

The Crooked Crown - The Contested Crown
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Eight rounds of suspicious glances, hands exchanging cards, and the certainty that someone at the table is blatantly lying. In the end, only one will have the Crown. The others will only have suspicions.
WHAT IT'S ABOUT
A goblin treasure hunt where everyone suspects everyone
The Goblin King is dead and the Contested Crown is gone. In the ramshackle city of Snark, there's a simple law: whoever manages to steal the crown becomes the new ruler. Designed by Ken Boyter and Kedric Winks, illustrated by Alberto S. Ballesteros, this deduction party game transforms eight rounds of cards into a race of deceptions where the only certainty is that someone is lying.
Each player receives a hand of cards. Only one hides the Contested Crown. For eight turns you can spy on others' hands, strengthen your own, weaken opponents, and steal cards. Whoever holds the crown at the end of the eighth round wins. The rest is bluff, suspicion, and timing. Rules in five minutes, games that end in fifteen minutes, tension that rises with every card played.
What they say abroad
A quick game where bluffing counts more than strategy
— FroGames
Eight rounds are enough to turn friends into suspects
— FroGames
The Crooked Crown - La Corona Contesa
The cards in play
What you can do with your hand
Spy
Look at an opponent's hand. You can't touch it, but you can figure out if they're hiding the crown. Or at least, you can try.
Enhance
Improve your hand to make it harder for others to steal cards from you. It doesn't help much if someone has already targeted you, but it can save the crown.
Weaken
Make another player's hand vulnerable. Perfect before stealing a card from them. Or for sowing suspicion on someone who has nothing.
Steal
Steal a card from an opponent's hand. If you guess the right one, the crown changes owner. If you guess wrong, you've just wasted a turn.
In fifteen minutes, you'll know who at the table can lie best. And who trusts too much.
A game in five moments
What happens at the table
Not the rules. The experience.
The dealing
Everyone receives cards. Only one has the Crooked Crown hidden in their hand. The others look at their own cards trying to figure out who is already lying with their gaze. No one says anything, but suspicions immediately begin.
The first peeks
Someone plays a Spy card. They look at an opponent's hand. A raised eyebrow, a suppressed smile, a gaze held too long. Every micro-expression is a clue. Or a trap.
The thefts begin
Someone attempts the first theft. They target a hand, choose a random card. They fail. The crown is still hidden, but now everyone knows that hand was suspicious. Bluffing mixes with deduction, and no one knows what's true anymore.
The crown changes hands
A well-placed theft hits the mark. The crown changes owner, and the previous owner tries not to show it. The one who stole it pretends nothing happened. The others watch everyone, suspect everyone, and the table explodes with cross-accusations.
The eighth round
Last turn. Whoever has the crown now tries to protect it with power-up cards. The others play their last desperate Spies and Thefts. Final revelation: whoever shows the Crooked Crown wins. The others discover they've been chasing the wrong person for seven rounds.
How to play
The flow of each round
Eight identical turns. Each player plays a card, resolves it, then draws. Simple. But every choice matters.
Choose a card from your hand and place it face down in front of you. Everyone plays simultaneously, then reveals together.
Spy on a hand, strengthen your own, weaken an opponent, or steal a card. Each action changes the balance and fuels suspicions.
Rebuild your hand by drawing from the deck. The Crooked Crown, if you have it, remains hidden among the other cards.
After eight total rounds, everyone reveals their hands. Whoever has the Crooked Crown wins. The others realize where they went wrong.
Why it's different from others
Six elements that make a difference
Only one item to hide
There are no points, traces, or complex conditions. There is only the Crooked Crown, and at the end of the game only one person has it. Everything else is smoke and mirrors. This simplicity makes every game immediate and understandable even for those who never play.
Hands change continuously
Unlike other bluffing games where you hide a fixed role, here the crown can change owners multiple times. The one who had it in the second round may no longer have it in the sixth. This prevents you from just targeting one player: you have to adapt turn after turn.
Partial and shifting information
Spying on a hand gives you momentary certainty. But that hand will change the next turn. Every piece of information quickly becomes old, and you have to decide whether to act immediately or wait. Timing becomes as crucial as deduction.
Multi-layered bluffing
You can weaken the hand of someone who doesn't have the crown to make others believe they do. You can spy on someone and then ignore them to mislead. You can steal a useless card to make it seem like you failed when in fact you took the crown itself. Experienced players build psychological traps.
Lightning-fast games
Eight rounds, fifteen minutes. There's no downtime, no complex phases. You play a card, resolve it, draw. The pace is frantic and every game ends before anyone gets bored. Perfect as a filler or to end an evening without getting bogged down.
Compact LongPack format
A narrow, tall box that fits in your pocket. Inside there are only cards, nothing else. Portable anywhere, you can play it at the bar, on the train, during lunch break. No large table needed, no setup. Open, deal, play.
How it ends
How to win and how to lose
At the end of the eighth round, everyone reveals their hands. Victory is binary: either you have the crown, or you don't.
Victory
- You have the Crooked Crown in your hand when the eighth round ends
- You managed to protect it from opponent's thefts
- You bluffed enough not to be the main target
Defeat
- Someone else has the crown at the end of the game
- You wasted turns spying on or stealing from the wrong people
- You betrayed your suspicions with overly honest facial expressions
The Crooked Crown is a concentrated bluffing party game where each match lasts the length of a coffee break and delivers one smiling winner and five suspicious losers.
Frequently asked questions
FAQ about The Crooked Crown
How many people are needed to play well?
The game is for 3-6 players. With three people it works but is more tactical and less chaotic. The sweet spot is 4-5: enough players to have multiple suspects, not too many to lose track. At six it's pure goblin chaos, perfect if you're looking for laughs more than control.
Can children play?
Recommended age 8+. Children easily understand the rules (play card, draw card), but bluffing requires a poker face and the ability to lie with ease. It depends on the child: some love to deceive, others show everything on their face. Try it and see.
Do games really last 15 minutes?
Yes, you rarely go over 20-25. Eight rounds pass quickly: you play a card, resolve, draw, done. There are no long calculations or paralyzing decisions. The only slowdown can come from players who overact when spying or stealing, but that's part of the fun.
Does it work as a filler between longer games?
Perfectly. It's one of its best roles: open the evening, close the evening, fill the wait while someone finishes explaining complex rules. The box is compact, setup is non-existent, explanations last three minutes. Ideal for keeping the table warm.
Is it available in Italian?
Yes, this is the Italian edition published by Creativamente. Cards, rulebook, and materials are all in Italian. The game has minimal text on the cards (action names), so even those who don't have a good grasp of English can enjoy the original edition, but here you have everything localized.
The Crooked Crown is a bluffing and deduction party game for 3-6 players, lasting 15-25 minutes, ages 8+. Designed by Ken Boyter and Kedric Winks, published in Italy by Creativamente, the game puts participants in the shoes of goblins trying to steal the Crooked Crown to become the new King. In eight rapid turns, each player spies on other people's hands, strengthens their own, weakens opponents, and steals cards, trying to figure out who is hiding the crown. The central mechanic is deduction mixed with bluffing: the crown can change hands multiple times, and only whoever possesses it at the end of the eighth round wins. Compact LongPack format, immediate rules, lightning-fast games. Available on FroGames.it.

The Crooked Crown - The Contested Crown
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