Some games start with a theme. Others start with a clever idea. Kingdom Crossing does both, and it all begins with a puzzle that predates board games as we know them.
Back in the 18th century, the city of Königsberg was split by a river into several landmasses, connected by seven bridges. The question was simple. Could you cross every bridge exactly once? As mathematician Leonhard Euler proved, you could not. That unsolvable walk later became the foundation of graph theory.
Kingdom Crossing takes that idea and turns it into a board game. The kingdom of Brightspring is divided into regions linked by seven bridges. The Queen wants to travel her land without crossing the same bridge twice. That turns out to be impossible, so she orders the construction of an eighth bridge. Problem solved. Or at least, outsourced.
You play as a beaver foreman, moving through the kingdom, working with its inhabitants, and gathering what is needed to make that plan happen. All of this while dealing with very strict movement limits. And yes, those limits are the whole point.
👥 1-4 players, ages 14+
⌛ Playing time: 45-90 minutes
📝 Designers: Marco Canetta & Stefania Niccolini
🎨 Artwork: David Sitbon
🏢 Publisher: Sorry We Are French (review copy provided)

Gameplay overview
Kingdom Crossing is played over four rounds. Each round has a morning, noon, and evening phase. Over the game, you move your worker across the kingdom, recruit characters, build structures, and develop your personal board to score victory points and earn the Queen’s favor.
The main board shows four regions connected by seven bridges. During a round, each bridge can be crossed only once by a player. Every time you cross a bridge, you place a paw marker on it to show it cannot be used again that round. Because of this, movement always feels a bit like a puzzle. Where you go early has a big impact on what you can still reach later.
On your personal board, you manage resources, characters, structures, and action tiles. The four resources, lumber, stone, sap, and food, are used for goals and endgame scoring. As your resource markers move forward, they can trigger small bonuses and unlock scoring through decorations placed on the board.
Most decisions happen during the noon phase. Players take turns and play four action tiles. Each time, you choose whether to rest or work. Resting gives you coins. Working lets you move your worker by crossing bridges, as shown on the tile. If you cannot complete the movement or cannot take a card where you end, you are forced to rest instead.
After moving, you take a character or structure card from the region where your worker ends. Bird tokens on cards give a small bonus when you take them. Characters are placed into one of five guilds, each linked to a different type of income. Structures are placed below your board and give effects that also contribute to your income later on.
As you cross bridges, you place paw markers. Placing the sixth and seventh paw markers in a round immediately scores points, rewarding players who really lean into movement. Once all your paw markers are placed, you can no longer cross bridges that round. The balloon offers a way around these limits. During a work action, you can pay coins to use it and move to any region without crossing bridges.
Throughout the game, players can claim bridge goals as soon as they meet the requirements. These goals are worth more points the earlier they are claimed. Completing goals also helps unlock favors of the Queen, which are personal scoring conditions revealed during the game.
Each time a player has recruited at least one character from each guild, they place a house in a new region. Houses can provide income during the evening phase if your worker ends the round there. Placing all houses grants another favor of the Queen.
After four rounds, the game ends. Players score points from the invest track, their guilds and decorations, their structures based on their weakest resource track, and all favors of the Queen. The player with the highest score wins.


Gameplay and flow
Now that the rules are out of the way, let’s talk about how Kingdom Crossing actually plays on the table.
At its core, Kingdom Crossing is about working within restrictions. Almost every decision comes down to which cards you want and, more importantly, how you can reach them when you are only allowed to cross seven bridges per round. Movement is not a side system here. It is the main source of pressure.
The structure of the game is very controlled. Each round follows the same pattern, and the number of actions never changes. That keeps things moving and avoids endless turns. Within that structure, though, the decisions stack up quickly. Taking a card is never just about what it gives you now. It is also about which bridges you burn, which regions you cut yourself off from, and what that means for the rest of the round. You will block yourself. Probably more than once. I know we did.
Cards sit at the centre of everything. Characters and structures give income, unlock bonuses, and sometimes reward good timing. The tricky part is that grabbing something strong early often makes later movement awkward. Because card placement changes every game, you cannot rely on the same routes or patterns. You end up reacting to what is reachable, not what looks ideal on paper.
Once everyone knows the rules, turns stay focused and the game flows well. Setup is the exception. There are a lot of decks to prepare and components to place, and that takes time. Truth be told, the setup feels heavier than the game itself. Once you start playing, though, that friction mostly disappears.


Strategy and luck
Kingdom Crossing feels tactical first, strategic second. You can have a general direction in mind, but sticking rigidly to a plan rarely works. The board, the cards, and the goals push you to adjust constantly.
Luck is present, but it stays in a fairly narrow lane. Card distribution and bridge goals influence how a game starts and which paths look tempting early on. They do not decide the winner by themselves. Instead, they define the puzzle you are solving this time. Without that variation, the game would feel dry very quickly, so this bit of uncertainty actually helps.
A lot of the depth comes from how the systems overlap. Do you focus on building income through guilds, or do you chase specific card effects? Do you push one resource hard, or do you keep everything balanced because structures score based on your weakest track? That last part takes a moment to really sink in. I guess everyone has at least one game where they realise too late why that matters.
What the game clearly rewards is flexibility. The players who do best are usually the ones who know when to commit and when to let go of a plan that no longer fits the board.

