I wasn't very surprised to see a game like Sid Meier's Civilization adapted to a board game. Civ (the computer game) was always heavily inspired by board games to begin it, and so it's mechanics translated easily back into board game formats without losing much other than the broader scope of the PC game.
Paradox's Crusader Kings, on the other hand, is a totally different beast of a PC game. It is an insanely complicated, system-based blend of grand strategy game, RPG, and social sim. It simulates thousands of individual characters across hundreds of countries and duchies through dozens of generations. The possibility space is vast. As such, I would never have expected to see anyone attempt to try to boil down this deep historical simulation into a tabletop board game. Well, I guess I shouldn't say "never". In this age of every media property being adapted to board game formats, I suppose it was inevitable for someone to try.
And someone did try. In 2019, a year before the release of the Crusader Kings III PC game, Swedish board game manufacturer Fria Ligen ("Free League Publishing") released a board game version licensed by Paradox. I received the game as a gift last fall (during the height of social distancing during the COVID-19 pandemic), and so didn't get to start playing the game until well into 2021, when we finally felt a little more comfortable meeting up with friends.
As much a story-generator as a board game
For any PC players coming to the board game, there is something very important that you should know about Crusader Kings: the Board Game: it's focus is largely on the story-telling aspect of the Crusader Kings experience. If you play the Crusader Kings PC game as a hardcore strategy game, then you will probably find the board game lacking in that respect. The Crusader Kings board game is as much a story generator as it is a strategy game -- perhaps moreso.
As a story generator, my friends and I have found Crusader Kings to be very entertaining. It's certainly one of the better story-telling games that I've ever played.
Each action card will include a random event that is either disruptive to the current player,
or which benefits another player.
The way that Crusader Kings creates its little stories is through the random events of each player's action cards, and through the resolution of events by drawing trait tokens. Each turn, a player plays a pre-selected card from their hand. You perform your chosen action, and then you resolve a random event on the card. All cards, except for the "Crusade" action cards, will have a random event that is either harmful to the active player, or which provides a benefit to another player (usually the next player in the turn order).
Many actions and card events will also require that the player draw traits from a bag (similar to a die roll in most other games). Each player character starts with a pre-determined set of traits at the start of the game, and can acquire new traits through marriages, succession, or other events. All your traits go into a bag, and you draw one or more blindly from the bag to resolve a given trait check and determine the outcome of an event.
Player actions, card events, and trait draws, thus combine together to create emergent stories in both the short and long term. Sometimes these little stories can play out over the course of a few actions or turns. Other times, game-long narratives can form.
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