Video summary
The Old Kings Crown Board Game Review
Main summary
Key takeaways
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)
- Artwork is outstanding
- “Absolutely spectacular,” unique card art, and credited to the game designer.
- Aesthetic comparison to Innis/Inish (similar art feel).
- Board functions like a big player aid
- Helps track phases and progression; reduces getting lost.
- 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)
- 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.
- 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.
- 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.
- “Worst of both worlds”:
- 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.