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The Old King’s Crown

Learn The Old King’s Crown: four-season gameplay, regional clashes, faction strategy, Simulacrum solo mode and optional expansions.

1–4 Players60–120 Minutes2025 Base GameRules & Strategy
Game Guide Facts checked Sep 2026

The Old King’s Crown

Lead a faction through four seasons of bids, hidden clashes and hard choices for influence.

♟1–4 Players◷60–120 minutes▣2025⚙Card-driven conquest◆Official Simulacrum mode

The Old King’s Crown is a contest among heirs to an empty throne. Your faction places a Herald and hidden cards across three regions, then reveals clashes for influence and location rewards. You can build a deck, develop faction powers and govern councils along the way.

The game has an unusually rich decision space for a 2025 release. This guide follows the publisher’s multiplayer and solo rulebooks, separates the released Wild Kingdom expansion from the announced Songs of Home, and turns the phase structure into practical planning advice. The strategy is editorial analysis of rules, not a playtest report.

Why It Stands Out

Each year gives players a public map and private card commitments. Winning a clash matters, but the chosen location reward, a Herald’s claim, lore investments and council votes can make two wins worth very different amounts.

About The Old King’s Crown

Eerie Idol Games’ fantasy strategy game supports 1–4 players, with the official Simulacrum rules supplying the solo opponent. The base game features four factions whose basic starting decks are identical in function but develop through distinct tactics, advanced faction cards and headquarters cards. Pablo Clark designed and illustrated the game. A session is commonly listed at 60–120 minutes; a first teach and full player count may take longer.

Game at a Glance

♟

1–4 players

Multiplayer plus an official Simulacrum solo mode.

▣

Three regions

Each has two location rewards; clashes decide who chooses.

◷

Four seasons

Spring, Summer, Autumn and Winter form each year.

✦

Most influence

Accumulate influence across the chosen number of years.

How to Play The Old King’s Crown

Start with Eerie Idol Games’ official multiplayer rulebook. It has the complete setup, icon definitions, clash timing and faction reference. The overview here is a guide to its structure.

Choose a faction and game length

Each player takes a faction board, basic deck, site of power, Tactics and pieces. Set the Kingdom board, Great Road of neutral Kingdom cards, council tile and supplies as the rules specify. Choose the number of years for your game; five is the typical length, with the Round Track allowing the supported lengths. The aim is the most influence at the end.

Start of the year

From the second year onward, draw to your current hand size and set turn order by influence. More influence places a player earlier on the Order Track; this changes who commits and chooses first in later steps. Drawing from an empty deck causes attrition and reduces hand size, so cycling a deck has a cost.

Spring: bid, place and prepare

Bid for a Kingdom card on the Great Road, then place Heralds on map locations. Commit one Faction card face down beside each of the three regions, and use available Actions or Commands at the printed step. The Highlands, Plateau and Lowlands each contain two distinct locations. Hidden cards make strength and intent uncertain.

Summer: reveal clashes

Resolve the regions in the order set by the Clash markers. Reveal the committed cards, add permitted strength and supporting pieces, and resolve ties by the rulebook’s further clash procedure. A region’s winner selects one of its two location rewards. A Herald on a claimed location can add its own reward. The rulebook distinguishes Herald rewards from location rewards, so read both.

Autumn and Winter: develop, then reset

In Autumn, Govern to place cards into councils for votes and ongoing benefits, or Journey to gain Lore and access stronger faction cards and HQ abilities; resolve available Actions and Commands. Winter handles effects, discards and cleanup, then advances the year. After the final year, most influence wins. Kingdom’s Favour breaks a tied lead first, then Order Track position.

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The Old King’s Crown Strategy & Practical Tips

These suggestions follow the official phase order and scoring rules. Card effects and faction tactics can change the value of any specific play.

  • Plan the reward before bidding strength. Each region offers two locations. Compare their influence, resources and lasting benefits first, then decide whether the clash is worth your card and supporters.
  • Use Herald placement to reveal a credible plan. A Herald can raise the value of a region, but it also tells opponents where you may care most. Consider whether the signal protects a prize or invites overcommitment.
  • Budget cards across all three clashes. A powerful card in one region can win a battle and leave weak coverage elsewhere. Estimate how many rewards you need this year and how much hidden strength rivals can still bring.
  • Respect attrition. Emptying your deck when required to draw reduces hand size. Acquiring a Kingdom card or advanced faction card is useful only if its timing and deck cycle justify the investment.
  • Turn Lore into a plan. Journey creates access to Advanced Faction and HQ cards. Decide which faction upgrade you want and whether enough years remain for its effect to pay back the lost immediate tempo.
  • Count council votes as future value. Governing can strengthen repeated effects. In a shorter game, compare that long-term return with direct influence from the current map.
  • Watch the tie rules. Kingdom’s Favour can decide a tied game and offers a faction action while held. A tight final year can make the Harvest Field more important than its visible influence alone.

Which faction first?

The four basic decks start on equal footing; the difference grows through each faction’s unique tactics, upgrades and Kingdom’s Favour action. Learn the shared Spring–Summer rhythm with the faction that appeals to you, and read its Site of Power and tactics before choosing early Kingdom cards. Avoid treating faction flavor as a fixed strategy script.

Solo Mode, Expansions & Second Printing

How does solo work?

The official Simulacrum Solo Mode rulebook adds an automated rival with its own setup and bidding and clash priorities. Use it alongside the multiplayer rules; it is a separate procedure, not simply a two-player game with random cards. Follow its difficulty and tie instructions precisely.

What is Wild Kingdom?

The Wild Kingdom expansion rulebook covers optional material for the base game. Start with the core factions and phase order before adding it. The publisher’s second-printing campaign describes a Wild Kingdom reprint. Product naming may vary across listings, so check the publisher’s exact box and rulebook when buying.

What is Songs of Home?

Eerie Idol Games announced Songs of Home with a second-printing campaign. Its campaign update put expansion fulfillment in 2027. As of this September 2026 fact check, treat it as a forthcoming expansion, not as rules included in the retail base game. Check the current campaign update for timing and contents.

Do I need an expansion for four factions or solo?

No. The four core factions are in the base game, and an official solo mode is documented separately. Expansions add choices after the core game is familiar.

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The Old King’s Crown FAQ

How do you win?

Have the most influence after the final year. Kingdom’s Favour is the first tiebreaker, followed by Order Track position.

Does the game play solo?

Yes. Use the official Simulacrum rulebook in addition to the multiplayer rules.

Are clashes fought at each location?

Clashes resolve in three regions. The winner then chooses a reward from one of the two locations in that region; Herald placement can also matter.

Is there deck building?

There is deck management and acquisition of Kingdom and advanced faction cards. The rules also impose attrition when a required draw finds an empty deck.

Is Songs of Home already in the base box?

No. It was announced as a separate expansion with later fulfillment, and its timing should be checked with the publisher.

Sources & Editorial Note

Publisher overview and faction description: Eerie Idol Games. Phase order, regions, attrition, scoring and tie rules: official multiplayer rulebook (also searchable rulebook text). Solo and expansion manuals: publisher file list and Wild Kingdom rules. Second printing and Songs of Home schedule: Eerie Idol Games campaign update. Strategy and player-fit assessments are editorial inferences, not hands-on playtest claims. Facts checked September 2026.

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