







The Old King's Crown
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Four factions. An empty throne. And every ally is already ready to betray you.
What it's about
The king is gone. The throne is empty. Everyone wants it.
The Old King's Crown is the debut game by Pablo Clark — designer and illustrator — produced by Eerie Idol Games. Five years of development, a Kickstarter that made some noise, and a result that surprised even the most skeptical.
Each player leads an asymmetric faction: the Nobility clinging to fading power, the Clans claiming ancient lands, the People's Revolt, and the Lunar Brotherhood. The king has disappeared. The kingdom is in pieces. And you are convinced that the crown belongs to you.
The heart of the game is simultaneous conflict: everyone plays cards face down on the regions of the board. Then everything is revealed at once. In that moment — when you understand what others have played — the game comes to life.
What they say abroad
"As gorgeous to look at as it is phenomenal to play."
Beautiful to look at as it is phenomenal to play.
— Shut Up & Sit Down
"The number of ways you can approach The Old King's Crown and still win is absolutely jaw-dropping."
The number of different ways to win is astounding.
— Level Up Blog
The Old King's Crown
Your arsenal
What you control in each game
The Herald
Your representative on the field. Each round you openly position them — you declare your intentions. Or pretend to.
Faction Cards
Played face down in regions. Then revealed all at once. That's when you see who best read the situation.
The Supporters
Five single-use meeples to deploy in regions. They add strength to your clashes — use them wisely, they aren't easily recovered.
Realm Cards
Acquired through an auction each round. They often completely change the game's rules. The right card at the right moment can turn everything around.
Someone will eventually say "I didn't expect that move." It always happens with The Old King's Crown.
🃏Recommended Sleeves3 formats · 225 cards total
📖RulebookEnglish · Official PDF
🎯 COME SI GIOCA
🧤 BUSTINE
📜 REGOLAMENTO
A game in five moments
What happens at the table
Not the rules. The experience.
Choose your faction. Study the others.
Noble, Clan, Revolt, or Brotherhood. Even before touching the cards, you're already sizing up your opponents. The Herald is placed. The first intentions are declared — or feigned. The game begins here, even if the dice aren't on the table yet.
Cards played. Breath held.
Everyone plays cards face down on the regions. No one sees what others have played. Then the first player reveals theirs — and the table leans forward. That region that seemed safe no longer is. The Ambush Card changes everything.
The auction for Kingdom Cards
At the start of each round, Kingdom Cards are auctioned. You might get a card that completely flips the game dynamic — but it comes at a cost. How much is an ability worth that nullifies all opposing effects in an entire region? It depends on your standing.
The move no one saw coming
There's always a moment in every game of The Old King's Crown. Someone bluffed for three turns, drew enemy forces elsewhere, and then struck exactly where no one expected. The table falls silent. Then everyone talks about that move for the rest of the evening.
The final round. The last revelation.
The final cards are revealed. Influence is counted. Someone wins — but the conversation isn't about the score. It's about that Flank Card in the third round, the strategically placed Herald, that move that shifted the balance. Everything is packed away already asking for a rematch.
How to play
The flow of each round
Four distinct phases that repeat. Learn it in twenty minutes, master it in three games.
Kingdom Cards are auctioned. Everyone bids resources. Whoever gets the most powerful card pays the highest price — and shows others what they're aiming for.
Everyone openly moves their Herald and then plays cards face down in regions. All revealed simultaneously. Conflicts are resolved: the winner conquers the location and its unique bonus.
You can send cards on expeditions to gain Lore and buy new faction cards. Or send them to the Council for permanent passive abilities. Build your deck as you fight.
Accumulated influence is counted, end-game conditions are checked. If no one has won yet, it restarts from Spring. Tension rises with each cycle.
Why it's different from others
Six mechanics that make a difference
Hidden cards revealed simultaneously
You don't see what others play until all decks are flipped. Every revelation is a moment of collective tension. No turn is ever routine.
The Herald as a declaration of intent
It's placed openly, first and foremost. It's a signal to opponents — but it can also be a diversion. The bluff begins even before cards are played.
Asymmetry that encourages different styles
The four factions start with identical decks but unlock unique cards with different resources. Nobility does not play like Revolt. Ever.
Kingdom Cards that change the rules
They are not passive bonuses — they are modifiers to the game itself. Some nullify effects, others skip entire steps. Each game has a different set.
Six locations with unique rewards
Castle, Fields, Sanctuary, Necropolis — each rewards the winner differently. Choosing which region to contest is already a declaration of strategy.
Collectible tarot-sized art
Pablo Clark designed everything — including the rulebook. The cards are tarot-sized, rich in faction symbolism. The game looks great even when you're not playing it.
How it ends
One way to win, many ways to lose your way
It's not enough to fight — you need to choose where to fight, when, and with how much force. Influence is gained in different ways depending on the faction.
Victory
- Be the first to reach the Influence threshold set before the game
- Conquer strategic locations and exploit their special bonuses each round
- Place the Herald in the winning region to steal influence from everyone else
How to lose the crown
- Wasting single-use Supporters in the wrong battles
- Not keeping track of opponents' Kingdom Cards
- Ignoring the Journey phase and falling behind in deck building
The Old King's Crown is one of the most acclaimed debut games in recent years. Five years of development, collectible art, a design that rewards those who read the table.
Frequently asked questions
FAQ about The Old King's Crown
Is it really worth all the hype it's generated?
Mostly, yes. The system of simultaneously revealed hidden cards is genuinely tense and original. Faction asymmetry works, the art is exceptional, and in-game deck building adds progressive depth. It's not for everyone — it requires attention and a willingness to read opponents — but those who love it truly love it.
Is it difficult to learn?
The basic rules can be explained in about twenty minutes. The first game is manageable — but there's a lot of depth to discover. Kingdom Cards, in particular, change the dynamic every game. Expect to play two or three games before you really feel in control of what's happening at the table.
How many players is it best with?
With 3 players, the best balance is found — enough chaos to make bluffing necessary, enough space to build a coherent strategy. With 4, it's more chaotic and socially fun. With 2, the game becomes more tactical and direct. It works in all cases, but 3 is the sweet spot.
Are the factions truly asymmetrical or is it just aesthetics?
True asymmetry. Starting decks are identical, but unlockable cards with Lore are different for each faction — and push towards radically different play styles. Nobility plays differently from Revolt even after ten games.
Are there expansions or additional content?
Currently, the base version is the main product. The game has a Gamefound campaign for its second printing ongoing in 2026 — it might include additional content. The base game is already complete and highly replayable.
Is it available in Italian?
This is the English edition. The game uses a lot of text on cards — a basic command of English is needed to play smoothly. The official PDF rulebook is available for free on BoardGameGeek.
The Old King's Crown is a board game of conquest and bluffing for 2–4 players (ages 14+, duration 60–90 min). Designed and illustrated by Pablo Clark, published by Eerie Idol Games. Core mechanics: hand management, card-driven conflict resolution, variable player powers, bluffing, and deduction. Each player controls an asymmetrical faction — Nobility, Clan, Revolt, or Brotherhood — vying for the throne of an ancient kingdom. Cards played face down and revealed simultaneously, Herald system, single-use Supporters, Kingdom Card auctions, and in-game deck building. English edition with tarot-sized cards. Available on FroGames.it.

The Old King's Crown
Frequently Asked Questions
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