Player interaction
Interaction in Kingdom Crossing is indirect and mostly positional. There is no attacking, no stealing, and no direct blocking of actions. If you are looking for confrontation, this is not the place.
Most interaction comes from shared space. Because movement is restricted, choosing where and when to move affects what others can still reach. Taking a card at the right moment can quietly mess with someone else’s plans, even if that was not your main goal. It is subtle, but once players understand the system, it becomes very noticeable.
There is also competition around bridge goals and the Queen, where timing matters and being early is often rewarded. These moments encourage players to keep an eye on each other, even if most decisions happen on individual boards.
To be fair, for some groups this might feel like parallel play with occasional friction. For us, the internal pressure of the movement puzzle was more than enough. There is already plenty going on in your own head without someone actively knocking things over.


Theme and atmosphere
The theme in Kingdom Crossing does its job and then steps aside. A kingdom split by rivers and bridges makes the movement rules easy to understand, and the historical puzzle gives the game a solid starting point.
Once the game is underway, the theme fades quickly. After a few turns, you are no longer thinking about forests, beavers, or the Queen’s travels. You are thinking about routes, cards, and points. Characters turn into effects, regions turn into positions, and bridges turn into problems. That is very eurogame, and very intentional.
The atmosphere at the table is calm and thoughtful. There are no big dramatic moments, just quiet planning and the occasional sigh when you realise you have blocked yourself again. If that sounds familiar, you are probably the target audience.


Components and art
On the table, Kingdom Crossing looks like what it is. A modern eurogame. Natural colours dominate the board, and the river and bridges clearly define the play area. Everything is readable and organised, with clarity taking priority over spectacle.
The artwork uses a soft, storybook style with anthropomorphic animals. It adds a bit of charm without getting in the way. Player boards are busy and can look intimidating at first, but the layout makes sense once you know what everything does.
Component quality is solid. Wooden houses, paw markers, and resources are easy to tell apart, and the balloon piece stands out nicely, which helps given its special role. There are a lot of cardboard tokens on the table later in the game, and it can feel a bit crowded, but nothing becomes unclear.
Cards rely heavily on icons rather than text. That keeps things language-independent, but it also means the first game comes with a learning curve. Once the symbols click, reading cards is quick and painless.

Pacing and replayability
The pace of Kingdom Crossing is very controlled. The game always lasts four rounds, with a fixed number of actions each round. You always know where you are in the game, and it never drags on longer than it should.
Early turns feel more open, with more room to move and experiment. Later, that tightens up as movement options disappear and decisions become more constrained. The structure never changes, but the pressure does.
Replayability comes from setup. Card distribution, bridge goals, and favors of the Queen change from game to game, pushing players toward different priorities. The core puzzle stays the same, but the path through it does not. It feels familiar without feeling solved.


Accessibility and complexity
Kingdom Crossing is clearly aimed at players who already know their way around modern eurogames. The 14+ label feels right. The main ideas are easy to explain, but the way everything connects makes the game more demanding than it first appears.
The complexity comes from relationships, not from difficult rules. Movement, card choices, income, and scoring all influence each other. That is what makes the game interesting, but also what makes it less suitable for very casual groups.
The rulebook does a great job here. It is clearly structured, includes helpful examples, and has a detailed appendix explaining cards, favors, birds, action tiles, and player board bonuses. The rules summary on the final page is actually useful, which is not always the case.

Final thoughts
For us, Kingdom Crossing feels like a tight, sometimes unforgiving eurogame that asks you to plan carefully and accept that you cannot do everything. Small inefficiencies early on are hard to fix later, and that can be frustrating, especially for newer players. I mean, the game does not really forgive sloppy turns.
At the same time, that pressure is what makes it interesting. The movement limits keep the whole system honest, and every choice feels like it matters. When a plan works, it feels earned. When it does not, you usually know exactly why, even if you are not happy about it.
The theme steps aside quickly, and interaction stays quiet, so the game lives or dies on the strength of its puzzle. If you enjoy optimisation, spatial planning, and making peace with tough trade-offs, there is a lot to dig into here. If you are looking for big moments or constant table talk, this will probably feel restrained.
Where Kingdom Crossing really sits, for us at least, is as a game we want to come back to when we are in the mood to think. Not every game night, not with every group, but when we want something calm, focused, and just a little bit mean in how it exposes our mistakes. And honestly, those are often the games that stay on the shelf the longest.
📝 We received a review copy from Sorry We Are French.





