







Kingdom Crossing
🐸 Details from BoardGameGeek
Consiglio BGG sul numero di giocatori
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Meccaniche
Design & Art
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🐸 How pre-orders work
🐸 A wise frog knows when to split the order… and when to wait for the right leap.
- Arrives
- by the end of November 2026
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The FroGames review
You have a map, seven bridges, and a limit: you can cross each bridge only once a day. Before long, you'll realize you need an eighth bridge. And you'll figure out where to build it.
WHAT IT'S ABOUT
A kingdom crossed by a river, seven bridges, and a topological problem
In the kingdom of Brightspring, Queen Beavery rules four regions divided by the Crystal River. Seven bridges connect the lands, but there is no route that allows you to visit all the regions by crossing each bridge only once: you need an eighth bridge. Marco Canetta and Stefania Niccolini (Bang! The Dice Game, Dungeon Time) create an eurogame inspired by Leonhard Euler's famous seven bridges of Königsberg problem. The illustrations by David Sitbon populate the kingdom with anthropomorphic beavers, foxes, wild boars, and deer working on the great project.
On your turn, you collect resources, recruit artisans, complete contracts, and collect decorations for the new bridge. But the map is a constant constraint: each bridge can be crossed only once a day, and when you plan your movement, you must consider not only where to go but also which routes will remain open to you. The engine you build grows game after game, the artisans' abilities combine, and the choice of where to place the eighth bridge changes the geography of the kingdom for everyone.
What they say abroad
"In a faraway land in the midst of a verdant forest crossed by the Crystal River lies the small kingdom of Brightspring, ruled by the wise Queen Beavery, who is facing a problem: Her four regions are separated by seven bridges, and to divide"
— Sorry We Are French
Topology as a game mechanic: Euler would have approved.
— FroGames
Kingdom Crossing
The game includes a dedicated AI opponent with four difficulty levels that simulates the actions of a competent opponent: draw artisans, complete contracts, occupy spaces. The experience is complete, and the topological puzzle works very well in solo play, even though it lacks the tension of the direct race for artisans that you feel at a full table.
What you build
Your engine of resources, artisans, and decorations
Map and bridges
Four regions connected by seven bridges. The rule is strict: each bridge can be crossed only once a day. Plan your route or get stuck halfway.
Artisans
Recruit carpenters, stonemasons, decorators. Each has unique abilities that modify your actions: collect more resources, change the order, unlock bonuses. They combine.
Contracts
Public objectives that require specific sets of resources. Completing them gives you points and decorations for the new bridge. Whoever finishes first gets the biggest bonus.
Decorations
Flags, statues, engravings. You collect them by completing contracts or visiting certain regions. At the end of the game, they are worth points, but only if you have the right set: collecting poorly costs dearly.
How do you win?
What does a turn look like?
How long does a single turn take?
How many rounds are there?
What happens in case of a tie?
What changes with 2 players?
Can you play solo?
How much does luck matter?
Is there interaction or does everyone play for themselves?
Is it replayable? What changes each game?
Are the players asymmetrical?
How much table space is needed?
What's in the box?
What's the most convoluted rule?
What are the Paws for?
How do guilds work?
What are Houses for?
What does the Queen do?
How does Investment work?
What are Bridge Objectives?
How do you get Queen's Favors?
How do Structures count at the end of the game?
Can Action tiles be improved?
What happens when a deck runs out?
For the first game is there any advice from the rulebook?
Come si gioca
Video dimostrativo di gameplay.
Elegant and satisfying strategy: you plan your path , build a resource engine , and turn every traversal into a weighty choice.
There's a beautiful kingdom, green, alive... and broken. A river cuts across it like a line of destiny, and seven bridges hold together what refuses to be separated.
The Queen is wise, the people wait... but there's a problem: to truly govern, we need another bridge. We need a seemingly impossible solution. And that's where you come in.
In Kingdom Crossing, you don't "take actions": you plan a perfect day , step by step, bridge by bridge. With one rule that becomes an obsession: you can't cross the same bridge twice .
It seems simple at first. Then you start to feel the game under your fingers: Every crossing is a choice that closes roads and opens others for you, every deviation is a cost, every wrong turn is a missed opportunity.
And the beauty is that while you're planning, you're also building: you recruit craftsmen, you gather materials, you unlock little efficiency spells that make you say “Okay, now turn.” It’s the kind of strategic board game that rewards you for learning to think first, not rush.
Then comes the most satisfying moment: when your plan works. When you cross the bridges in the right order, you fit the path together like a solved puzzle, and in a single day you feel like you've built more than one bridge. You built control.
In-depth analysis
Route Planning + Resource Engine : Plan perfect crossings and build the missing bridge. Optimization isn't cold here: It's that rare satisfaction of seeing a plan become inevitable.

Kingdom Crossing
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
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📦Does the content of the box match what is indicated?
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