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FroGames — Moments You'll Remember
Someone bluffs holding three cards face down. Someone counts the remaining realms of others. Someone stakes everything on an unexpected faction. And in the end, the throne goes to whoever read the table best.
WHAT IT'S ABOUT
New houses, new ambitions, same throne to conquer
Songs of Home is the expansion that enriches The Old King's Crown, Pablo Clark's game where asymmetrical factions vie for the throne of a kingdom without a ruler. Clark is the designer and artist of the project, published by Eerie Idol Games in 2026. The expansion introduces new playable houses, neutral realm cards, and mechanics that expand tactical possibilities without overcomplicating the flow.
At the table, you manage your hand of cards to claim realms, bluff about your intentions, and leverage the unique powers of your faction. Each house has a different approach: some focus on direct conflict, others on timing or manipulation. Cards are played face down, revealed simultaneously, and whoever reads their opponents best takes control. Tension builds when you realize that every choice costs a future opportunity.
What they say abroad
Songs of Home brings tactical variety without complicating the system. Each faction truly changes how you play.
— FroGames
The asymmetry works: you have to learn your house and anticipate others'. Playing your cards well isn't enough.
— FroGames
The Old King's Crown: Songs of Home
The base game supports solo play with dedicated rules, and the expansion adds factions playable in solo. The experience works well for those seeking optimization and tactical puzzles, but it loses the element of bluffing and reading opponents that is the core of multiplayer.
What the expansion brings
New tools to claim the throne
New playable factions
Asymmetrical houses with unique powers. Each changes your approach to conflict and timing. You must learn their strengths and anticipate those of others.
Neutral realm cards
Additional territories that modify conquest conditions. Some reward those who bluff, others those who control the majority. They change the tactical value of each round.
Variable powers
Each faction brings abilities that break standard rules. Some activate effects when revealed, others manipulate conflict resolution. The asymmetry is real.
Expanded conflict mechanics
New ways to resolve disputes over realms. Not just brute force: timing, bluffing, and positioning matter more. Whoever reads the table wins.
In an hour, you'll know if you bluffed better than others or if you trusted your hand too much. The throne does not forgive miscalculations.
A game in five acts
What happens at the table
Not the rules. The experience.
Choose your house
Everyone picks a faction and reads their unique powers. Someone smiles because they immediately grasp the combo. Someone else asks, "Can I really do that?" The answer is yes, and it will change everything.
First cards on the table
Everyone plays face down. No one knows what others have until you simultaneously reveal. The first person to lose a realm learns that bluffing comes at a cost. Others take mental notes.
Factions emerge
Now we see who has understood their house. Someone dominates military realms, someone else secretly accumulates points. Strategies diverge and the table splits into different plans.
The decisive bluff
Someone plays three cards face down on a key realm. The others must decide: challenge them or let it go? Those who make a mistake lose their accumulated advantage. This is the moment to remember.
The throne has a new master
Final counts. Someone had a hidden plan and wins by surprise. Someone else discovers they wasted cards on the wrong realm. It always ends with "Next time I'm playing that faction."
How to play
The flow of each round
Each round is a sequence of hidden choices, simultaneous reveals, and conquests. Whoever controls more realms advances toward the throne.
Choose which realms to contest and place cards face down. Others do the same. No one knows what you've played until you all reveal together.
Everyone flips their cards at the same time. Now you see who played where and with what strength. Faction powers activate in this phase and can turn everything around.
Compare cards on each realm. Whoever played better takes control. Some realms reward majority, others bluffing or timing. Mechanics vary with expansion cards.
Whoever has conquered enough realms gains influence. The first to reach the threshold wins. But beware: others can still trick you in the last round if you misread the table.
Why it's different from others
Six mechanics that make the difference
Truly asymmetric factions
They're not just different bonuses. Each house changes the way you play: some dominate with force, others with bluffing, still others by manipulating timing. You must learn your own and anticipate those of others.
Hidden cards and simultaneous reveal
You don't know what others are playing until you all reveal together. This creates moments of pure tension: did you bluff well or did you waste cards on the wrong realm? You only find out when it's too late to change.
Realms with variable rules
The new neutral realm cards change the conditions for conquest. Some reward those who play more cards, others those who play fewer. Each realm requires a different approach, and you must adapt to the table's setup.
Indirect but constant conflict
There's no direct combat, but every card you play influences others' choices. If you bluff too much, they'll let you and dominate elsewhere. If you're predictable, they'll anticipate you and cut you out. Reading the table is everything.
Tight hand management
You have limited cards and every choice costs a future opportunity. Wasting three cards on a realm you then lose means not having resources for subsequent rounds. Whoever plans better wins, not whoever draws better.
Controlled escalation
The game lasts just right: 60-90 minutes for a complete game. There's no downtime because you play simultaneously, and each round raises the stakes without becoming heavy. You reach the finale with everyone still in the game.
How it ends
How to win and how to lose
The throne goes to whoever conquers enough realms and accumulates influence. But you lose if you misread the table or waste cards on the wrong conflicts.
Victory
- Be the first to reach the required influence threshold by conquering key realms
- Exploit your faction's powers to dominate the conflicts that truly matter
- Bluff at the right moment and anticipate opponents' moves, taking realms they thought were lost
Defeat
- You waste too many cards on secondary realms and lack resources for decisive rounds
- Others read your strategy and cut you off from key territories
- You bluff poorly and lose conflicts you could have won with a different play
Songs of Home is for those who want more tactical depth and asymmetry without complicating the rules. Each faction changes the game, and bluffing remains at the heart of the experience.
Frequently asked questions
FAQ about The Old King's Crown: Songs of Home
Is the base game needed to play Songs of Home?
Yes, this is an expansion for The Old King's Crown. It is not standalone: you need the base game to play. The expansion adds factions, realm cards, and mechanics, but integrates into the existing system.
Are the new factions stronger than the base ones?
No, they are balanced to play alongside those in the base game. Each faction has different strengths, and victory depends on how you use them and how you read the table. There's no power creep: just more tactical variety.
How much does it complicate the base game?
Very little. The core rules remain identical: you play cards face down, reveal simultaneously, conquer realms. The new factions add unique powers, but if you know the base game, you'll learn a new house in 5 minutes. The complexity is tactical, not rules-based.
Does it also work well solo?
It works, but it loses the bluffing that is the heart of the game. In solo, you have dedicated rules and can use the new factions, but the experience is more a tactical puzzle than reading opponents. If you primarily play solo, expect a different experience from multiplayer.
Is it available in Italian?
No, this edition is in English. The text on the cards is present and affects gameplay, so a basic understanding of the language is required. If you're looking for an Italian edition, it is not currently available.
The Old King's Crown: Songs of Home is the strategic expansion for Pablo Clark's game published by Eerie Idol Games. It introduces new asymmetric factions, neutral realm cards, and advanced bluffing mechanics for 1-4 players, ages 12+, duration 60-90 minutes. Each house has variable powers that change the tactical approach: hand management, conflict via hidden cards, simultaneous reveal, and reading the table. The expansion integrates into the base game without complicating the rules, adding depth and replayability. For those seeking true asymmetry and calculated tension. Available on FroGames.it.

The Old King's Crown: Songs of Home
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