The Old King's Crown · Reference sheet
The Old King's Crown reference sheet
Overview
- 2–4 players compete over 5 rounds (standard) to accumulate the most Influence (♦) [p.8 — Aim of the Game]
- Each round has 5 phases: Start of the Year → Spring → Summer → Autumn → Winter [p.8 — Gameplay Structure]
- Players bid Faction Cards to acquire Kingdom Cards, clash over Regions, govern Councils, and journey for Lore [p.16 — Sequence of Play]
- Most ♦ in your Supply at game end wins [p.34 — Winning the Game]
- Four asymmetric factions: Nobility, Clans, Uprising, Gathering [p.34 — A Fractured Kingdom's Factions]
- Short = 4 rounds, Standard = 5, Extended = 6 [p.6 — Setup]
Setup
- Place Kingdom Board; put Councils Tile above it [p.6 — Setup A]
- Shuffle Kingdom Cards; fill Great Road with 3 face-up cards + flip top of deck (4 total face-up) [p.6 — Setup B]
- Place all ♦ and ☑ tokens in the Reserve [p.6 — Setup C]
- Place Kingdom's Favour disc on Harvest Field [p.6 — Setup D]
- Place Season Marker in Spring slot, Round Marker in slot 1 [p.6 — Setup E–F]
- Stack Clash Markers (I on top) in indicated slot [p.6 — Setup G]
- Each player takes Player Board, Herald, 5 Supporters, Hand Size Marker (set to ♦ start value), 4 Tactic Tiles (unexhausted side up), Faction Markers, Site of Power Tile [p.6–7 — Setup H–M]
- Search Faction Deck for Advanced and HQ cards (have Lore Cost); place face-up on Site of Power [p.7 — Setup M]
- Find Heir card (♦ icon); set aside. Shuffle remaining deck. Take Heir into Hand, draw until you have 6 cards [p.7 — Setup N]
- Determine turn order (oldest first or random); place Order Markers; first player takes Active Player Marker [p.7 — Setup O–P]
Turn structure
START OF THE YEAR (skip Round 1)
- Draw cards up to Hand Size (simultaneously)
- Adjust Order Track by ♦ totals (most ♦ = first; ties reverse previous order)
SPRING
- Place Bids — each player places 1 face-down Faction Card simultaneously
- Resolve Bids — reveal; highest Strength resolves first: take Great Road card, steal opponent's Kingdom Card, or return card to Hand
- Repopulate Great Road
- Place Heralds on Locations (in turn order)
- Place 1 face-down card next to each Region (simultaneously)
- Spring ♦ Action Step (in turn order)
SUMMER
- Last player on Order Track places Clash Markers (sets Region order)
- Resolve each Region: Reveal cards → Day ♦ Action Step → Night ♦ Effects Step → Tally Strength → Claim Rewards
AUTUMN
- Autumn ♦ Action Step in turn order: Govern (once), Journey (once), any ♦ Actions/Commands
WINTER
- Winter ♦ Effects Step (simultaneously)
- Cleanup: return Heralds, move Supporters to Lost Pile, discard Active cards (remove ♦ from cards that have it instead)
- Advance Round Marker
Actions
| Action | When | Effect |
|---|---|---|
| Bid (Place) | Spring step 1 | Play 1 card face-down as your Bid |
| Bid (Resolve) | Spring step 2 | Take Great Road card / Steal Kingdom Card / Return card to Hand |
| Place Supporters | Spring ♦ Step | Move any Supporters from board to any Region(s) |
| Kingdom's Favour | Spring or Autumn ♦ Step | Faction-specific action; rotate disc each use; 3 uses then returns to Harvest Field [p.46] |
| Govern | Autumn ♦ Step | Move 1 card with ♦ icon from Hand into a Council (once per Autumn, more via abilities) [p.31] |
| Journey | Autumn ♦ Step | Move 1 card with ♦ icon from Hand to Lost Pile; gain ♦ equal to ♦ icons; may spend ♦ immediately [p.32] |
| Council of Secrets | Autumn ♦ Step | Place Faction Markers on Locations equal to ♦ votes; 4+ markers = claim Location Reward [p.44] |
| Council of Oaths | Autumn ♦ Step | Return Supporters from Map/Lost Pile to board equal to ♦ votes (+1 if you have most votes) [p.44] |
Combat
Trigger: Summer — last player on Order Track sets Region order with Clash Markers (I resolved first) [p.25]
Clash Sequence per Region:
- Reveal face-down cards next to Region (all become Active)
- Day ♦ Action Step (turn order) — activate Actions/Commands; newly added face-down cards revealed after
- Night ♦ Effects Step (simultaneous) — mandatory Effects trigger (e.g. Deadly eliminates all opponents' Active cards → Lost Pile)
- Tally Strength: sum of Active card Strength + 1 per Supporter in Region (first clash only) + ability bonuses [p.28]
