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When you open the box for the first time, you get the feeling you've just found another game. And in a way, that's true.
WHAT IT IS ABOUT
When the base kingdom is no longer enough
Waking Kingdom (formerly called Wild Kingdom) is the expansion that Pablo Clark designed for those who have already explored The Old King's Crown and want every game to be different from the last. It doesn't just add cards: it adds systems. Four independent modules that you can combine as you wish, plus a set of map tiles that make setup unpredictable.
At the table, this means: you choose which modules to activate before starting, build a map you've never seen before, and discover that the established strategies of the base game only work up to a certain point. The Aeronauts module introduces an entire faction with unique cards. The Tower of Whispers adds powerful blessings and a neutral mythical card that everyone can contend for. Legendary Creatures unlock a mythical card for each faction. The Traveling City expands possible combos and synergies. Each of these modules changes the game in a tangible way.
What they say abroad
Waking Kingdom turns replayability into a laboratory of variants
— FroGames
Each module is a slightly different game within the same system
— FroGames
The Old King's Crown: Waking Kingdom
The base game supports solo play, and the expansion keeps the mode intact by adding new variables. All modules work in solo, especially Legendary Creatures and the Tower of Whispers, which make the simulated opponent more unpredictable.
The four modules
What's in the box
Night Realm Tiles
New map tiles that allow for randomized setups. Each game begins with a different geography, changing placement and movement strategies.
Aeronauts Module
An entire faction with unique cards and aerial abilities. You recruit Aeronauts to unlock powers that no other faction possesses, changing how you build your deck.
Tower of Whispers
Powerful blessings to purchase and a neutral mythical card contended by all. Adds a secondary race for resources that no one wants to leave to their opponents.
Legendary Creatures
A mythical card for each faction. You unlock powerful creatures that radically change your deck's identity and your chances of victory.
Recommended sleeves 32 cards in 3 sizes ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 57 × 87 mm | 15 |
| 70 × 120 mm | 9 |
| 44 × 67 mm | 8 |
| Total cards | 32 |
When you open this box, The Old King's Crown stops being a game and becomes a system. And it always happens.
A game in five moments
What happens at the table
Not the rules. The experience.
Decide which rules to use
Even before opening the base game box, you have to choose: which modules do we activate? All four? Just the Aeronauts and the Tower? It's a five-minute conversation that already changes the evening's expectations. Someone wants the randomized map, someone else the Legendary Creatures.
The map is not the same as always
Flip the Night Realm tiles and start building the board. There are no fixed positions, no certainties. The river might be on the other side, the tower in the center. Those who have played a hundred base games will find themselves rethinking everything from setup.
Someone recruits an Aeronaut
Mid-game, one of you draws an Aeronaut card and adds it to their deck. It's not a normal card: it has an ability that the base game doesn't. The other players look at that card and think: maybe I should do that too. Or maybe I should take the neutral mythic from the Tower before someone else does.
A Legendary Creature emerges
One of you unlocks your faction's Legendary Creature. It's an expensive card but worth twice as much as any other. The table pauses for a moment because everyone has to recalculate points and figure out who is really in the lead. From then on, that card becomes the center of the game.
In the end, compare your setups
The game ends and someone wins, but the first thing you do is compare which modules you used and which cards you saw. Then someone says: next time let's try with all four modules active. And you already know it will be a completely different game.
How to play
The flow of each turn
The expansion doesn't change the basic turn structure, but it adds decisions to each phase.
As in the base game, you play cards from your hand. But now some cards are Aeronauts with unique abilities, and the Tower's blessings can activate at specific moments.
You can recruit cards from the market or buy blessings from the Tower of Whispers. If you have enough resources, you can also unlock your faction's Legendary Creature.
Resolve conflicts on the map tiles using your cards. With the randomized map, strategic positions change every game and you have to adapt your choices.
Discard played cards and draw a new hand. If you've added Aeronauts or mythics to your deck, the next hand could be much more powerful.
Why it's different from other expansions
Six elements that make a difference
Maps that never repeat
The Night Realm tiles allow for randomized setups every time. There is no longer a standard map, and the positioning strategies that worked in the base game become unpredictable. Every game requires a new reading of the territory.
An entire faction to recruit
The Aeronauts module introduces cards with abilities that don't exist in the base game. They are not simple numerical additions: they are new mechanics that change how you build your deck and fight. Recruiting Aeronauts means unlocking an alternative playstyle.
Contested blessings
The Tower of Whispers adds a parallel race: who gets to the strongest blessings first? There's a neutral mythic card that everyone can buy, and when someone takes it, the table reacts. It creates tension even when you're not directly fighting.
Legendary cards that define the deck
Each faction gets a unique Legendary Creature. They are not just powerful cards: they are identity cards that transform your deck into something completely different. Unlocking them is costly, but they change the course of the game.
Modules combinable as desired
You are not forced to use all four modules simultaneously. You can activate one, two, three, or all four. This means you can calibrate the complexity based on the table's experience and the evening's mood.
Expanded combos and synergies
The Traveling City module adds cards that enhance existing combos and create new ones. If you had found a favorite build in the base game, now you can push it further. If you wanted to experiment, you have more tools to do so.
How it ends
How to win and how to accumulate power
The victory conditions remain those of the base game, but the modules change how you get there.
Victory
- Accumulate more victory points than opponents through recruited cards and conquered blessings
- Unlock your Legendary Creature and use it to dominate the final stages of the game
- Control strategic tiles on the randomized map and exploit positions that others haven't seen
Defeat
- Ignore the new modules and play as if it were the base game: opponents will overtake you with Aeronauts and mythics
- Focus only on Legendary Creatures but don't have the resources to buy them when it really matters
- Leave the Tower's blessings to opponents and find yourself without answers in crucial phases
Waking Kingdom is the expansion for those who have finished exploring the base game and want every game to be an experiment. It doesn't just add cards: it adds systems.
Frequently asked questions
FAQ about The Old King's Crown: Waking Kingdom
Do I need the base game to play Waking Kingdom?
Yes, Waking Kingdom is an expansion and requires The Old King's Crown to function. It is not playable on its own, but it adds four modules that radically transform the base game.
Can I use only some modules instead of all four?
Absolutely. The four modules are independent and you can activate them in any combination. You can use just one for your first game with the expansion, or activate all four if you want maximum variability.
Do the modules make the game too complex?
It depends on the table. If you already have experience with the base game, each module adds a layer without making it too heavy. The simplest module is the Night Realm tiles (randomized setup only), the most complex are the Aeronauts (an entire faction with new abilities). You can scale the complexity by choosing which modules to activate.
How much does it extend the game's duration?
With all modules active, it adds about 15-20 minutes compared to the base game. Initial setup takes more time (randomizing maps, separating cards), but the turn flow remains the same. Games go from 60 to 90 minutes on average.
Is the expansion available in Italian?
No, this edition of Waking Kingdom is in English. The cards contain English text and the rulebook is also in the original language. A good command of the language is required to play without slowing down the table.
The Old King's Crown: Waking Kingdom is the modular expansion for 1-4 players designed by Pablo Clark and published by Kolossal Games. It introduces four combinable modules: Night Realm tiles for randomized maps, the Aeronauts module with an entire faction of unique cards, the Tower of Whispers with contested blessings and neutral mythic cards, and the Legendary Creatures module that unlocks a mythic card for each faction. Duration 60-90 minutes, recommended age 12+. Requires the base game to function. Mechanics: deck building, hand management, variable powers, conflict resolution via cards. Available on FroGames.it.

The Old King's Crown - Waking Kingdom
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