Crown Gambit Review – A song of cards and fire

Reviewed June 18, 2025 on PC

Platform:

PC

Released:

June 18, 2025

Publisher:

Playdigious Originals

Developer:

Wild Wits

Crown Gambit is a tactical, narrative-heavy card game made by Wild Wits, published by Playdigious Originals. It launched as a Kickstarter campaign back in 2023, and now the full game is here. It’s always wonderful to see a successful Kickstarter campaign come to fruition, and I was especially excited to finally dive into this gritty fantasy world and see how the team’s vision translated into the full release.

In Crown Gambit, you take control of three new paladins, Aliza, Hael and Rollo, as they make their way through the turbulent kingdom of Meodred. The trio begin as muscle to help protect the king and his youngest son on a strange journey, but what should have been an easy, harmless job completely spirals out of control. Aliza, Hael and Rollo now need to navigate their way through utter political turmoil, dealing with whatever chaos comes their way while shaping the fate of the city.

Is this your card?

The core of Crown Gambit lies in its card-based combat. Battles play out on a grid, where you and your enemies fight until all enemies or all three paladins are dead. The grid itself varies in size, but is typically quite small, encouraging careful movement and effective use of the space. While the visuals of the grid change each combat, I felt quite bored with it mechanically after a while, wishing that it had some tiles that added a gameplay element, perhaps mirroring Fire Emblem’s unique terrain tiles.

Combat bounces between your turn and the enemy’s turn, where you spend action points on four options: moving, performing a simple attack, offering encouragement, or playing a skill card. Each paladin or enemy has a set number of personal action points to spend each round, which can be used in any order. It’s when you spend these points on skill cards that the real fun begins, as these cards unlock unique, powerful abilities for your paladins.

Each paladin plays slightly differently, thanks to their distinct decks. As you level up, you add new cards to these decks by progressing through each paladin’s utilitary, attack, or defence skill trees. The trees themselves are fairly linear, with each offering five guaranteed cards and only two moments where you choose between two passive skills. The main source of customisation comes from choosing which tree to advance at each level-up, as you can only progress one at a time.

The cards you can use vary, with simple damaging skills, channelled casts, movement abilities, buffs, debuffs and more. Cards can also have a modifier occasionally. They can have the free modifier, meaning they cost no action points, or have the reserve modifier, meaning the cards stay in your hand after the round is done. It’s a simple system, but it works very well.

As you progress through the story, you’ll also gain access to weapon cards, should you choose them. They can be equipped to any of your paladins and will then appear in their deck during combat. I really appreciated how flexible the weapon cards were, as they can be swapped between paladins after each encounter, so you’re never locked into your weaponry. Adding to the flexibility is the ability to unequip the weapons as well as actual skill cards, if you’re aiming for a specific strategy. I didn’t find a need to do so in my playthrough, but I can see the value for players who really want to fine-tune their approach.

One of the most intriguing mechanics, both in combat and outside of combat, is Ancestral Grace. In the lore of Crown Gambit, paladins carry weapons that allow them to wield divine might. In combat, this means each card has a heightened face that can be used instead of the base card. For example, Aliza’s Bloodletting card, which normally deals 9 damage, can turn into Ruz Blade with Ancestral Grace, which does a massive 21 points of damage. It’s incredibly easy to use Ancestral Grace to completely turn the tide of combat and decimate enemies, but it comes at a cost (unless you have a specific buff that negates it). Each invocation of Ancestral Grace removes the base card from the deck, banning it from the rest of the fight. Using a heightened card too early may give you a strong start, but you need to weigh the cost and judge whether you’ll need it later. Using Ancestral Grace also raises that paladin’s ancestral influence gauge, which has out-of-combat ramifications I’ll discuss later…

Combat difficulty really depended on whether I relied on heightened cards. Without using them, fights were quite difficult. You have to take care of your paladins, especially considering they don’t regain their HP or armour after each fight. When the paladins fall in battle, you can’t revive them, so you have to play carefully. But, with heightened cards, difficult fights were made significantly less so. They’re just so powerful and can make a hard fight easy very quickly. It was an interesting challenge not to use them. While I don’t think the consequences for using heightened cards, both in and out of combat, were a big enough deterrent to stop me from using them, I found that making the conscious choice to not overuse them does lead to more engaging combat.

Game of Crowns

The narrative of Crown Gambit is impressively well thought out, weaving together a tale of rival houses, personal motives and ambition for the crown. There’s a lot to take in, especially when you get introduced to many different characters, houses and alliances. 

The tone of the writing and the general world Crown Gambit lives in capture that dark fantasy atmosphere perfectly. It honestly felt like something straight out of Game of Thrones, with all the rival houses, betrayals, and dangerous politics. The choices you make along the way, both in dialogue and in choosing what path to take, felt meaningful. Not everything changed the story drastically, but even so, I encountered plenty of moments where I uncovered hidden storylines. I know there was just as much that I missed on my first playthrough, too. There’s definitely replayability here; your choices can lead to different paths and outcomes, making multiple playthroughs worthwhile.

