Solo and Two Players: the Crown
Playing John Company alone or with two: the Crown as an automated family, setup, the Player Button, difficulty levels, AI cards and the Crown's climate, favors and promise cubes, and how the Crown acts in each phase.
The Crown
With one or two players you play against the Crown, an automated family that runs on the Crown Handbook and a deck of 10 AI cards. Sometimes it wants the Company to thrive, sometimes to fail. You bargain with it through favors, paid in Crown promise cubes. All normal rules apply, with these changes.
Setup
Set up any scenario (1710 is best for a first game against the Crown). Before dealing setup cards:
- The Crown uses the family board titled The Crown.
- It gets the family members of two families (36 pieces). It uses up one colour before the other.
- Split the 12 red promise cubes evenly between the Crown and the players: 6 each solo, 4 each with two.
- The Crown sits last in order after the starting Chairman — or, if it is Chairman, just before the next office in order.
Solo setup cards. Shuffle the 12 setup cards of the scenario. Draw 3, keep 1 and give 2 to the Crown; do this 4 times (you end with 4, the Crown with 8). Variant: deal 4 to you and 8 to the Crown at random.
Two players. Set up as for three, with the Crown as one family. Each player draws 3, keeps 2 and gives 1 to the Crown; do this twice. Everyone ends with 4.
The Player Button
With two players, give a spare piece — the Player Button — to the player on the Crown’s right or left, as the finger on the current AI card points. Whenever the Crown must choose between you, or you both want the same favor at once, the holder gets it and passes the Button on. The Button can be traded in a deal.
Difficulty
| Level | Change |
|---|---|
| Easy | Each player has 5 promise cards they may trade to the Crown for promise cubes (see the Crown’s board). |
| Normal | Promise cards can’t be traded for cubes. |
| Hard | Normal, plus 4 more cubes for the Crown (2 from each player with two). |
| Expert | Hard, plus 3 extra setup cards for the Crown. |
Before play, shuffle the AI cards face down, turn the top one face up beside the deck, and set the climate marker (a spare opportunity marker) on the Crown’s board to the animal that card gives.
AI cards
The face-up AI card sets the Crown’s climate, its mood, and the deck also breaks its ties:
- Presidency — use the one named on the back of the top face-down card by the black arrow; if unsuitable, the white arrow’s; then the third.
- Direction — the way the finger points (clockwise or counter-clockwise).
- One card of three (the London Season Display, laws) — the shaded position at the top; if gone, the next to the right, wrapping round.
- New climate — the card’s table checks one fact about the game (Company Expectations, Debt, Crown treasury…) and gives the climate for it. Nobody may change the game before it is set.
- Region — the priority list at the bottom, left to right.
In the Handbook, “most” means more than or equal to everyone else, and at least 1; “fewest” includes ties and zero. If the Handbook leaves the Crown a free choice, you (or the Button holder) make it.
The five climates
The Crown’s board has a climate track, left to right:
Bull,
Stag,
Lion,
Bear,
Peacock. Almost every
Handbook table has one column per climate — the tables on this page copy them. Roughly, the bull
milks the Company (no reserve, cheap trade, buys shares), the peacock props it up (big reserve,
workshops and luxuries, more caution at sea and in war), and the others sit in between.
Setting the climate. Flip a new AI card and set the climate from its table each Chairman turn: before the Crown acts if it is Chairman, after you finish acting if you are.
Climate shift. Each Prime Minister turn, after the law is chosen and before voting, roll 6 dice against Company Standing (0–7, where Company Failure is 0):
- Successes ≥ Standing: shift the climate one space right (towards the peacock), if able.
- Successes > Standing: shift it one more space right, if able.
- Failures plus catastrophic failures ≤ Standing: shift it one space left (towards the bull), if able.
- Failures plus catastrophic failures < Standing: shift it one more space left, if able.
If the Crown is Prime Minister, it does the climate shift first, then draws laws.
Favors and promise cubes
Promise cubes move between you and the Crown through favors, listed phase by phase in the Handbook and on the Crown’s board. Below, pay N means you give N cubes to the Crown and get N means the Crown gives N to you.
- Red-box favors (pay) — you pay cubes to the Crown to change what it does (make it fit your ship, hire you, vote, allocate money to your office…).
- Blue-box favors (get) — the Crown pays you cubes for helping it (fitting its ships, consenting to its nepotism…).
- Dark, bold-outlined favors are mandatory whenever their condition is met.
A favor works only in its own phase or step (those on the Crown’s board, at any time in the window they show). Repeat favors as often as you like, but never one you can’t fully pay; you may take one that gives you fewer cubes than it lists if the Crown has run short. With two players, cubes can be traded between you.
