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Corona De Hierro box art

Corona De Hierro

Players

3-5

Time

45-60

Age

15+

Weight

2.64

Rating

7.24

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.3

Luck-sensitive

Table feel

Corona de Hierro has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

Corona de Hierro has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. It offers a fresh and different experience each time it is played, allowing players to discover new tactics and strategies. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the investment.

Luck profile

Corona de Hierro has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

In Corona de Hierro (Iron crown), each player represents an Italian noble in the 9th century, that will try to increase their power before the imminent death of King Carlos III, last of the Carolingian dynasty. To do this, he must send emissaries to negotiate with other nobles, with the Pope and with the barbarians, mobilize armies, besiege castles and win battles. The most powerful player at the time of the coronation (but not necessarily the new king) will be the winner of the match. In this game, players take turn to take two actions among moving their armies in a map, besieging neutral/opponent castles to earn power and get prisoners, attach adjacent armies, send emissaries to pope and barbarians also to increase the power or draw cards that have various effects, mainly improving the other actions. Each player has a secret objective that can give a bonus: To make another player (or perhaps himself) king. At the end of the game, triggered when a player gets the crown, the noble with more points is the winner.

Editions

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Credits

Designers

1
Franco Tóffoli

Artists

3
Luis María Dumont Emiliano Mariani Guillermo H. Nuñez

Publishers

1
El Dragón Azul

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