|Type(s)||Action - Treasure|
If it's your Action phase, you may play an Action from your hand twice.|
If it's your Buy phase, you may play a Treasure from your hand twice.
Crown is an Action-Treasure card from Empires. It is a Throne Room variant that plays either Treasures or Actions depending on which phase of your turn it's played in. It is the only Action-Treasure in the game, and the only Action that can be played during your own Buy phase (Caravan Guard can be played during another player's Buy phase).
 Official FAQ
- If you play this in your Action phase, you play an Action card from your hand, then play the same card again; this does not use up any extra Actions you have.
- If you play this in your Buy phase, you play a Treasure from your hand, then play it again; this does not use up any Actions at all.
- Crown can be used to play another Crown in either your Action or Buy phase, causing you to either play two more Actions twice each, or two more Treasures twice each.
- If you play Crown in your Action phase via something that lets you play Treasures (like Storyteller from Dominion: Adventures), Crown will still play an Action card twice.
 Other Rules clarifications
- The start of your turn is considered part of your Action phase. This can matter if you play Crown using Prince or Summon (either of which requires cost reduction) or a card set aside by Prince or Summon (such as Throne Room or Herald).
- As such, a Princed or Summoned Crown can never play Treasures, even if you have no Actions in your hand, and no other start-of-turn effects to resolve.
Original article written by Avester.
Crown is a typically underrated card, and this strategy section will cover how it can be best used.
Crown + Engine: Crown, in an engine deck, functions similarly to Throne Room. While it is pricier, often, the benefit of a Throne Room-esque card far outweighs its price tag, and will make it a good pick-up on any decent engine, and it would shine in particularly thin decks.
Crown + Big Money: Crown, in a Big Money deck however, absolutely shines, and has become one of the strongest enablers in Big Money games. The versatility of this card means that it is well-tailored for a range of Big Money-like strategies. Crown in Smithy + Big Money: The flexibility afforded by Crown would make your terminal draw cards, such as Smithy and Hunting Grounds ridiculously powerful, and should never be underestimated. Of note here is that because you would not normally buy Throne Room in a typical Big Money game, Crown allows you to have a card flexible enough to draw sufficient cards to trash Tragic Hero for its on-trash effect, which, in the presence of powerful Treasure cards such as Bank or Platinum, would be a welcome benefit. Crown in Pure Big Money: This is where Crown establishes itself as a powerful must-buy - the fact that it can double your plays of various Treasures. While vanilla Treasure cards such as Gold and Platinum seem like obvious Crown-candidates, the presence of alternative Treasure cards in the Kingdom can allow Crown to completely alter your gameplay. Consider the following examples:
- Bank: Crown can allow Bank to generate obscenely large amounts of money in a Big Money game; this benefit will be amplified if you have two Crowns: one for a terminal draw to vastly improve your handsize, and one for Bank itself. Remember that even if Crown is played in your Action phase, it will still count for Bank.
- Fool's Gold: Crown can accelerate Fool's Gold. Having two Fool's Gold in your hand and two Crowns is worth a total of 13. (Note: the wording on Fool's Gold mentions 'played', not 'in play'.)
- Counterfeit: Crown will accelerate Counterfeit-trashing of Coppers, a welcome boost for Big Money decks.
- Plunder: Another key candidate that should always be Crowned, this allows a Big Money player to be significantly competitive. Plunder is typically hard to get, because of the Encampment 'penalty', thus always take the opportunity to Crown it.
- Capital: A good combination, which effectively grants you free . In a pinch, it will grant you a useful and +2 Buys, perfect for a game-ending megaturn.
- Idol: Crown carefully; you may consider hedging your bets on receiving the next two Boons, or deliver two curses to your opponents. If you're aiming for Boons, keeping careful track of the Boons pile would be advantageous. Otherwise, junking your opponents' decks with two curses, as a Big Money player, is definitely a strong move, especially since Idol itself is a very slow curser. (Note: Idol counts 'in play'.)
- Lucky Coin: Worth a mention, but unlikely to be useful past the early stages of the game, since Silver is not as desirable with better options typically available.
With these in mind, remember that while Throne Room is terminal (and hence extremely situational and often poor in Big Money), Crown is almost always usable, and its flexibility makes the Big Money player highly competitive.
- Powerful alternate Treasure cards, such as Capital, or Bank
- Powerful Terminal Draw, such as Royal Blacksmith, Smithy
- For other strategies and synergies, see Throne Room.
- Junking attacks, which are extremely ruinous to a Big Money game
 English versions
|If it's your Action phase, you may play an Action from your hand twice. If it's your Buy phase, you may play a Treasure from your hand twice.||Empires||June 2016|
 Other language versions
Crown is the only Treasure that Royal Carriage can be called for.
 Secret History