The Crown’s board — at any time from the start of the Firms phase to the end of Revenue:
| Favor | Give it to the Crown | Take it from the Crown |
|---|---|---|
| An unfitted shipyard | get 2 | pay 4 |
| A fitted shipyard | get 3 | pay 5 |
| An uninvested workshop | get 4 | pay 6 |
| An invested workshop | get 1 | pay 3 |
| A luxury | get 5 | pay 7 |
| An enterprise from a prestige card | get 4 | — |
| £3 | get 2 | — |
| Easy only: remove one of your promise cards from the game | get X (X = turn ÷ 2, rounded up) | — |
How the Crown plays
Read the Handbook phase by phase as you reach it, without looking ahead. The tables below are its climate tables in text.
Vote to Deregulate
The Crown never calls the vote as Prime Minister unless it must. It votes last and against, and once may spend up to this much if that moves the Votes marker to failing:
| Spends up to | £6 | £5 | £4 | £3 | £2 |
London Season
- Retirements — one pensioner at a time, each to the highest-VP prize costing no more than half (rounded up) of its remaining treasury; the £2 prize only if it wins a card. Hard/Expert: at Final Retirement it spends as much as it can on pensioners. Under Deregulation it takes the single highest-VP special retirement it can afford.
- Prestige cards — the card in the AI card’s shaded position (if gone, the next to the right, wrapping round). It ignores spouse text but keeps their discounts and points, keeps blackmail face down, plays enterprise cards face up, never does what a card says it “may” do, and never gives permission or consent a card asks for.
- Favors: pay 2 — before retirements, take £1 from the Crown’s treasury. Pay 1 — after them, take £1. Pay 5 — take an enterprise prestige card from the Crown. Pay 4 — take a blackmail card from the Crown (no peeking).
Family
First, free writers: with 4+ vacant offices the Crown enlists a writer as a free action; then a free writer into any Presidency with a vacancy and no Crown writer. Then it takes two family actions (one with two players), trying the chart left to right and skipping any it can’t do or afford:
| Climate | Family actions, in order |
|---|---|
- Extra action. If the latest extra action is one it picks from the chart, it counts as the extra action (so the Crown may take three solo). Afterwards it tries the latest extra action, unless done.
- Seeking shares — the cheapest space (the rightmost £3 space if £3 is cheapest).
- Enlisting writers — first a vacant Presidency with no Crown writers, then the Crown Presidency with the fewest Crown writers, then the Presidency with the fewest Crown writers, then the AI card.
Firms (Deregulation)
The Crown never creates a private firm and always consents to dissolving and merging. If you form a private firm you must pay 3 (all you have, if fewer). Pay 2 — it consents to fit a Crown ship; pay 2 — it consents to the Company buying back a Crown-owned ship.
Investing. Only once all players have finished investing, and only if the Crown holds the majority of Company shares: it invests with Company shares (unless weak), then workshops, and never so as to get the majority of a firm’s shares.
| The Crown | Won’t invest | Won’t invest | Seeks one investment | Seeks one investment | Seeks one investment |
| Favor | Pay 2: it invests once in your firm | Pay 2: it invests once in your firm | Solo: pay X (firm’s value) to deny it | Solo: pay X | Solo: pay X |
Two players: it starts each investment by the Player Button, switching after each; pay X (its firm shares) for its consent to a hostile takeover by the Button holder.
Hiring
Once New Company Shares is done, you may get 1 by giving £1 from your treasury to the Crown if it holds the majority of Company shares, and trade shares with it:
| Take a share from the Crown | pay 6 | pay 4 | pay 4 | pay 3 | pay 3 |
| Give a share to the Crown | get 2 | pay 3 | pay 3 | pay 4 | pay 4 |
- Chairman election — with the majority of shares (or a tie and it was Chairman) it elects itself. Pay 3 (12 under Deregulation) to bribe it to elect you. Two players: without its majority, pay X (the Crown shares backing you) for its support. Get 3 (6 under Deregulation) if you hold the majority (or a tie as former Chairman) and vote it in.
- When you hire — pay 2 for its consent to nepotism; get 1 for hiring a Crown family member over any non-Crown one.
- When the Crown hires — it always hires its own family if able. Solo, mandatory: get 2 — you must consent to its nepotism when asked if it has 2+ promise cubes (otherwise optional). Two players: get 1 when both players are candidates and both consent. For Director of Trade / Governor General it hires the first eligible officeholder along the ribbon from the Chairman, in the AI card’s direction; among candidates it prefers writers, then officers, then Governors (AI card for ties). Pay 3 — you make one hiring decision for it.
