The Old King's Crown
DESIGNER CLARIFICATIONS25
"Most" means strictly higher than any other playerdesigner
- CONTEXT
- Players uncertain whether tied totals qualify for abilities that trigger when you have "the most" of something (votes in a council, supporters in a region, etc.).
- RULING
- "Most in the game is deemed 'more than any other opponent'. Ties are not eligible for most."
Tied clash creates a new clash; prior cards and effects have no impactdesigner
- CONTEXT
- Players unsure whether cards, Supporters, and activated abilities from the original tied clash carry over to the new clash.
- RULING
- "Clashes resulting from ties are separate from the original Clash and none of the former cards have an effect on the new Clash."
Faction card icon identification: Lore symbol vs. Follower archetype symboldesigner
- RULING
- "The one I've circled in black is 'Lore' - you will use it to Journey with. The one I've circle in red is an archetype of 'Follower'."
Deadly and Followers with Invulnerable resolve simultaneouslydesigner
- RULING
- "They happen simultaneously: Deadly eliminates the other cards in the clash, but is then eliminated by the cards that have the Follower archetype (it just so happens that Followers have the 'Invulnerable' trait, so they are not eliminated by Deadly)."
Deadly is a mandatory Effect, not an optional Actiondesigner
- RULING
- "There are two types of Commands: 'Effects' and 'Actions'. Deadly is a type of 'Command' that is an 'Effect' - i.e. mandatory, not optional (as an Action would be)."
Vial Sect card has two Night effects; only Deadly resolves without Followers presentdesigner
- CONTEXT
- The Vial Sect's Agent card has a Deadly Command plus a secondary conditional Night effect ("if there are Followers, this card is eliminated"). Players confused about the rulebook example showing only one effect.
- RULING
- "It is one 'Deadly' Command that is firing off as a Night effect, it just so happens that the Vial Sect's Deadly has a secondary 'Night' effect that does nothing; so yes, you are correct: there are actually two 'Night' effects: one 'Deadly Command' that resolves and one rules 'Effect' that does nothing. So it looks like the example is trying to say there is only one night effect that actually resolves to do anything (i.e. two effects, but only one to resolve), since there are no 'Followers' in the clash."
Three-way clash: Agent (Deadly + Follower weakness) vs. Follower vs. Heirdesigner
- CONTEXT
- Three-way clash where an Agent with Deadly and Follower weakness faces both a Follower and an Heir simultaneously.
- RULING
- "The [AGENT] because of its 'weakness' to [FOLLOWER] cards. The [HEIR] because it was Eliminated by the [AGENT]'s Deadly. The [FOLLOWER] would not be Eliminated as it has [INVULNERABLE] (the Shield symbol). A Trait which ignores Elimination. The [AGENT] would be placed in the Lost Pile. The [HEIR] would be placed in its owner's Discard Pile. The [FOLLOWER] would remain in the Region and continue contributing its Strength to the Clash."
Mutual Deadly eliminating all cards: retreated player eligible for new clashdesigner
- CONTEXT
- Two Deadly cards fire simultaneously, eliminating all cards in the clash. One player had previously retreated in the same clash, also ending at 0 Strength.
- RULING
- "Yes, by the sounds of it, you all ended on 0 total Strength at the end of the Clash. This would start a new Clash, where each of the players can play a new card face-down. This includes you, since you were tied on 0. If, for example they had both had 5 Strength left and you had 0, only they would be tied, so only they would be eligible to take part in the new Clash."
Clash winner determined solely by highest total Strengthdesigner
- CONTEXT
- Player asked whether having more cards remaining (e.g., a Shield-trait card at 0 Strength) could win a clash.
- RULING
- "The winner is determined if a player has the highest total Strength in a Clash. That is the only requirement. If you have more cards remaining but do not have the highest Strength, then you are not declared the winner. Determining the outcome of Clashes, pg.28"
Retreat during tied clash may recall all Active Region cards, not only Clash cardsdesigner
- CONTEXT
- During a tied clash chain, a player used Retreat to pull back cards played in a prior clash and redeploy them in a subsequent clash.
- RULING
- "Since Retreat allows you to move cards from the 'Active cards from the current Region' and not just cards involved directly in the current Clash, you would be able to recall any number of your cards and then play into the next Clash."
Tied clash chain ends when tied players cannot or will not place a new carddesigner
- RULING
- "If players continue tying (rare), the Clashes will end in the Region as a tied result (no players claiming a reward), if the tied players all do not or cannot place a new card into the new Clash. Rulebook, Resolve Tied Clashes, pg. 29"
Retreat may include Supporters and the Heralddesigner
- CONTEXT
- Player asked whether Retreat extends to non-card Region pieces such as Supporters and the Herald token.
- RULING
- "Yes, absolutely. You're free to remove any number of your pieces in the Region too! Rulebook, Retreat, pg 38"
After Ambush resolves, Day Actions on newly added cards activate in turn orderdesigner
- RULING
- "after an Ambush has resolved, players will have an opportunity to activate any Day Actions on the newly played cards, in turn order, pg 26"
Flank Command may be used multiple times per round on the same carddesigner
- RULING
- "Flank allows you to Flank the same card multiple times in the same Round."