- Highest Strength wins; ties → each tied player plays a card face-down or passes; all pass = no winner, no rewards [p.29]
Winning: Choose 1 Location in the Region → claim Herald Reward (if Herald there: gain 1♦, steal 1♦ from each opponent's Herald on same Location) → claim Location Reward [p.30]
Scoring
- ♦ (Influence) is the only scoring currency; tallied at game end from each player's Supply [p.34 — Winning the Game]
- Gain ♦ from Location Rewards when winning Clashes [p.30 — Claim Rewards]
- Gain ♦ from Herald Rewards (1♦ + steal 1♦ per opponent Herald on same Location) [p.30]
- Gain ♦ via Kingdom Card abilities, Tactic abilities, and Council of Relics [p.44 — Councils]
- If Site of Power is empty at game end: gain 1♦ per 2☑ (Lore) remaining in Supply [p.45 — No Cards Left]
- Tiebreaker 1: holder of Kingdom's Favour wins [p.34]
- Tiebreaker 2: highest position on Order Track [p.34]
End of game
- Game ends after the final round when the Round Marker advances past the last slot [p.33 — Advance the Round Track]
- Final round = Round 4 (Short), 5 (Standard), or 6 (Extended) [p.48 — Adjusting Game Length]
- Before tallying: if your Site of Power is empty, convert ☑ → ♦ at 2☑ per 1♦ [p.45]
- Player with most ♦ in Supply wins [p.34 — Winning the Game]
- Tie → Kingdom's Favour holder wins; if no one holds it → highest on Order Track wins [p.34]
Glossary
- Active: A face-up Faction Card next to a Region. Cards in Hand, Deck, Councils, Discard, Lost Pile, or Occupying Kingdom Cards are NOT Active [p.43 — Active Cards]
- Attrition: Draw from empty Deck → shuffle Discard into new Deck, reduce Hand Size by 1 (min 3) [p.16 — Attrition]
- Burn: Remove component from game entirely; returned to box [p.43 — Burn/Burned]
- Eliminate: Card removed from Clash and sent to Lost Pile (Resilient → Discard Pile instead; Invulnerable → immune) [p.40 — Deadly]
- Govern: Move a Faction Card with ♦ icon from Hand into a Council; contributes its Votes [p.31 — Govern]
- Journey: Move a Faction Card with ♦ icon to Lost Pile; gain ♦ Lore tokens equal to ♦ icons; spend immediately on Site of Power cards [p.32 — Journey]
- Occupy: A Faction Card slotted under a Kingdom Card on your Player Board; Occupying cards are not Active [p.19 — Occupying Kingdom Cards]
- Pathfinder (Trait): Card goes to Discard Pile instead of Lost Pile when used to Journey [p.42 — Pathfinder]
- Resilient (Trait): If Eliminated, card goes to Discard Pile instead of Lost Pile [p.41 — Resilient]
- Invulnerable (Trait): Immune to Elimination by Deadly or any other Elimination effect [p.41 — Invulnerable]
- Votes (♦): Icons on Faction Cards placed in Councils; more votes = stronger Council benefit [p.51 — Votes]
- Printed vs. Gained: Printed = on the card; Gained = temporary, not affected by abilities targeting printed info [p.46 — Printed, Gained & Blanked]
FAQ
- Q: Can a card with Ambush use it more than once per Round? — A: Yes, each card with Ambush may activate it once per Clash, and may do so in multiple Clashes in the same Round [p.37 — Ambush]
- Q: What happens if all tied players pass in a tied Clash? — A: No winner is declared; no rewards are claimed for that Region [p.29 — Resolve Tied Clashes]
- Q: If I have more cards in Hand than my Hand Size after Attrition, what do I do? — A: Immediately discard cards from Hand until you equal your new Hand Size [p.47 — Hand Size]
- Q: Can I spend Lore (☑) at any time? — A: Only when you add one or more ☑ to your Supply; if you pass, you must wait until next time you gain ☑ [p.45 — Acquiring Cards From Your Site of Power]
- Q: If two Deadly cards are Active in the same Clash, do they eliminate each other? — A: Yes; all are Eliminated simultaneously and all are considered to have caused the Elimination [p.40 — Deadly]
- Q: Does the player who is first on the Order Track act first or last in placing Clash Markers? — A: The player LAST on the Order Track places all three Clash Markers and chooses the Region resolution order [p.25 — Place Clash Markers]
- Q: If I claim the Kingdom's Favour and already hold it, what happens? — A: Reset it back to III uses [p.46 — Kingdom's Favour]