Commands & Colors: Ancients
2006
Commands & Colors: Ancients offers a unique wargaming experience, encapsulating historical battles from the dawn of military history to the Dark Ages. Engage in strategic card play, adapt to the fog of war, and roll the battle dice to claim victory.
60
minutes
2 - 2
player(s)
12+
Medium
About the game
Commands & Colors: Ancients is an enthralling board game that transports you back to the era of epic battles and grand strategies. Designed by renowned game designer Richard Borg, this game plunges you into the heart of ancient warfare, where you’ll command legions of soldiers, construct powerful fortifications, and master the art of ancient tactics.
The game’s setting is deeply rooted in historical accuracy. You’ll find yourself in the heat of iconic battles that shaped the course of history, from the Punic Wars to the conquests of Alexander the Great. The authentic maps and scenarios, meticulously researched and recreated, bring an unparalleled level of immersion, making every game a vivid history lesson.
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Setup and rules summary
Game components Unboxing the fun!
Commands & Colors: Ancients is a war game that allows players to recreate some of the greatest battles of antiquity. Here is a comprehensive list of the components included in the game, along with an explanation of each component’s function:
1. Game Board: The game board is a hexagonal grid that represents the battlefield. It is divided into three sections: left, center, and right. The positioning of units on the board is crucial for strategic gameplay.
2. Unit Blocks: These blocks represent the different units within the game. There are seven types in total: light infantry, medium infantry, heavy infantry, light cavalry, medium cavalry, heavy cavalry, and leaders. Each block features a sticker on one side that shows the type of unit and its capabilities.
3. