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For the Crown (Second Edition): Expansion #2 – The World is Round thumbnail

For the Crown (Second Edition): Expansion #2 – The World is Round

Expansion for For the Crown (Second Edition)

For the Crown (Second Edition): Expansion #2 – The World is Round Rulebook

Table of Contents

Table of Contents

  • [1.0] Introduction
  • [16.0] Cylindrical Movement
  • [17.0] Card Effects

[1.0] Introduction

This expansion kit requires that you own a copy of For the Crown Second Edition. It adds 12 new kinds of variable cards and 9 new unit Types that can be Trained using the new cards. You can mix and match cards from the original game with any For the Crown Second Edition expansions you have when creating the Supply (see 3.0, #2).

This expansion also adds a new alternative starter card (see 11.1) called Parchment, which can be used to Train another new unit Type, the Courier. Parchment is never placed in the Supply, but during Set Up (3.0, #1), if both players agree, they can each remove one Peon from their starting Deck and add a Parchment to replace it.

To identify cards in this expansion, a globe icon is located on the top left corner of each card.

[16.0] Cylindrical Movement

All of the new unit Types in this expansion move cylindrically: they can move off the left edge of the board and reappear on the right, or vice versa, as if the A file and H file were touching (but they still cannot move off the top or bottom of the board).

Cylindrical Movement Example: The Visionary moves exactly like a Bishop, except it can move cylindrically. A Visionary on square f1 could move diagonally to g2 and h3, just like a Bishop could, but then it can also continue moving through h3 to a4, then to b5, c6, and so on. However, it still cannot move off the top or bottom of the board, and so cannot move past e8.

[17.0] Card Effects

The following describes the effects of the new cards introduced in the The World is Round expansion.

Bivouac (Action): Choose one of your non-Sovereign units and move it to any empty square on the same rank of the board. The unit does not need to be able to reach the square via its normal movement pattern.

Compass (Order): Choose one of your non-Sovereign units and march it, following its normal movement pattern, except that for this one order it counts as cylindrical (see 16.0) and can therefore wrap around the sides of the board. Note that you cannot attack using this order.

Compass (Alternate Order): You earn 1 order and 1 gold, and draw 3 cards. Then, place any 3 cards from your Hand on top of your Deck, so that they will be the next 3 cards drawn. You can put back some or all of the cards you drew, if you wish. You choose the order of the cards you put back.

If you were not able to draw all 3 cards, you still need to put 3 back, in which case you will end up with fewer cards than you started with. If you have 3 or fewer cards in your Hand after trying to draw 3 cards, you must put your entire Hand back.

Far Sight (Action): You earn 1 gold, and say the name of any card. Your opponent's Hand is revealed, and they Discard all cards in their Hand with the name you said. If none of their cards have that name, they do not Discard anything.

Land Lore (Order): This works like a regular deployment, except you can put the unit in any empty square in your first four ranks (i.e., on your half of the board), rather than being confined to the first rank as normal.

Land Lore (Treasure): When you play this card, examine every rank of the board, one at a time, counting up the number of Foot units you own on that rank and also the number of enemy Foot units on that rank. For each rank where you own more Foot units than your opponent, you earn 1 gold; for each rank where you are tied or have fewer Foot units, nothing happens. This card can therefore earn you anywhere between 0 and 8 gold, depending on the units in play and their positions.

Grimoire (Order): This works like attacking with your unit, except your unit does not move; instead, one unit it could have attacked is simply captured. This still counts as issuing an order to your unit.

If your unit could capture multiple units in a single attack (e.g., a Charger), Grimoire only captures one of the units, but you can choose which one (e.g., you can choose the "back" unit, even though you would normally have to charge through the "front" one to get to it).

Plunder (Treasure): If you have no cards left in your Hand when you play Plunder, it has no effect. If you do have cards in your Hand, you must Discard one of your choice, and then you earn 3 gold and +1 buy.

Secret Trails (Order): You earn 1 order, then move one of your units one square diagonally. The destination square must be vacant, and the unit you move cannot be Sovereign, but the unit's normal movement pattern does not matter.

Supply Tent (Order): This card lets you swap as many of your units as you want with units in your Barracks. You can swap a Sovereign unit from your Barracks onto the board, but you cannot swap a Sovereign unit from the board into your Barracks. You cannot swap the same unit more than once, so units on the board can be swapped into your Barracks but never to a new position on the board.

Supply Tent (Alternate Order): You earn 1 order, then choose up to 3 cards from your Hand and Discard them. Then, draw an equal number of new cards from your Deck, and also earn 1 gold per Discarded card. This is similar to the Versatility card from the base game, except it also earns you gold.

Vantage (Action): You earn 3 gold, then select one of your units on the board and move it one space straight backwards (the destination square must be empty).

The movement is not optional; you must move one of your units backwards, if possible. However, if none of your units are able to move backwards (because none of them have an empty square directly behind them), you can still play this action for 3 gold.

Wanderlust (Order): You earn 1 order and choose an enemy unit. Your opponent must immediately march that unit, if possible. They get to choose where to march it, but they must follow the unit's normal marching rules, and they cannot choose not to march it (though some units, such as the Warlord, are capable of marching back to their starting square). This does not use up an order from your opponent's next turn; the march is "free" for them, and occurs immediately (during your turn).

Wilderness (Order): You earn 1 order, and swap the positions of two adjacent units. You can swap two of your own units, or one of your units with an enemy unit, but you cannot swap two enemy units. This counts as issuing an order to both units, which prevents you from issuing further orders to either of them on the current turn. If you swap an enemy unit, you cannot capture it immediately; it becomes immune to capture until its owner's turn. Your own units, however, gain no such immunity.

Zeitgeist (Order): You draw 1 card, then either march or attack with one of your Foot units, then either march or deploy another of your Foot units. You can march with either or both units, but you cannot deploy first or attack second. You cannot choose the same unit twice; if you only have one Foot unit, one part of the effect will be wasted.