Temporal Warp on Crown of Command.

By El-DoX, in Talisman

Rules at page 20 says "a character is on the Crown of Command space, a character does not move but remains there instead. Cannot move back."

A player may cast Temporal Warp to try 3 Command spells in one turn? I suppose no (because on CoC a player skip movement phase), but i want to read some opinions first... Thanks!

El-DoX said:

Rules at page 20 says "a character is on the Crown of Command space, a character does not move but remains there instead. Cannot move back."

A player may cast Temporal Warp to try 3 Command spells in one turn? I suppose no (because on CoC a player skip movement phase), but i want to read some opinions first... Thanks!

Of course, p. 20 also in the last paragraph talking about CoC states this:

"Once any character has reached the Crown of Command, any
character that gets killed is out of the game. Note that this
rule stays in effect for the rest of the game, even if a character
leaves the Crown of Command." (emphasis mine)

It's up in the air kinda thing which one was meant there. As to TW, I'd say it gets you 3 bites at the cherry so to speak.

I think it is not possible.

You may not move on the crown of command and you cannot go back.

I wonder if it is even possible to cast a spell card on the crown of command.

In the manual, it don't states that you may only cast the crown of command spell. But you can also say that you can cast temperal warp even if you don't move. So it will only hint you when you can cast the spell.

I want to know what other players are thinking about this.

Temporal Warp is not about moves but about "turns." Movement is only one activity you take during a turn. Logically, if you can do other things in a turn except move, then Temporal Warp would allow this... including using the CoC three times successively. As the mechanics stand, this is possible.

One note here is that a character on the crown space, according to the rules, must cast the command spell. Because this is something that must happen during the round, and because it is a spell, that creates a restriction on other spellcasting. Page 13 clearly states that a character may only cast a number of spells per turn equal to the number they had at the "start" of the turn.

So if a character arrives at the crown with only the Temporal Warp spell in hand, and then must cast the command spell each turn, they can never cast Temporal Warp, because they are already required to cast another spell on their turn and they can only cast one per turn.

On the other hand, if they arrive at the Crown space with an Acquisition spell and the Temporal Warp spell, they can cast Temporal Warp, then the Command spell in the same turn (as the player had 2 spells at the turn's beginning), but then will never be able to cast the Acquisition spell (because it must be cast during "your" turn).

librarycharlie said:

One note here is that a character on the crown space, according to the rules, must cast the command spell. Because this is something that must happen during the round, and because it is a spell, that creates a restriction on other spellcasting. Page 13 clearly states that a character may only cast a number of spells per turn equal to the number they had at the "start" of the turn.

So if a character arrives at the crown with only the Temporal Warp spell in hand, and then must cast the command spell each turn, they can never cast Temporal Warp, because they are already required to cast another spell on their turn and they can only cast one per turn.

On the other hand, if they arrive at the Crown space with an Acquisition spell and the Temporal Warp spell, they can cast Temporal Warp, then the Command spell in the same turn (as the player had 2 spells at the turn's beginning), but then will never be able to cast the Acquisition spell (because it must be cast during "your" turn).

If you went by that, you couldn't cast the Command Spell unless you had 1 Spell in hand?

Of course, p. 13 clears things:

"The maximum number of Spells a character may cast during
his turn is equal to the number of Spells he had at the start of
that turn. A character may only cast one Spell during another
character’s turn. This does not apply to the Command Spell,
however (see “The Crown of Command” on page 20)."

Last sentence in particular (or at least that's how I interpret it). If only people gave the rulebook a perusal now and then... lengua.gif

So... that means that you can cast Temporal Warp, and after that the Command spell.

Otherwise it would be ridiculous. Then a Troll can't cast the Command spell if he has only 1 or 2 craft partido_risa.gif

The Troll put the crown on his big green head, and became a smart guy gran_risa.gif He learned how he must use the Command spell, so that everyone do his bidding and will licking his toes gran_risa.gif

Dam said:

If you went by that, you couldn't cast the Command Spell unless you had 1 Spell in hand?

Of course, p. 13 clears things:

"The maximum number of Spells a character may cast during
his turn is equal to the number of Spells he had at the start of
that turn. A character may only cast one Spell during another
character’s turn. This does not apply to the Command Spell,
however (see “The Crown of Command” on page 20)."

Last sentence in particular (or at least that's how I interpret it). If only people gave the rulebook a perusal now and then... lengua.gif

You're totally right that the Command Spell ignores the rule, but my point is that the other spells do not. The Command Spell can be cast regardless of spells in hand, but it should still count as a "cast spell" for the purposes of preventing other spells, like Temporal Warp, from being cast. Otherwise, you get a Wizard at the Crown casting acquisition on the talisman of one enemy who is near the valley of fire, then casting the Command Spell, then on the next player's turn casting random, then on the next player's turn casting Immobility, then on his own turn casting Mesmerism on another player's gnome, then casting the Command Spell again... etc.

While the maximum doesn't apply to the Command Spell because there is no way to prevent yourself from casting the Command Spell, it does still apply to anything else in hand. Thus, only if you have 2 spells in hand when arriving at the Crown can you ever cast another spell other than the Command Spell (the Pixie character is nice in this instance).

An alternate reading muddies the water a bit more, where you read the sentences there as one-follows-another form. "A character may only cast one Spell during another character’s turn. This does not apply to the Command Spell, however." This says nothing actually, other than, you can't cast the command spell during someone else's turn, duh .

I don't know if that was the intended meaning, but as I said it's still entirely murky.