tread the dark vaults of trees in the blue hours of sleep, dreaming the same dream: of a shape in the night, alive with a starless light.
A cult, a congregation. One stands unmasked among them, and as she turns her head towards the sky, they all turn with her, as one.
Choose the Gathering if you enjoy a playstyle that favours card manipulation, subversion and the creeping accrual of power.
1 to 4 Players
60 to 120 Minutes
It may not be possible to ship very heavy items outside of the Mainland UK.
Released: 01 January 2026