
Karak - Regent
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🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
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FroGames — Moments You'll Remember
Someone wants to stop him. Someone wants to help him return. The table divides, laughter erupts as the Lord steals the treasure right under the heroes' noses. And in the end, nobody remembers who was with whom anymore.
WHAT IT'S ABOUT
The Lord of Karak returns, and this time one of you is in command
Before the dragon arrived, Karak was ruled by a powerful and cruel tyrant. The heroes managed to stop him but not destroy him. Now he is returning to reclaim the throne. Karak: Regent is the expansion by Petr Mikša (who also created the illustrations with Roman Hladík) that transforms the family-friendly dungeon crawler into an asymmetrical 1-vs-all challenge.
The base game is required. This box brings 4 new heroes, new components, and above all, a brand new game mode: one of you takes on the role of the fallen Lord and tries to regain power. The others must stop him. Tiles are flipped, dice roll, alliances crumble.
What they say abroad
An expansion that adds depth without complicating the rules. The Lord has unique powers, the heroes have four new faces. Karak Castle has never been so alive.
— FroGames
The Lord mode transforms Karak into a completely different game. Asymmetry works even with the little ones.
— FroGames
Karak: Regent
What's in the box
The new dungeon pieces
Four new heroes
New characters with unique abilities. They integrate with those from the base game and open up new tactical combinations.
The Lord of Karak
One player becomes the antagonist. They have asymmetrical powers, different objectives, and can overturn all the heroes' plans.
New dungeon tiles
Rooms, corridors, and traps that mix with the base tiles. The castle changes shape and strategy with each game.
Dedicated components
Tokens, cards, and materials to manage the Lord's powers and the heroes' actions without slowing down the flow.
In an hour, the table will be divided. Someone will have defended the castle, someone will have tried to reclaim it. And everyone will want to play again.
A game in five moments
What happens at the table
Not the rules. The experience.
The castle is revealed
The tiles from the base game are shuffled with the new ones. The board takes shape by turning over cards one at a time. One of you chooses the Lord of Karak, the others take the heroes. The laughter has already begun: some know what awaits them, some don't.
The first cursed room
A hero enters a room and draws an event card. A monster appears, they roll the dice, the result is below the threshold. They take a hit. The Lord smiles: every hero's wound point is power he accumulates. The tension suddenly rises.
The contested treasure
A hero gets to a gem first. The Lord plays an action card and steals it from their deck. Protests, laughter, someone asks to re-read the rule. Asymmetry strikes: the Lord does not follow the same rules as the others.
The alliance of heroes (or almost)
Two players decide to coordinate: one lures the Lord into a trap, the other collects victory points. The plan works for exactly one turn. Then the combat die rolls a 1, and the Lord breaks free. Shouts and laughter.
Someone wins, no one accepts it
The Lord achieves the victory condition. Or perhaps the heroes stopped him by a hair's breadth. It doesn't matter: someone immediately asks for a rematch. This time they want to play the Lord.
How to play
The flow of each turn
The structure is that of basic Karak, but the Lord mode introduces asymmetric actions and a new game objective.
Each player (heroes and Lord) moves their character and can flip a new dungeon tile. The castle expands.
Heroes draw cards when entering new rooms: encounters, monsters, treasures. The Lord, on the other hand, plays action cards from their deck to hinder them.
If heroes and the Lord cross paths, or if a hero faces a monster, dice are rolled. The winner inflicts damage, the loser pays the price.
The Lord collects points every time heroes take damage. Heroes accumulate treasures and experience. The first to reach their objective wins.
Why it's different from the others
Six elements that make it unique
Asymmetry that works for 7-year-olds
Karak's Lord mode brings 1 vs all mechanics into a family system. The Lord has unique powers, but the rules remain accessible. No prior experience is needed to play the villain.
Board that changes every game
The tiles from the base game are shuffled with the new ones. Each exploration is different. The dungeon never repeats itself, neither in form nor in the tactics it requires.
Four new heroes, four new styles
Each character has unique abilities that integrate with the hero roster of the base game. Unprecedented tactical combinations open up. Replayability explodes.
Simple but tense dice combat
The resolution system is immediate: roll, compare, resolve. But every die roll carries consequences. A 6 can turn a lost battle around, a 1 can make a perfect plan collapse.
Two victories, two strategies
Heroes seek treasures and experience points. The Lord accumulates power from every damage dealt. Opposite objectives that force continuous interaction and risky decisions.
Expansion that transforms the base game
It's not just extra content: it's a new mode that changes Karak's DNA. It goes from pure cooperative to asymmetrical competitive. Two games in the same box.
How it ends
How to win and how to lose
Heroes and the Lord have separate objectives. The first to reach their victory condition wins.
Victory
- The Lord reaches the necessary power level by accumulating points from damage dealt to heroes
- Heroes collect enough treasures and experience points before the Lord completes his return
- A hero defeats the Lord in direct combat before he accumulates enough power
Defeat
- All heroes are defeated before reaching the necessary victory points
- The Lord completes his objective before the heroes can stop him
- Heroes run out of time without accumulating enough resources
Karak: Regent takes a simple and accessible family game and injects asymmetry, tension, and endless replayability. Without betraying the rules in 15 minutes.
Frequently Asked Questions
FAQ about Karak: Regent
Is the base game required to play?
Yes, Karak: Regent is an expansion and requires the base game. It cannot be played alone. The components integrate with the original ones to create new configurations and modes.
Is the Lord mode really accessible for 7-year-olds?
Yes. The Lord has asymmetric powers, but the rules remain those of the base game: movement, exploration, dice. Asymmetry does not bring complexity, it brings different roles. Even the youngest immediately understand how to play the villain.
Can I use the new heroes in the classic Karak mode?
Absolutely. The four new heroes integrate perfectly into the base game. You can mix them with the original ones and freely choose who to use, even without activating the Lord mode.
How long does a game with Lord mode last?
Between 30 and 60 minutes, like the base game. The duration depends on the number of players and the board configuration. The asymmetrical mode does not slow down the flow: it adds tension, not weight.
Is this edition in Italian or English?
This is the English language edition published by Albi. The game has language-independent components (tiles, dice, tokens), but cards and rules are in English. An Italian edition also exists.
Karak: Regent is the asymmetrical expansion for Karak designed by Petr Mikša, for 2-5 players aged 7 and up, lasting 30-60 minutes. It introduces the Lord of Karak mode, where one player takes on the role of the fallen tyrant and tries to reclaim the throne, while the others play heroes who must stop him. It brings 4 new characters, new dungeon tiles, and dedicated components to manage asymmetry without complicating the rules. The modular board ensures infinite replayability, the dice system maintains accessibility and tension. Published by Albi, available on FroGames.it.

Karak - Regent
Frequently Asked Questions
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