Chairman
If you are Chairman — pay 1, mandatory whenever you can. When you seek debt, Crown shares consent to the first advance above 3 Debt for: bull pay 1, stag pay 2, lion pay 3, bear pay 4, peacock pay 6; each further advance, pay 1. When you allocate the Balance, get 1 for giving a Crown office £3 (bull), £4 (stag, lion, bear) or £5 (peacock).
If the Crown is Chairman — it sets the climate first, then:
| Seeks 1 Debt for each… | Presidency with an open home port | Presidency with an open home port | sea zone with fewer than 2 ships | Presidency where it is Commander or holds a majority of all Army box pieces | — (no debt) |
| One more Debt | pay 1 | pay 1 | pay 2 | pay 2 | pay 3 |
| One less Debt | pay 2 | pay 2 | pay 2 | pay 1 | — |
Allocating the Balance, in priority order, giving as much as possible to a step it can’t fill; any remainder goes to the Manager of Shipping. Pay 1 before any step to have up to £3 sent to an office you name.
| Climate | Priority |
|---|---|
| £4 to each Presidency with an open home port; £5 to Director of Trade / Governor General | |
| £4 to each Crown Presidency with an open home port; £1 to each Presidency with a Crown writer; £3 to Director of Trade / Governor General | |
| £5 to Manager of Shipping for each Presidency whose sea zone has fewer than 2 ships; £4 to the Crown Presidency with most ships; £3 to Director of Trade / Governor General; £1 to each Presidency with a Crown writer | |
| £4 to each Presidency where the Crown has a majority of Army box pieces; £2 to each Presidency with a Crown Governor; £4 to a Crown Governor General; £2 to each Presidency with a Crown writer | |
| £5 to each Presidency where the Crown is Commander or has a majority of officers; £2 to each Presidency with a Crown Governor; £5 to a Crown Governor General |
Director of Trade / Governor General
If you are Director of Trade (Special Envoy; opening China uses the hiring rules):
| Open an order in the home region of a Crown Presidency with a Crown writer | get 1 | get 1 | get 1 | — | — |
| After the office acts, no Presidency has 2+ more ships or writers than another | get 1 | get 1 | get 1 | — | — |
If the Crown is Director of Trade — Special Envoy with exactly £3 at a time, on the northernmost closed order of the AI card’s first region not held by the Company, repeating while £3+ remains. Make it spend more or less (any amount, even zero, and optionally skip later Envoys): bull or stag pay 2, others pay 1. Pay 1 — target a specific order. Pay 3 — open trade with China.
Transfers — two, from this list, skipping any it can’t do (AI arrows break ties between Presidencies; ships: Company, then unfatigued, then Crown, then player). Pay 1 to prevent one; pay 2 to move one writer or ship where you choose (each counts as one of its two; no undoing an earlier one).
| Climate | Transfer priority |
|---|---|
| Crown writer from the Presidency with the shortest trade route to the longest; ship, same; player writer from the longest to the shortest | |
| Ship from the shortest trade route to the longest; Crown writer from the Presidency with fewest ships to the one with most; player writer from the longest route to the shortest | |
| Ship from the Presidency with fewest Crown writers to the most; Crown writer from fewest ships to most; ship from fewest Crown writers to China; ship from most player writers to fewest | |
| Ship from a player Presidency to a Crown Presidency; Crown writer from fewest ships to most; Crown writer from a player Presidency to a Crown Presidency | |
| Crown writer from a player Presidency to a Crown Presidency; ship from fewest Crown writers to most (twice in the list); player writer from a player Presidency to a Crown Presidency |
If you are Governor General — get 1 each to add money to a Crown office, place a regiment in a Crown Presidency’s Army, or place a Company ship in a Crown Presidency’s sea zone.
If the Crown is Governor General — it Governs while it can roll at least:
| Dice needed | 5 | 3 | 3 | 3 | 2 |
| On success | Tax (evenly to Crown Presidencies, rest to the Balance) | Tax | Build a Company ship | Commission a regiment | Commission a regiment |
Pay 1 — one die more or fewer. Pay 2 — choose a different result.
Manager of Shipping
If you are Manager — get 1 to fit a Crown ship; get 1 to place a ship in a Crown Presidency or with a Crown Superintendent of China.
