Kingdom Crossing · Reference sheet
Kingdom Crossing reference sheet
Overview
- 1–4 players, ~60–90 min, 4 rounds [p.1 — Theme]
- Goal: score the most VP by hiring Characters, building Structures, and fulfilling Bridge goals [p.1 — Theme]
- Each round: collect Income → move Worker across bridges → hire a card → claim goals [p.6 — Round]
- Workers cross bridges exactly once per round; 7 bridges on the board [p.4 — Regions]
- 5 Guilds (Fox, Owl, Bear, Wild Boar, Deer) each provide different income bonuses [p.1 — Theme]
- Game ends after round 4; final scoring adds Guild cards, Structures, Invest track, and Favors [p.12 — End]
Setup
- Place main board and Tree board at center [p.2 — General Setup]
- Sort 80 Character + 20 Structure cards into 10 piles of 10; place on board slots, reveal top card of each [p.2]
- Sort Bird tokens by back; place face-down piles in each of the 4 regions [p.2]
- Remove 1 Queen card unseen; stack remaining 4 face-down on Tree board [p.2]
- Place 6 Bridge goal tiles randomly (random side; Easy side for first game) [p.2]
- Shuffle 26 Favor of the Queen tiles into 3 equal piles; reveal 1 from each [p.2]
- Each player: place 6 Action tiles (non-upgraded) left of board, 7 Paw markers + 2 Houses on board, all resource markers on space 0, Score marker on 0, Investment marker on leftmost space [p.3]
- In reverse turn order, each player picks a Starting card + Favor of the Queen pair and resolves it [p.4]
- First player places Balloon in their starting region [p.4]
Turn structure
Each round has 3 phases:
- Morning A – Income: Collect Guild income (per 2 cards in a column) + trigger all Structure incomes [p.7]
- Morning B – Birds: Remove last round's birds; place 1 Bird token face-up on each card in its region [p.8]
- Morning C – Queen Awakes: Discard previous Queen card; reveal next from pile [p.8]
- Noon (×4 per player): Select an Action tile → Rest (gain coins) or Work (move Worker, hire card) [p.8]
- Evening: If Worker is in a region with your House, collect 1 Income; return 4 Action tiles and Paw markers [p.10]
- Claim Bridge goals after any Action or at end of Evening phase [p.11]
Actions
| Action Tile | Rest | Work Effect |
|---|---|---|
| Coin tile | 5 coins | 2 coins + cross 1 bridge |
| VP tile | 3 coins | 1 VP + cross 1 bridge |
| Resource tile | 3 coins | Cross 1 bridge; may spend 4 coins for 1 resource |
| 2-bridge tile | 3 coins | Cross exactly 2 bridges |
| 3-bridge tile | 3 coins | Cross exactly 3 bridges |
| Queen tile | 8 coins | Stay in region; claim Queen card + 1st player token |
- Upgraded sides improve Rest coins and Work bonuses [p.18 — Action Tiles]
- After Working: resolve Bird bonus → hire card → optionally claim Bridge goals [p.9]
- Balloon: spend 3 coins (same region) or 10 coins (different region) to move Worker freely before/after bridge crossing [p.10]
Scoring
End of round 4 — convert then score:
- Spend coins: every 5 coins = +1 space on Invest track [p.12]
- Invest track: VP shown at your marker's position [p.12]
- Guild cards (Fox/Owl/Bear/Wild Boar only): cards in guild × stars your resource marker passed (Lumber=Fox, Stone=Owl, Sap=Bear, Food=Wild Boar) [p.12]
- Structures: VP per Structure = VP value shown at your least advanced resource marker [p.12]
- Favors of the Queen: score individually per tile (see Appendix) [p.16]
- During game: Bridge goals (VP on tile slot), placing 6th Paw = 3 VP, 7th Paw = 4 VP, Fox guild income = 2 VP per 2 cards [p.9–p.11]
- Tiebreaker: most coins remaining; if still tied, share victory [p.12]
End of game
- Game ends after the 4th round's Evening phase [p.12]
- Trigger final scoring (see Scoring section)
- Most VP wins; tiebreak = most coins; if still tied, shared victory [p.12]
Glossary
- Paw marker: placed on a bridge when crossed; each player has 7; placing 6th = 3 VP, 7th = 4 VP [p.8 — Work]
- Guild income: bonus collected each Morning for every 2 cards in a Guild column [p.7 — Income]
- Structure income: all Structure abilities trigger each Morning (and immediately when hired) [p.7 — Income]
- Invest action: either advance Invest marker 1 space OR gain coins shown at marker's position and reset to leftmost space [p.6 — Invest]
- Favor of the Queen: end-game personal objective tile; gained via resource track 10, both row Bridge goals, placing all Houses, or Peddler [p.11]
- Bridge goal: shared objective tile on Tree board; claim when condition met; earlier = more VP [p.6 — Bridge Goals]
- Decoration tiles (Flower/Sculpture): placed on player board; stars on them multiply Guild card VP if resource marker passed them [p.12]
- Balloon: pawn allowing free movement to any region; costs 3 coins (same region) or 10 coins (different region) [p.10]
- House: placed on main board when you have 1 card from each Guild; enables Evening income; 3rd House = Favor of the Queen [p.9]
- Empty deck tile: replaces an exhausted card deck; provides a permanent effect [p.9]
FAQ
- Q: Can I cross the same bridge twice in a round? — A: No, unless you use the Balloon (which lets you move without placing a Paw marker) [p.10 — Balloon]
- Q: When can I use the Balloon? — A: Only during a Work action, before OR after placing Paw markers, never mid-movement [p.10]
- Q: What if I can't hire any card after moving? — A: You must choose Rest instead of Work [p.9 — Noon]
- Q: Can multiple players claim the Queen card in the same round? — A: No, only one player per round [p.20 — Rules You May Forget]
- Q: When do I place a House on the main board? — A: Each time you have at least 1 card from every Guild above your player board [p.9 — Houses]
- Q: In a 2-player game, where does the 2nd Bridge goal marker go? — A: Always on the 3rd position slot (2nd slot is not rewarded) [p.11 — Claiming a Bridge Goal]
- Q: Does the Evening income trigger if I have 4–5 cards in a Guild column? — A: Yes, trigger it twice for 4–5 cards, three times for 6–7, etc. [p.10 — Evening Phase]