Crown & Coin Field Guide

The road through Sherwood, made simple

How to Play

Roll around a shared board, build positions in eighteen holdings, collect rent, and turn the Sheriff’s own systems to your advantage.

The game at a glance
22board spaces
18holdings
6holding sets
4special tiles

One roll moves the story. The tile you reach tells you what can happen next.

Start here

Your first five minutes

You do not need to understand the whole economy before playing. Follow this loop once, then use the deeper sections when a new tile appears.

The whole game in one lineCreate → Roll → Resolve → Act → Repeat

Your Roll Dice button always tells you what must be handled before the road opens again.

Crown and Coin die
  1. 01

    Create your outlaw

    Choose a founding crest. Your player begins at Thieves’ Wood with two Writs of Release.

  2. 02

    Roll the die

    Your signet moves 1–6 spaces. Your first roll opens a fresh turn with two action credits.

  3. 03

    Read the tile

    Open the tile you landed on. Holdings offer ownership actions; special tiles present a decision.

  4. 04

    Use your turn

    Mint units, claim rent, influence holdings, or challenge the Stronghold when the opportunity is right.

  5. 05

    Clear the road

    Pay rent or resolve any special-tile gate, then roll again. That is the complete game loop.

The safest first-turn rule

Roll first. A fresh roll establishes the turn state that most actions need.

The core loop

What happens on your turn

Crown & Coin has no separate end-turn button. You act between rolls, and the next roll advances you when every required obligation is clear.

1Roll

Move 1–6 spaces and refresh your turn.

2Resolve

Pay rent or answer a special tile.

3Act

Use credits and resources where useful.

4Roll again

Continue as soon as the road is clear.

Action credits

Spend tempo, not turns

You may hold up to two action credits. After the first roll, each later roll restores one credit up to that cap. A fresh turn lasts 24 hours.

Mint: 1Sabotage: 1Stronghold: 1
Roll blockers

The button explains the gate

Gaol, Levy, Stronghold tribute or capture, Gate rewards, and unpaid holding rent can all pause the next roll. Resolve the named blocker, then continue.

Resolve firstThen roll
!
Rent is handled before movement

If your current holding owes rent, Roll Dice can request approval, pay it, and then move you.

Your four resources

Know what each resource unlocks

Most choices become simple once you know whether they ask for CROWN, tax points, an action credit, or a Writ.

Your treasury

CROWN

Used to mint holding units, pay rent, post bail, offer Stronghold tribute, and buy tax points.

Keep a reserve. Rent and tile obligations can block your next roll.
Your leverage

Tax Points

Spend them to contribute, sabotage, damage the Stronghold, or settle the Sheriff’s Levy.

Earn them from eligible CROWN spending, exchange, and Sherwood Gate prizes.
Your tempo

Action Credits

Minting, sabotage, Stronghold capture, and Stronghold damage each spend one credit.

You can hold at most two. Later rolls restore one, and turn state expires after 24 hours.
Your escape

Writs of Release

Spend one to leave Nottingham Gaol immediately without paying bail or offering a bribe.

You begin with two and can win more at Sherwood Gate.
The ownership game

Holdings, units, and rent

The eighteen named locations are shared holdings. Players own units inside them rather than locking the entire location away from everyone else.

The illustrated Locksley holdingRecognise this art from a holding popup
When you land on a holding

Buy a share of the road

  • Mint units: spend one credit and the current CROWN price. You get one mint action per visit.
  • Hold units: rent paid into that holding is divided across units.
  • Claim rent: a fresh turn and at least one available credit are required, but claiming does not spend it.
  • Burn units: recover 80% of their cost basis; 5% goes to remaining holders and 15% to protocol fees. If the last unit is burned, the holder share also routes to protocol fees.
The six holding sets

Each set has its own strategy. Inside it, entry, standard, and landmark holdings offer different opening costs and rents; live mint prices rise as units are minted.

SetHoldingsSet strategyOpening mint rangeBase rent range
Hidden GreenwoodOak leafThieves' Wood · Major Oak · Wolf's DenAccessible high-dilution yield21.68K–30.6K CROWN810–1.08K CROWN
The Merry MenCrossed bow and quarterstaffLocksley · Tuck's Mill · Gamwell HallEarly-entry scarcity30.6K–43.2K CROWN675–900 CROWN
Sherwood LegendsCrowned stagEdwinstowe · Fountaindale · St Mary's ChurchCash-flow yield43.35K–61.2K CROWN810–1.08K CROWN
Barnsdale BalladsStone bridgeWentbridge · Campsall · BarnsdaleBalanced ownership54.19K–76.5K CROWN630–840 CROWN
Sheriff's NottinghamKeys and scalesNottingham Market · Castle Gate · Sheriff's HallDeep accumulation65.03K–91.8K CROWN585–780 CROWN
Crown StrongholdsCrown and castleNottingham Keep · Prince John's Court · Nottingham CastlePremium low-dilution yield91.04K–128.52K CROWN675–900 CROWN
Complete a set

Hold at least one unit in all three locations of a set. Each of your units in those holdings then receives 5% more rent weight. The renter pays the same bill—the existing rent pool is divided with your completed-set advantage.

The contest inside every holding

Sheriff’s Influence changes rent

Contributions raise a holding’s city score and drive out the Sheriff’s shields. Fewer shields mean a stronger rent multiplier. Sabotage pushes the score the other way.

ContributeTax points only

Raises the city score. It does not consume an action credit.

SabotageTax points + 1 credit

Lowers the city score and can restore the Sheriff’s influence.