If the Crown is Manager — it fits all its ships it can, then players’ (Player Button breaks ties). Pay 1 to fit a ship you name (mandatory before it picks the sea zone if it fits one of yours).
| Buys Company ships | None | 1 if able | As many as able | 1 if able | None |
| Favor | Pay 1: it buys one | Pay 2: it buys none | Pay 3: it buys as many as you wish | Pay 1: it buys none | Pay 2: it buys one |
| One more Company ship | pay 1 | pay 1 | — | pay 2 | pay 2 |
| Places its ships in… | the Presidency sea zone with the longest open trade route, a Crown Presidency first | the Presidency sea zone with the longest open trade route, the one with more Crown writers first | a Crown Presidency’s sea zone; if none, the Presidency with most writers | the Presidency sea zone with most Crown writers | China if possible; else the Presidency sea zone with most Crown writers |
It leases as many extra ships as its treasury allows (pay 1: it must leave £2 unspent). Pay 1 — it fits one ship into the sea zone (or China) you choose. “Most” here may be zero.
Military Affairs
If you are Military Affairs — get 1, mandatory, whenever you assign the Crown as a Commander (even with no choice).
If the Crown is Military Affairs — two Army transfers (regiments, then Crown officers, then player officers; AI arrows break ties), skipping any that undo an earlier one. Pay 1 to make one transfer yourself or to block all transfers this round (each counts as one of its two).
| Climate | Transfer |
|---|---|
| A player Presidency’s Army to a Crown Presidency’s Army | |
| The Army of the Presidency with fewest ships to the one with most ships | |
| An Army where a player is Commander to one where the Crown is Commander |
Assigning officers — player officers first, then Crown officers, one at a time; go down the list until one Presidency is left (then black arrow, white arrow). Pay 1 to assign one officer yourself.
| Climate | Priority |
|---|---|
| Crown Presidency → most ships → Crown is Governor → creates a new Crown majority of pieces → creates a Crown tie with the player holding the majority → keeps a Crown majority → Crown is Commander | |
| Creates a new Crown majority → creates a Crown tie with the majority player → keeps a Crown majority → Crown is Governor → Crown is Commander → Crown Presidency → most ships |
Then it assigns Commanders, choosing its own officer when it can.
Presidencies
Crown Presidents run Governors first (in order of formation), then the Commander, then Trade. Pay 1 — one change to that order.
Governors. If you are Governor — get 1 to add Administer tax money to a Crown Presidency (once a turn per Presidency); get 1 to move a Company ship to a Crown Presidency’s sea zone; get 1 to commission a regiment into a Crown Presidency’s Army (once a turn per Presidency). If the Crown is Governor, it Administers again and again, dropping dice after each roll, while it can roll at least:
| Dice needed | 3 | 2 | 2 | 2 | 1 |
| On success | Tax (to Crown Presidency first, rest to the Balance) | Tax | Build a Company ship | Commission a regiment | Commission a regiment |
Pay 1 — one die more or fewer. Pay 3 — no Administer actions. Pay 2 — a different result.
Commanders — if you are Commander:
| Consent to buy a Local Alliance from a Crown President | pay 2 | pay 2 | pay 1 | pay 0 | pay 0 |
| Deploy successfully in a non-Company region with Crown officers | — | — | get 1 | get 1 | get 1 |
| Deploy successfully in a Company region of a Crown Presidency with a Crown writer | get 1 | get 1 | get 1 | — | — |
If the Crown is Commander (Crown Presidents always consent to its Local Alliances):
| Local Alliances | Buys none | Buys none | With Army strength 3+, the cheapest affordable (needs presidential consent) | With strength 2+, the dearest affordable (needs consent) | Same as bear |
| One more of your choice (you must consent in your Presidency) | pay 2 | pay 2 | pay 2 | pay 1 | pay 1 |
| A dearer / cheaper one | — | — | pay 1: dearer | pay 1: cheaper | pay 1: cheaper |
| None if it holds the Presidency | — | — | pay 1 | pay 2 | pay 2 |
| Deploys in… | home region with closed orders → Company regions of this Presidency with closed orders → home region if not Company → non-Company regions next to Company regions | same as bull | home region if not Company → non-Company regions next to this Presidency’s Company regions → this Presidency’s Company regions with closed orders | same as lion | same as lion |
| Dice needed: non-Company region | 6 | 5 | 4 | 3 | 2 |
| Dice needed: Company region | 2 | 3 | 4 | 5 | 6 |
| Deploys again? | No (pay 2: yes) | No (pay 2: yes) | No (pay 1: yes) | Yes (pay 1: no) | Yes (pay 1: no) |
Get 1 for consenting to its Local Alliances in your Presidency when you didn’t pay for them. It uses Local Alliances first, then Crown officers, player officers and regiments to match the dice exactly. Pay 2 — choose its region. Pay 1 — one die more or fewer. Pay X — after it picks pieces and before the roll, swap X pieces’ worth of exhausted pieces for others (an alliance of strength X counts X).
