Crown of Comand - House Rules

By JimmyDark, in Talisman

I have a few house rules that I've been using for the Crown of Command space that a think clear up a few problems. Just wanted to see what you guys think.

1. When on the crown of command you cannot take an object through battle or psychic combat. Instead you may choose to destroy one object your target possesses.

Explanation: I use this rule to keep two players from constantly switching a powerful item (Holy Lance, Armor, ect.) back and forth. I've seen this drag out many end games. This house rule can also cause two powerful characters on the crown of command to weaken each other allowing late comers a chance of winning the game.

2. If you have no chance of defeating a character that also occupies the crown of command in battle or psychic combat you may instead call upon the dark powers. Roll a die, you may not use fate on this roll.

1-3 : Lose a life

4-5 : Ignored

6 : The chosen target loses a life (The target of this roll must be a character that you could not otherwise defeat in battle or psychic combat)

Explanation: This one is pretty obvious. There are many times where a character on the crown of command cannot effect the other and the game ends in an anticlimactic forfeit.

I've also toyed with the idea that any character may choose to use psychic combat while on the crown of command. I've seen magic/craft characters with very high craft get slaughtered on the crown of command by other characters with relatively low strength. I'm not sure about this rule as it would change the balance of the game and I have yet to test it.

*Edit: Changed "I've seen wizards with very high craft" to "I've seen magic/craft characters with very high craft"

JimmyDark said:

I've also toyed with the idea that any character may choose to use psychic combat while on the crown of command. I've seen wizards with very high craft get slaughtered on the crown of command by other characters with relatively low strength. I'm not sure about this rule as it would change the balance of the game and I have yet to test it.

Why is this stupid wizard already not attacking people with Craft (unless I've been wrong, see next)? It's been my understanding that on his turn the Wizard (or Ghoul or anyone who can attack via psychic) can initiate Psychic Combat instead of battle, since he is the one encountering the other char. Anyone can initiate psychic would help especially Priest (who needs it), but also Prophetess (no help for her necessary).

Sorry, I was just talking about craft based characters rather then the Wizard character. I'll edit the post.

Wizard just sounded wrong as the last game I played was won by the Wizard (his first win in 3 appearances, other 2 resulted in his death before anybody even reached the CoC) as Assassin had 1 less effective strength in combat and was nowhere near the Wizard's 20 sorpresa.gif Craft in psychic.

Yeah sorry about that, I was just trying to get some imput on these house rules. Anyone else think that these could help with prolems in their own end games?

In our 40+ recorded games, this has never really been much of an issue. The person who gets to the Crown should basically win the game. It's very exciting for others to come up afterwards and sometimes they turn the tide (against all odds), but giving challengers even more of a chance to ****** victory from a powerful and elegantly developed character at the crown seems like a bad idea. If anything, I'd recommend otherwise that the person attaining the Crown first be allowed a successful command spell on the turn they reach the crown without rolling. That would be the kind of incentive needed to ensure that the game played out more reasonably. All too often an Elf or character with a poltergeist will hit the healer every other turn to force a stalemate or a slow, slow victory against the Crownbearer. The person who gets there first needs more power, not less.

librarycharlie said:

but giving challengers even more of a chance to ****** victory from a powerful and elegantly developed character at the crown seems like a bad idea.

What if the first char to reach the Crown did so by fluke partido_risa.gif ? Powerful, sure chars at Crown normally are. Elegantly developed? Sorry, sound way to prissy for me lengua.gif . Especially if we're talking about the Hul... er Troll.

The diary of the Troll gui%C3%B1o.gif

Last saturday, i have played with the Troll, and the other player is a Wizard.

The Troll has gain quickly a strength of 10, but the one who is the Wizard draws the Rod of Ruin, and i (the Troll) lost 2 points of strength.

I have tried as fast as i can to gain some strength together, but i have bad luck. I have draw on 2 different places a wraith on the middle region who has a craft of 5, and my Troll where having a craft of 3.

Then i have draw a life pool and i thought ... yes i can finally get healed, but because the Troll has a Fiend Slayer, he must take one extra card. And what do you think he draws. Another craft enemie ****. At least he has a craft of 3 . But each time, i have rolled a low result. And after some heavy battles, the Troll has one life left. I have pack my bags and try to run to the chapel. But hell, i had it difficult to land on it, and in the mean time... the Wizard grows stronger and stronger, and then he draws the Lord of the Pit. He has defeat it and landed on the Plains of Peril. On the way to the crown ! And the Troll has not land on the chapel yet ! **** the unlucky guy !!! The Wizard has reached the crown, and has rolled the die, and it is easy victory for the wizard !

And the story came to a end lol gran_risa.gif unlucky me lengua.gif

Dam said:

librarycharlie said:

but giving challengers even more of a chance to ****** victory from a powerful and elegantly developed character at the crown seems like a bad idea.

What if the first char to reach the Crown did so by fluke partido_risa.gif ? Powerful, sure chars at Crown normally are. Elegantly developed? Sorry, sound way to prissy for me lengua.gif . Especially if we're talking about the Hul... er Troll.

I'm opposed to the weaker (overall) character winning, since the purpose of the game is to develop your character's powers in order to win.

The rules as they stand favor strong characters in non-psychic games and balanced characters in wizard/ghoul games. Adding this alternate rule would only make a fluke character (whenever they get to the Crown) more powerful. When I have to choose between Crags and Forest, I base the decision on whether strength or craft might help me more in the endgame. If every turn you maximize your potential for useful gain, and your end product is a character with a counterspell in hand, holding the amulet, a talisman, and a dozen strength points approaching the Crown alone, it is a very elegantly crafted victory, particularly if your choice of objects taken from your opponents was designed to get you into that position.