The Old King’s Crown Factions
Choose between sustained control, mobile force, disruptive feints and slow-building subversion—and understand where the asymmetry actually comes from.
The base game has four factions: The Nobility, The Clans, The Uprising and The Gathering. A useful detail for new players is that their starting Basic Faction decks are functionally identical. The asymmetry comes from how each faction modifies and leverages those shared cards through Tactics, Advanced Faction cards, HQ cards and its Kingdom’s Favour action.
Faction comparison at a glance
| Faction | Publisher-described style | What that means at the table |
|---|---|---|
| Nobility | Defence, sustain, control | Protect position, preserve assets and make regions expensive for opponents to dislodge. |
| Clans | Mobility, momentum, overwhelming force | Shift pressure between regions and turn movement into concentrated strength. |
| Uprising | Scheming, careful feints, eliminating rival cards | Threaten deceptive commitments and punish opponents through disruption and removal. |
| Gathering | Card manipulation, subversion, creeping power | Reshape card flow and accumulate advantages that become more difficult to contain over time. |
How faction asymmetry works
All four factions begin with a visually different but mechanically matching set of Basic Faction cards. That common foundation matters: every player can learn the same core roles and Commands without memorizing four completely different starting decks.
The faction identity grows through four systems:
- Advanced Faction cards: purchased with Lore and added to the deck.
- HQ cards: also purchased with Lore, but placed into your Supply to provide persistent faction benefits.
- Tactics: faction-specific abilities that can change a clash or another key timing window.
- Kingdom’s Favour action: a faction-specific action available while you control the Favour.
That means two players can open with similar Basic-card logic but diverge substantially as they buy different faction assets.
The Nobility
Eerie Idol Games describes the Nobility as favoring potent defence, sustain and control. This is the faction for players who prefer making a position durable rather than constantly relocating their strength.
Strategically, that suggests asking questions such as:
- Which region is valuable enough to defend over multiple rounds?
- Which assets let me preserve cards or board presence instead of rebuilding?
- When can I force an opponent to spend more than a reward is worth?
The Nobility’s appeal is not simply “high strength.” Its identity is about making control stick and extracting value from positions opponents expected to be temporary.
Choose the Nobility if…
You like defensive play, stable board control and plans that reward protecting an established advantage.
The Clans
The publisher describes the Clans as favoring mobility, momentum and overwhelming force. Their identity fits players who enjoy changing where the important fight is rather than committing to a static front.
The general rules make mobility especially powerful because clash order matters and Flank can move an Active card into a different unresolved region. The official rulebook even uses the Clans’ Sea Lanes Tactic as an example of granting Flank and redirecting a card toward a later clash.
That creates a tempo-oriented mindset:
- Pressure one region without necessarily finishing there.
- Preserve access to unresolved regions where mobile strength can still matter.
- Use the sequence of Clash markers as part of your plan, not just as an administrative order.
Choose the Clans if…
You like repositioning, tactical pivots and converting movement into sudden concentration of force.
The Uprising
The Uprising is officially described as favoring scheming, careful feints and eliminating rival cards. It suits players who prefer changing the terms of a fight rather than winning only through visible strength.
That style naturally rewards hidden-information discipline. A weak-looking commitment can still matter if opponents must respect the possibility of Ambush, elimination or another tactical response. The value comes from forcing rivals to make decisions under uncertainty.
Useful priorities include:
- preserving flexible cards that can turn a reveal into a threat;
- identifying which opposing cards are worth eliminating rather than merely out-strengthening;
- using credible feints so rivals cannot tell which region is your true priority.
Choose the Uprising if…
You like bluffing, disruption and punishing opponents for committing valuable cards too openly.
The Gathering
The Gathering is described as favoring card manipulation, subversion and the creeping accrual of power. Its identity is therefore less about one explosive clash and more about shaping card flow and building advantages that compound.
This is a good fit for players who enjoy seeing a modest early advantage turn into a difficult late-game position. Because The Old King’s Crown already asks you to manage deck cycling, Lost cards, Lore and active cards, a faction built around manipulation can reward careful tracking more than brute-force regional contests.
Useful questions include:
- Which card movements improve both this round and my next draw cycle?
- When should I accept a small immediate loss to build a stronger long-term position?
- Which rival plan is easiest to subvert without overspending my own resources?
Choose the Gathering if…
You like indirect control, card-flow puzzles and strategies that become stronger as several small advantages accumulate.
Which faction is best for a first game?
There is no official “beginner faction” in the rulebook. A better way to choose is by decision style:
- Pick Nobility if durable control is easiest for you to visualize.
- Pick Clans if you naturally think in terms of movement and tempo.
- Pick Uprising if bluffing and disruption are the part you most want to explore.
- Pick Gathering if you enjoy card manipulation and longer payoff horizons.
Because the Basic starting decks share the same functional structure, no faction requires relearning the entire game. The main extra work is understanding your Tactics, Site of Power options and Kingdom’s Favour action.
Do factions start with different decks?
They look different, but the official rules state that each faction begins with an identical starting deck of Basic Faction cards. The asymmetry comes from faction-specific assets and how those shared cards are leveraged.
This is important when reading strategy advice: a Basic-card principle can apply across all four factions, while advice about Tactics, Advanced cards, HQ cards or Kingdom’s Favour may be faction-specific.
Should you copy a fixed faction build?
Usually no. The Great Road, opponents, clash order, player count and game length all change what is valuable. Treat the publisher’s faction descriptions as strategic tendencies, not scripts.
For example, the Clans’ mobility does not mean every round should be built around Flank, and the Nobility’s control does not mean every region is worth defending. The best faction plan still begins with the current rewards and the cards actually available.
Sources and scope
Checked 6 October 2026 against Eerie Idol Games’ official faction descriptions and the official multiplayer rulebook listing. The searchable rules confirm that all four factions begin from identical Basic Faction decks and diverge through Advanced cards, HQ cards, Tactics and Kingdom’s Favour. Strategic interpretations are original editorial analysis rather than reproduced faction-reference sheets or firsthand playtesting claims. Editorial policy and corrections.