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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

  1. Place main board and Tree board at center [p.2 — General Setup]
  2. Sort 80 Character + 20 Structure cards into 10 piles of 10; place on board slots, reveal top card of each [p.2]
  3. Sort Bird tokens by back; place face-down piles in each of the 4 regions [p.2]
  4. Remove 1 Queen card unseen; stack remaining 4 face-down on Tree board [p.2]
  5. Place 6 Bridge goal tiles randomly (random side; Easy side for first game) [p.2]
  6. Shuffle 26 Favor of the Queen tiles into 3 equal piles; reveal 1 from each [p.2]
  7. 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]
  8. In reverse turn order, each player picks a Starting card + Favor of the Queen pair and resolves it [p.4]
  9. First player places Balloon in their starting region [p.4]

Turn structure

Each round has 3 phases:

  1. Morning A – Income: Collect Guild income (per 2 cards in a column) + trigger all Structure incomes [p.7]
  2. Morning B – Birds: Remove last round's birds; place 1 Bird token face-up on each card in its region [p.8]
  3. Morning C – Queen Awakes: Discard previous Queen card; reveal next from pile [p.8]
  4. Noon (×4 per player): Select an Action tile → Rest (gain coins) or Work (move Worker, hire card) [p.8]
  5. Evening: If Worker is in a region with your House, collect 1 Income; return 4 Action tiles and Paw markers [p.10]
  6. 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]

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