The Old King's Crown · Board game rules
How are ties broken in a clash?
Quick answer
Tied players, in turn order, may play a face-down card to start a new clash or pass. If all pass, the clash is unresolved with no rewards.
Details
When a clash ends in a tie, the tied players (those with the highest Strength) enter a resolution process. In turn order, each tied player chooses to either:
- Play a face-down Faction Card from their Hand into the Region, initiating a new clash, or
- Pass.
If any player plays a card, a new clash begins, repeating the standard clash steps (reveal cards, Day Action Step, Night Effects, tally Strength). This continues until a single winner is determined or all tied players pass. If all pass immediately, the clash is unresolved: no rewards are claimed, and the Region is marked as resolved for the Round [p.29 — Resolve Tied Clashes].
Watch out: If a tied player cannot play a card (e.g., empty Hand), they must pass. If all pass in the first resolution step, the clash is immediately tied with no rewards, even if some players had cards to play in subsequent steps.