I’ve played quite a few games when a player has the crown of command but has problems killing off the other characters due to free healing etc. The last example was the Druid who spent 45 minutes moving backwards and forwards around the board between the Chapel and the Healer. We couldn’t rule this as being futile or a stalemate as the Druid was building himself up and drawing cards rather than just healing. The Druid went on to be stronger than the character on the crown and went on to win the game.
I think with both the Crown then it should be highly tipped in your favour to win and just give the other players a last chance to make a quick run at the end. With this in mind I plan to implement the following table which boosts the strength of the command spell after you have been alone for 10 or more turns.
Turn 10 - Command Spell works on 3+
Turn 20 - Command Spell works on 2+
Turn 30 - Command Spell always works
Turn 40 - Command Spell takes 2 Lives
Turn 50 - Command Spell takes 3 Lives
Turn 60 etc