5shields1.0×Below 10K
4shields1.1×10K–19.9K
3shields1.2×20K–39.9K
2shields1.4×40K–59.9K
1shield1.6×60K–99.9K
0shields4.0×100K or more

The multiplier applies to that holding’s base rent. Contribution and sabotage are unavailable while you stand on Sheriff’s Levy.

Four stops that change the rules

Recognise every special tile

These illustrated locations interrupt the normal holding loop. The popup always shows the valid routes for your current state.

Nottingham Gaol artworkPosition 3
Three ways beyond the bars

Nottingham Gaol

Landing here locks your next roll until you choose a release route.

Bail
Pay the current bail for guaranteed release. It begins at 5K CROWN.
Bribe
Post 40% of the current bail for a 55% success chance. Half is returned on success.
Writ
Spend one Writ of Release. No CROWN is required.
A failed bribe can only be attempted once that visit and raises the current bail by 50%.
Sheriff’s Levy artworkPosition 10
Settle the Sheriff’s account

Sheriff’s Levy

If you arrive with tax points, the ledger must be settled before you can roll again.

File Return
Take a 50/50 chance: double your full tax-point balance or lose it all.
Use Points
Spend 30% of your current balance to clear the Levy without chance.
Arriving with no tax points requires no action. Resolve the Levy before using CROWN Exchange here.
Outlaw Stronghold artworkPosition 14
Capture, defend, or pay tribute

Outlaw Stronghold

The Stronghold begins with 50K integrity and a 7.5K CROWN claim price. Captures raise the price; each breach fortifies its next life toward a 75K ceiling.

Claim
Land here and spend one credit plus the displayed CROWN total to take command.
Tribute
If another outlaw controls it, pay the 7.5K CROWN base tribute to clear your visit.
Damage
Spend tax points and one credit. Remote strikes cap at 25% of maximum integrity; an outlaw on the tile can finish the breach.
You cannot strike an open Stronghold or your own. A breach preserves capture history, retains 80% of the claim price, and does not clear a required visit.
Sherwood Gate artworkPosition 21
Return to the Greenwood

Sherwood Gate

Passing the Gate and landing on it are different rewards.

Pass Through
Moving past the Gate queues a 1,500 CROWN reward.
Land Exactly
Spin the fortune wheel once, wait for it to settle, then claim the result.
Possible Prizes
CROWN, tax points, or one to two Writs of Release.
A queued Gate reward must be claimed before the next roll.
Chance results come from the game, not the animation

Bribes, Levy filings, and wheel prizes use the game's configured authorized-randomness flow.

Your command ledger

Use the Player Dashboard as your checklist

The board tells you where you are. The dashboard tells you what you have, what you can claim, and whether your turn is ready.

01
Game Status

Position, total rolls, turn freshness, and remaining action credits.

02
Financial Overview

Liquid CROWN, estimated unit value, total wealth, and lifetime activity.

03
Inventory

Your current Writs of Release.

04
Property Holdings

Complete sets, set decrees, and every unit you own.

05
Rent Collection

Claimable rent by holding. Claiming requires a fresh turn and at least one credit, but does not spend it.

06
CROWN Exchange

Convert 150K CROWN into 100 tax points after any active Levy obligation is cleared.

Why some actions ask twice

The first wallet confirmation can approve CROWN for the game contract. The second performs the actual action. Once enough allowance exists, later actions can need only the action confirmation.

A calm first campaign

Simple strategy for your first game

The strongest opening is not a fixed build. It is a balance between keeping the road open and buying productive positions.

01

Keep a road reserve

Do not commit every CROWN to minting. Rent, bail, and tribute can stand between you and the next roll.

02

Watch the credit cap

At two credits, rolling cannot bank a third. Spend a useful credit before rolling when the road is clear.

03

Build with a set in mind

A scattered portfolio earns rent; the dashboard also recognises when you hold all three locations in a named set.

04

Choose certainty deliberately

Bail and Levy payment routes cost more certainty; bribes and filings trade cost for risk.

05

Use tax points with purpose

Contribution improves rent, sabotage disrupts rivals, and Stronghold damage can erase a controller’s claim.

06

Read before confirming

The popup reflects current prices, balances, odds, and route availability. Treat it as the final word for that action.

Keep this close

Rules reference & common questions

Use these short answers when a button, balance, or board state does not behave the way you expected.

Why can’t I roll?

Read the Roll Dice button. You may need to resolve Gaol, Levy, Stronghold passage, Sherwood Gate, a wallet transaction, stale turn state, or the automatic rent due when leaving your current city. Rent waiting for you to claim never blocks a roll.

Can several players own the same holding?

Yes. Ownership is measured in units. Rent assigned to the holding is distributed across the units that exist there.

Do I have to stand on a holding to use every action?

You must stand there to mint. Claim, burn, contribute, and sabotage follow their own balance and turn requirements; contribution and sabotage are blocked on Sheriff’s Levy.

Why did the holding price change?

Each set has an opening price and a price increment. New units make the next unit more expensive, so the popup’s live price is authoritative.

Does claiming rent spend an action credit?

No. You need a fresh turn and at least one available credit, but the claim itself does not consume that credit.

When do action credits expire?

Your fresh turn window lasts 24 hours from the latest roll. After it expires, roll again before using actions that require a fresh turn.

HoldingOne of the eighteen unit-based locations.
UnitYour share of a holding and its rent distribution.
VisitThe period after landing on a tile and before leaving it.
City scoreContributions minus sabotage for one holding.
Base rentThe set’s starting rent before Sheriff’s Influence.
Complete setAt least one unit in each of a named set’s three holdings.
The Greenwood is learned one roll at a time.Create, roll, resolve, act, repeat.
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