Video summary

The Old Kings Crown Board Game Review

Main summary

Key takeaways

Product Review

Product reviewed

The Old King’s Crown — a card-driven area control board game (played 1–4 players), using hand management, bidding, and simultaneous regional clashes across multiple seasonal phases.


How it plays (key mechanics mentioned)

  • Players draw up to a hand limit set by a lore disc (starts with 6 cards, including 1 “air” card plus 5 others).
  • Turn order is decided by who has the least influence tokens; that player chooses their position first.

Spring (bidding kingdom cards)

  • There are 4 kingdom cards available.
  • Players secretly bid by playing a card face down; higher numbered revealed cards win first access.
  • You either:
    • Take a kingdom card by placing your faction card under it, or
    • Steal an opponent’s kingdom card by bidding a higher-value card than the defending faction card (opponent gets the faction card back).

Heralds & influence

  • Place heralds in region locations; winning regions grants influence, with extra influence per herald in the region.

Summer (simultaneous placement + actions)

  • Players place cards face down into three regions (simultaneous).
  • “Green leaf” spots indicate optional actions players can trigger.

Clashes (main conflict)

  • There are 3 clashes, resolved in an order set by “clash markers.”
  • For each clash:
    • Reveal relevant cards
    • Resolve day actions (optional), then night actions (mandatory)
    • Tally strength from cards, supporters, and kingdom effects
    • Highest strength wins (ties trigger “boring stuff”)
  • Claim rewards from one of two locations in the region, with additional influence if heralds were placed first.

Autumn & Winter

  • Govern: place faction cards into gavel slots for special actions.
  • Journey: move faction cards to the “lost pile,” difficult to recover unless you have govern gavels.
  • Spend lore tokens for trade-ups to special cards.
  • Trigger brown-leaf actions (Autumn) and snowflake actions (Winter).

End of game

  • After 4–6 rounds (depending on game length), the winner is the player with the most influence tokens.

What the review says they like (pros)

  1. Artwork is outstanding
    • “Absolutely spectacular,” unique card art, and credited to the game designer.
    • Aesthetic comparison to Innis/Inish (similar art feel).
  2. Board functions like a big player aid
    • Helps track phases and progression; reduces getting lost.
  3. Kingdom card deck is powerful and varied
    • “So many different types,” and most are described as “killer, no filler.”
    • Kingdom cards strongly alter timing/turn-order and effects, including:
      • Manipulating order track positions
      • Moving heralds and discarding
      • Bringing an eliminated crown archetype back to hand

What the review says they dislike (cons)

  1. Overwhelming rules complexity / teaching difficulty
    • Called a “mess” to teach: too many commands/actions/traits, plus the need to remember other players’ options.
    • Described as frustrating and anxiety-inducing during rule explanation.
  2. Face-down regional placement reduces meaningful strategy
    • Since you don’t know others’ plays until reveal, you can’t reliably plan placement.
    • Frequent outcomes where your setup gets countered or negated by other face-down cards.
  3. Too much text and too many icons
    • “Worst of both worlds”:
      • Too much text to remember
      • Too many icons to remember
    • Overall described as exhausting and not worth replaying.
  4. Kingdom cards are “game-breaking”
    • Despite liking the variety and power, the reviewer feels the power level disrupts balance.

User experience notes (how it feels to play / teach)

  • Teaching feels especially bad: the reviewer reports a “sinking feeling” and difficulty explaining.
  • In-play feels random and punishing, with plans often dashed by unknown face-down plays.

Comparisons made

  • Aesthetic: artwork reminded them of Innis/Inish.
  • Quality/feeling of gameplay:
    • Called it the worst game since Arcs, noting shared similarity: too much random chance.
  • Overall feel: an “infuriating, random mess” with hard-to-predict outcomes.

Ratings / numerical scores

  • No numeric rating score (no stars/points) was provided.

Unique points mentioned (complete list, condensed)

  • Card-driven area control; 1–4 players
  • Hand size limited by lore disc; starts with 6 cards (including air)
  • Turn order chosen by lowest influence tokens
  • Spring has 4 kingdom cards; face-down bidding; revealed values determine winners
  • Ability to steal kingdom cards by bidding higher than the defending faction value
  • Herald placement grants influence; extra influence per herald in a winning region
  • Summer uses simultaneous face-down card placement into 3 regions; “green leaf” actions
  • 3 clashes total; clash order set by markers
  • Clashes include day actions (optional) then night actions (mandatory)
  • Strength comes from cards/supporters/kingdom effects; ties lead to “boring stuff”
  • Rewards: choose 1 of 2 locations; extra influence if heralds were placed earlier
  • Autumn: Govern (gavel slots), Journey (to lost pile), spend lore tokens, activate brown-leaf actions
  • Winter: snowflake actions
  • Game ends after 4–6 rounds; winner is most influence tokens
  • Likes: exceptional designer art; board as a player aid; varied mostly-strong kingdom cards
  • Dislikes: too hard to teach; face-down randomness undermines planning; too much text + too many icons; kingdom cards too game-breaking
  • Recommendation rationale: randomness, counterplay from unknowns, cognitive overload

Speakers / perspectives

  • Single main reviewer voice is present; no clearly separated additional speakers.

Overall verdict / recommendation

Not recommended. The reviewer concludes “no” to playing The Old King’s Crown, citing heavy rules complexity, too much text/icon memory load, and (most importantly) face-down placement that makes strategy feel undermined by randomness and opponent disruption.

Original video