The Ancestral Grace mechanic I mentioned earlier ties directly into the choices you make. As you invoke Ancestral Grace in combat, your gauge fills, and when it crosses certain thresholds, it starts to bleed into the story, influencing events. The more you rely on it, the more irritable and short-tempered your paladins become as the power influences them, jumping in with erratic, uncontrolled responses in moments where you can choose dialogue. These influenced replies can dramatically alter the course of the story, adding another layer of risk and consequence to your decisions.

While I tried to keep my paladins under control, I loved Aliza’s heightened cards and leaned on them heavily in combat. She has a passive that negates enemy armour, which made it too tempting not to heighten her attacks. So, after maxing out her gauge, there was a moment where she really, really lost control. My bad. She snapped, and it led to the death of an important NPC. While this death didn’t stop me from completing the game, it gave me this unique, interesting scene. It was such a standout moment, where a gameplay mechanic that I failed to balance combined its consequences perfectly with the narrative. It definitely makes me wonder how the scene would go otherwise, and what other scenes could be different based on my gauge level. 

The narrative, especially all the characters from different factions, can definitely feel overwhelming to keep track of, but thankfully, there’s an excellent tool offered to help. The in-game encyclopaedia lets you look up different characters, groups, factions, houses and more at any given time. You can even click on a name during dialogue to jump straight to their entry. It even has associated entries tied to character, making it easy to get a handle on the connections between characters. On top of all that, there’s also a detailed logbook that records the major events of the three acts, making it easy to pick up where you left off after a break.

The combination of the encyclopaedia and logbook shows just how much care the developers put into helping players engage with the story. It’s clear they want you to understand and enjoy the world they’ve created. As a fan of story-heavy games, I very much appreciated that.

If I had one criticism of the narrative, however, it’s that the pacing of the story can feel rushed. Some story beats happen so quickly that it’s hard to fully connect or care. Characters die or major events occur, and I’d sometimes find myself thinking “um… okay?” The friendship between the main trio also felt somewhat forced at times, which is probably a side effect of the narrative being a bit rushed. I wish we’d seen more development of their bond. Still, the overall narrative is full of intriguing plot points, and the characters have their own little story beats and connections that are rewarding to discover.

There were also a handful of unfortunate bugs that I encountered in my playthrough. Nothing that completely ruined my experience, but moments that left me confused. One instance was when I met Aliza’s mentor in her family crypt. Then, a few scenes later, we met her again, and the scene progressed as if Aliza did not go down into the crypt to see her and that she didn’t even realise that she was in town. Aliza then got heated because her mentor insulted her mother, which made even less sense because Aliza was insulting her mother to her mentor in the scenes beforehand! It took me out of the narrative, briefly, but I understand narrative games can be arduous to play-test. Hopefully, it’s the kind of issue that can be patched out with little difficulty.

While the gameplay is fun and the narrative is engaging, you have to give it to the art direction in Crown Gambit. It’s easily its biggest strength. Every inch of the world is captured carefully, with an overall design that perfectly fits the harsh world while still being visually interesting and appealing. The art is gorgeous. The character designs are a standout, with each paladin and NPC brought to life with expressive portraits that show up in dialogue that give real charm to the characters. The use of colour, too, is wonderful. Each character has their own signature colour that is reflected in their portrait and dialogue box. You can easily connect characters in the same house or faction together this way.

The UI also deserves just as much praise. Often stylised to complement the medieval theme, with ornate borders on the dialogue boxes, intricate arches on the level-up pop-up, and an old satchel design that contains your cards and weapons. The whole experience reminded me of the first time I played Persona 5, where I spent ages just tabbing through menus to look at the artwork. It’s truly that good.

All of this is paired with wonderful sound design: haunting melodies and Gregorian chants, to name a few. The sound effects are clean and satisfying for both the world and the UI. Genuinely, the artistry is so impressive, and the game is easy to get lost in because of it. It’s such a wonderful experience.

8

Great

Positive:

  • Card-based combat is engaging
  • The dark fantasy narrative is rich and compelling
  • Art direction is absolutely top-notch

Negative:

  • Combat grid feels like it needs something more
  • Narrative pacing is rushed at times
  • Ancestral Grace overuse can quickly reduce combat challenge

Crown Gambit is a gorgeous experience that successfully blends strategic card-based combat with a rich, dark fantasy narrative. It feels like it’s been ripped out of Game of Thrones, in the best way. The Ancestral Grace mechanic adds such a brilliant layer of tension to its usage, weaving your combat choices into the story with some meaningful consequences, though its overuse can substantially negate the challenge of combat. While there are occasional pacing issues, Crown Gambit’s incredible art direction and world-building make it a game well worth playing.