Sorbit & Spine

Book reviews, board game reviews, and a conservator's notes from western North Carolina.

The Old King's Crown, a Lane Battler That Won't Sit Still

Rating: 4 / 5

Box art for The Old King's Crown showing an illustrated floating castle above cliffs and clouds

I played this a couple dozen times on TTS before my actual pledge arrived, which is its own strange way to fall in love with a game, learning every card’s timing quirks in a digital sandbox months before you can smell the cardboard. The Old King’s Crown is a lane battler, cards pushing and clashing across a shared board, but it sprawls in a way most lane battlers don’t bother with, factions with real asymmetric identities, Kingdom Cards that shift the whole table’s incentives, and an epic, sweeping feel that one preview writer nailed as uncommon for the genre.

Teachability is a real, acknowledged sticking point, and I don’t think it’s controversial to say so, the learning curve here is genuinely steep. The core lane-pushing loop is intuitive enough, but the interaction between specific cards and abilities during Clashes takes real repetition to internalize, and I know I wasn’t alone in needing a full playthrough or two before timing questions stopped coming up mid-turn. A player aid covering just the Clash resolution order would go a long way here, and its absence is the one mechanical gap I keep bumping into even now.

Setup and teardown, for what it’s worth, is on the reasonable side for a game this ambitious, roughly two hours for a full game and genuinely solid bot rules for solo or under-four-player counts, which I appreciate more than I expected to, most lane battlers don’t bother making the AI opponent feel like a real decision-maker instead of a rules-lawyer’s afterthought. Leadership genuinely swings late into these games too, more than one player has described the specific feeling of thinking they’d clearly won only to watch it slip in the final turns, and that late-game volatility is exactly the kind of tension I want from a competitive card game.

The thing everyone leads with, and I understand why, is the artwork, which is not hyperbole, it is genuinely some of the best original illustration I’ve seen come out of a Kickstarter in this category, and more than one reviewer has admitted flatly that the art alone earned the game a high score before they’d even finished evaluating the mechanics. I’d push back gently on leaning too hard on that alone, because the actual bluffing and mind-games under the hood are doing real work, the Kingdom Cards genuinely change strategy game to game even if a few of the reviewer consensus notes there aren’t quite enough of them yet to guarantee long-term freshness.

Four stars, with the caveat that this rewards a group willing to sit through a rough first session or two before the Clash timing clicks. Once it does, this is one of the more visually and strategically satisfying lane battlers on my shelf, and I’m genuinely curious whether the eventual expansion content solves the replayability concern that’s the one real crack in an otherwise gorgeous game.

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