All Actions are once per round per player; named Commands may fire multiple timesdesigner
- RULING
- "all Actions are always once per Round (per player). There is no exception to this. Whilst certain Commands (that is to say those named keywords like Ambush, Retreat etc) can be used multiple times, dependant on their own specific rules. Rulebook, Actions, pg 8"
Kingdom Cards placed via bold map/supply instructions are not Occupieddesigner
- CONTEXT
- Some Kingdom Cards have bold instructions directing placement onto the Map or Supply rather than onto a Player Board Occupy slot. Players unsure whether these count toward the two-slot Occupy limit.
- RULING
- "Any of those Kingdom Cards that have a bold instruction like that, are not considered Occupied and instead go onto the Map or your Supply (depending on which one). These cards do not take up a slot on your Player Board - so no need to replace or discard an Occupied Kingdom Card on your board."
Flank targets the current active clash in a tied clash chaindesigner
- CONTEXT
- Player asked whether Flank in a tied clash chain targets the original clash or the newly initiated clash.
- RULING
- "In that case the Flank Command searches for the 'current Clash'"
"Rightmost" Kingdom Card means rightmost card present, not rightmost empty slotdesigner
- CONTEXT
- Players debated whether "discard the rightmost Kingdom Card" refers to the rightmost physical slot on the Great Road or the rightmost card actually present.
- RULING
- "You always discard the rightmost card, if able. If there are no cards remaining, do not discard one (since none remain). If there is one card, discard that as it is the rightmost by default. If there are two or more, then the one that is furthest to the right. It is specifically targeting a card not a specific slot on the Great Road."
The High Court Kingdom Card can trigger both councils in the same Autumn rounddesigner
- RULING
- "Yes, it can! The Nobility have fantastic Council-control and this is a strong tool in that kit."
Bringer of the Word: Faction Markers count as Votes only while card is in the Councilsdesigner
- CONTEXT
- Player unsure what happens to placed Faction Markers when the Bringer of the Word leaves the Councils.
- RULING
- "each [AUTUMN] as an Action, it can drop a Faction Marker in Council. Each of these markers counts as one [VOTE], so long as the Bringer of the Word is in the Councils. If the Bringer of the Word leaves the Councils entirely, the markers remain there but do not do anything, as the Bringer isn't in the Councils. If you can get the Bringer back into the Councils, then the markers once more start to count as [VOTES]."
One Journey per Autumn by defaultdesigner
- RULING
- "You get one Journey per autumn by default, specific effects may allow you to perform more."
Deploy keeps a card Active through Winter by spending Influence each rounddesigner
- CONTEXT
- Players unsure how the Deploy Command works and how deployed cards survive the Winter clearing.
- RULING
- "Deploy means: Play a card from Hand and put x amount of [INFLUENCE] from the Reserve (the communal bank on it). Then in WINTER, when all Active cards are removed, cards with one or more [INFLUENCE] on them, instead just remove a single [INFLUENCE]. This way, they remain on the board and will continue to be Active in the Region, so that when you place cards in Spring, you'll already have an additional card there."
Rally Command targets only Active cardsdesigner
- RULING
- "Rally only allows you to return Active Cards to your Hand. An Active card is a face-up Faction Card next to a Region of the Map. Cards in Councils, discard piles or the Lost Pile are not Active. Here's some relevant points in the rulebook to assist! Rally, pg 39 Active Cards, pg 43"
Hand Size is a strict upper limitdesigner
- RULING
- "you cannot go over your Hand Size. It is a hard limit. If you would ever add a card to your Hand and you are at your limit, the card being added is instead moved to the top of your Deck. If you ever find yourself in the rare case where you are suddenly holding more cards than your Hand Size limit (let's say you have five cards in your Hand, and you suffer Attrition down to a Hand Size of four), you must immediately discard down to your Hand Size"
Flanked card becomes Active in the new Region and contributes Strengthdesigner
- CONTEXT
- Player asked whether a card that Flanks from one clash to another contributes its Strength to the new clash.
- RULING
- "A Flanking card becomes Active in whatever Region it moves to, meaning so long as you keep it there until the end of Clash it will add its Strength to that Clash."
Q&A1
Face-down cards added to a Clash are revealed after all Day Actions completedesigner
- QUESTION
- When a card is placed face-down in a Clash via Ruse! or Ambush, when is it revealed?
- ANSWER
- "After all players have taken their Action Step, if any face-down Faction Cards were added to the Clash, these cards are now simultaneously revealed." They do not participate until after all initial Day Actions have been taken in turn order. (Rulebook pg. 26, Day Action Step)
AUTHOR: DeanAU (Dean Ogden); confirmed by PabloClark (Pablo Clark, designer)SOURCE: boardgamegeek.comDATE: 2025-10-12
Last researched: 2026-06-10
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An opponent's settlement blocks your road network — your road cannot be built through or past an occupied intersection.
◆ Catan — Roads & Building, p. 7
At the end of each round, the player with the most of the goal trait scores points equal to their amount; the player with the second most scores fewer.
◆ Wingspan — End of Round, p. 11
Null cards deal 0 damage regardless of base value or any bonuses applied.
◆ Gloomhaven — Attack Modifier Deck, p. 23
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