







Kingdom Crossing
🐸 Details from BoardGameGeek
Consiglio BGG sul numero di giocatori
Categorie
Meccaniche
Design & Art
Lingua
🐸 How pre-orders work
🐸 A wise frog knows when to split the order… and when to wait for the right leap.
- Arrives
- second half of November 2026
Si abbina bene con
La scheda FroGames
Hai una mappa, sette ponti e un limite: ogni ponte lo attraversi una volta sola al giorno. Tra poco capirai che serve l'ottavo ponte. E capirai dove costruirlo.
DI COSA SI TRATTA
Un regno attraversato da un fiume, sette ponti e un problema topologico
Nel regno di Brightspring la Regina Beavery governa quattro regioni divise dal Fiume di Cristallo. Sette ponti collegano le terre, ma non esiste un percorso che permetta di visitare tutte le regioni attraversando ogni ponte una sola volta: serve un ottavo ponte. Marco Canetta e Stefania Niccolini (Bang! The Dice Game, Dungeon Time) costruiscono un eurogame ispirato al celebre problema dei sette ponti di Königsberg di Leonhard Euler. Le illustrazioni di David Sitbon popolano il regno di castori, volpi, cinghiali e cervi antropomorfi impegnati nella grande opera.
Al tuo turno raccogli risorse, recluti artigiani, completi contratti e raccogli decorazioni per il nuovo ponte. Ma la mappa è un vincolo costante: ogni ponte può essere attraversato una sola volta al giorno, e quando pianifichi il movimento devi considerare non solo dove andare ma anche quali percorsi ti resteranno aperti. Il motore che costruisci cresce partita dopo partita, le abilità degli artigiani si combinano, e la scelta di dove posare l'ottavo ponte cambia la geografia del regno per tutti.
Cosa dicono all'estero
"In a faraway land in the midst of a verdant forest crossed by the Crystal River lies the small kingdom of Brightspring, ruled by the wise Queen Beavery, who is facing a problem: Her four regions are separated by seven bridges, and to divide"
— Sorry We Are French
La topologia come meccanica di gioco: Euler avrebbe approvato.
— FroGames
Kingdom Crossing
Il gioco include un automa dedicato con quattro livelli di difficoltà che simula le azioni di un avversario competente: pesca artigiani, completa contratti, occupa spazi. L'esperienza è completa e il puzzle topologico funziona benissimo in solitario, anche se manca la tensione della corsa diretta per gli artigiani che senti al tavolo pieno.
Cosa costruisci
Il tuo motore di risorse, artigiani e decorazioni
Mappa e ponti
Quattro regioni collegate da sette ponti. La regola è ferrea: ogni ponte si attraversa una volta sola al giorno. Pianifica il percorso o resti bloccato a metà.
Artigiani
Recluti falegnami, scalpellini, decoratori. Ognuno ha abilità uniche che modificano le tue azioni: raccogli più risorse, cambi l'ordine, sblocchi bonus. Si combinano.
Contratti
Obiettivi pubblici che richiedono set di risorse specifiche. Completarli ti dà punti e decorazioni per il nuovo ponte. Chi finisce per primo prende il bonus maggiore.
Decorazioni
Bandiere, statue, incisioni. Le raccogli completando contratti o visitando certe regioni. A fine partita valgono punti, ma solo se hai il set giusto: collezionare male costa caro.
How do you win?
What does a turn look like?
How long does a single turn take?
How many rounds are there?
What happens in case of a tie?
What changes with 2 players?
Can you play solo?
How much does luck matter?
Is there interaction or does everyone play for themselves?
Is it replayable? What changes each game?
Are the players asymmetrical?
How much table space is needed?
What's in the box?
What's the most convoluted rule?
What are the Paws for?
How do guilds work?
What are Houses for?
What does the Queen do?
How does Investment work?
What are Bridge Objectives?
How do you get Queen's Favors?
How do Structures count at the end of the game?
Can Action tiles be improved?
What happens when a deck runs out?
For the first game is there any advice from the rulebook?
Come si gioca
Video dimostrativo di gameplay.
Elegant and satisfying strategy: you plan your path , build a resource engine , and turn every traversal into a weighty choice.
There's a beautiful kingdom, green, alive... and broken. A river cuts across it like a line of destiny, and seven bridges hold together what refuses to be separated.
The Queen is wise, the people wait... but there's a problem: to truly govern, we need another bridge. We need a seemingly impossible solution. And that's where you come in.
In Kingdom Crossing, you don't "take actions": you plan a perfect day , step by step, bridge by bridge. With one rule that becomes an obsession: you can't cross the same bridge twice .
It seems simple at first. Then you start to feel the game under your fingers: Every crossing is a choice that closes roads and opens others for you, every deviation is a cost, every wrong turn is a missed opportunity.
And the beauty is that while you're planning, you're also building: you recruit craftsmen, you gather materials, you unlock little efficiency spells that make you say “Okay, now turn.” It’s the kind of strategic board game that rewards you for learning to think first, not rush.
Then comes the most satisfying moment: when your plan works. When you cross the bridges in the right order, you fit the path together like a solved puzzle, and in a single day you feel like you've built more than one bridge. You built control.
In-depth analysis
Route Planning + Resource Engine : Plan perfect crossings and build the missing bridge. Optimization isn't cold here: It's that rare satisfaction of seeing a plan become inevitable.

Kingdom Crossing
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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