Presidents. If you are President — get X, mandatory, for placing X Crown writers when filling orders. If the Crown is President, it trades only with at least:
| Dice to trade | 2 | 3 | 4 | 5 | 6 |
It aims at the highest-value route (fewer regions only to reach its dice), adds up to £3 more if funds remain, prefers home-region orders, then closest to home, then most southerly, and places its own writers first. Pay 1 — one die more or fewer. Pay 1 — it places your writer instead of another. Two players: the Player Button decides whose writer.
Superintendent of China. If the Crown holds it, it trades in China with as many dice as it can, if it can roll at least:
| Dice needed | 1 | 2 | 2 | 3 | 3 |
Pay 1 — one die more or fewer.
Revenue and Events
As Chairman it pays at least 1 dividend, then more while leaving this in the Balance:
| Keeps in the Balance | £0 | £2 | £4 | £6 | £8 |
| One dividend less | pay 2 | pay 2 | pay 1 | pay 1 | pay 1 |
| One dividend more | pay 1 | pay 1 | pay 2 | pay 2 | pay 2 |
It discards Royal Protection when there are emergency loans. It never answers a firm’s call for emergency investment; pay 4 and it invests in yours with Company shares (unless weak) then workshops, whatever its share majority (not if it would then hold more firm shares than the manager). Get X (its firm shares, at most 3) when you pay it firm dividends at least equal to any other player’s.
Events in India — if a Crown Commander must defend a Crisis, you choose which pieces are exhausted (two players: the Button holder).
Parliament and Upkeep
It votes first, with every vote from its enterprises, plus bonus votes for its treasury:
| Crown treasury | £0–3 | £4–6 | £7–10 | £11–14 | £15+ |
|---|---|---|---|---|---|
| Bonus votes | +0 | +1 | +2 | +3 | +4 |
As Prime Minister it draws laws by the AI card’s shaded position, stopping at a Dilemma; it may vote against its own law and may be Prime Minister and Opposition Leader at once. Pay 2 — it stops and takes the law just drawn. Pay 2 — it skips that law and draws again (taking the third). For the policy marker it counts player against Crown entities each choice affects (workshops, shipyards, shares, luxuries, windows; ×−1 for tax) and picks the best for itself (AI arrows break ties; a Power policy already top swaps the two bottom markers). Pay 4 — it moves the marker to the other policy.
Royal privilege — if it can’t pay a tax or family expenses, it takes the money from the Company, with emergency loans if needed — which can sink the Company. It always discards Royal Protection if available. Solo, upkeep: get 1 if you have writers in a Crown Presidency but none came back from filling an order there.
The Crown’s voting plan:
| Law | For | Against |
|---|---|---|
| Army Spending | ||
| Board of Control | If it is Prime Minister (and removes a player from office at once) | Otherwise |
| Calico Acts | If it has most workshops | Otherwise |
| Company Aids Government | ||
| Debt Restructure | ||
| Envoy to China | ||
| Governor General | If it is Director of Trade | Otherwise |
| Inclosure Acts | If it has most prizes | Otherwise |
| Industry Subsidy | ||
| Masses Demand Franchise! | Otherwise | If it has most Rotten Boroughs |
| Military Oversight | If it is Prime Minister (a Crown Military Affairs always demotes a non-Crown Commander when a Crown officer is in that Army) | Otherwise |
| Old Ideas Made New! | If it is Prime Minister, the law is chosen at random | |
| Public Demands Impeachment! | If it is Prime Minister (it picks the first player office along the ribbon; all Crown: at random) | Otherwise |
| Relief Demanded for Indian Famine! | Otherwise | If it has most of the given policy |
| Royal Protection | If it has most luxuries | Otherwise |
| Sepoy Recruitment | ||
| Ship Subsidy | ||
| Tenure Limits | Otherwise | If it is Chairman |
| Trade Regulations | ||
| Treasure Reform | ||
| War Against France! | If it is Prime Minister (player ships and officers first, then Company ships, then its own) | Otherwise |
| Window Tax Repeal | ||
| Writer Graft Reform | ||
| Writer Privileges | If it has most writers on orders | Otherwise |
| Zamindar Taxes | If it has most Governors | Otherwise |
End of the game
Solo, only first place in the power award scores. You win if you beat the Crown. If the Company fails, adjust your score (not the Crown’s) by the turn it failed:
| Turn | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|---|
| 1710 | −5 | −4 | −3 | −2 | −1 | 0 | 0 | 0 |
| 1758 | −5 | −4 | −3 | −2 | −1 | |||
| 1813 | −4 | −3 | −2 | −1 |