Full review · 4 February 2024
Ashen Crown
The heaviest game on our shelf: a long, punishing economic game about rebuilding a kingdom from the ashes. I have played it nine times and lost all nine.
- Players
- 1–4 players
- Best with
- 3 players
- Play time
- 150 minutes
- Complexity
- 4.3 / 5 (heavy)
- Designer
- Dariusz Wren
- Publisher
- Ironbark Games, 2020
- Our plays
- 9 games
Full disclosure before anything else: I have never won Ashen Crown. Not once. Lea has won four times, Kofi three, and Malte twice, including once when he openly admitted he did not understand the scoring. I have written this review anyway, because I think it is a brilliant game and because losing it so consistently has made me understand it better than anyone else in our group. That is my story and I am sticking to it.
The setting is grim fantasy. The old king is dead, the capital is ash, and four noble houses are trying to rebuild the realm and claim the crown. You do this by running an economy: building workshops, trading goods, hiring guilds and repairing the roads between ruined towns. It is long, it is heavy, and it does not forgive mistakes.
Setting it up
Setup is substantial. The main board shows a burned kingdom of twelve regions. Each region gets a ruin tile and a stack of ash tokens. There is a market board with prices for six goods, a guild display, a deck of Decrees, four player boards with their own small economies, and around three hundred wooden cubes. Allow twenty-five minutes the first time. We now set up while somebody else reads the rules summary aloud, which helps.
The production quality is very high. The board art is dark but readable, the ash tokens are a satisfying grey wood, and the player boards are double-layered so cubes do not slide around. The rulebook is long but well organised, with a separate reference booklet that we used constantly for our first three games.
How it plays
Each round, players take turns choosing one of seven actions from their own board: build, produce, trade, travel, hire, repair or decree. Each action becomes more expensive the more you use it before resting, so you cannot simply repeat the strongest move. Building and repairing slowly clear ash from the regions, which increases their output for everyone. That shared benefit is the central tension of the game: improving the kingdom helps your rivals too.
The market is the clever bit. Prices for goods shift every time anyone buys or sells, and they never fully recover. Flood the market with grain early and grain stays cheap for the rest of the game. You have to watch what everyone else is producing and plan around it. Kofi is very good at this. I am very bad at it.
Every third round, a Decree card comes out with a new law: higher taxes on a certain good, a bonus for repaired roads, a penalty for the richest player. The game ends after twelve rounds, or when the last region is cleared, and points come from your buildings, guilds, coin, and how much of the kingdom you personally restored.
A three-player game takes two and a half hours with experienced players. A four-player game with someone new can easily run to four. Plan accordingly, and make soup.
What we loved
What I love most is that the board tells you who did what. By the end of a game, you can look at the map and see the roads Kofi repaired, the workshops Lea built, and the one ruined corner I spent two hours trying to make profitable. Very few heavy games are that legible afterwards. You end the evening tired, a little bruised, and already discussing what you would do differently.
What didn’t land
We teach it with an open first round: everyone plays with their cards visible, and we talk through each choice together. It makes the first game much friendlier and nobody feels lost by the time the real scoring starts. We also agreed to play it only at three, and only when nobody has to start work early the next morning.
The good
- The shared economy. Every decision ripples out to everyone else, and the market prices tell a story of the whole game.
- The escalating action costs are an elegant way of stopping anyone from repeating one strong move.
- Decrees keep the late game from feeling solved.
- The sense of achievement when the kingdom is rebuilt and the board has turned from grey to colour is real.
The not so good
- Length. It is a commitment, and four players make it a very long evening.
- Early mistakes are hard to recover from, and a new player can be effectively out of the running by round four.
- Downtime can be serious when someone plans the whole market in their head.
- The theme is dark without being particularly interesting; it is really a game about cubes and prices.
Who it’s for
Get it if…
Experienced players who love heavy economic euros and do not mind a long evening; groups who enjoy a game they can study over many plays.
Skip it if…
You prefer games under ninety minutes, your group has wildly different experience levels, or you dislike games where one early mistake follows you all evening.
The verdict
Ashen Crown is not for everyone, and it is not for every Thursday. But when the stars align, three experienced players, a pot of soup and a free evening, it is one of the most rewarding games we own. It is demanding and occasionally cruel, but every decision matters and the shared economy is a masterpiece. One day I will win it. Until then, I will keep writing reviews.
Score breakdown
Overall: 8.2 out of 10. The overall score is not an average; it is how keen we are to get it back on the table next Thursday.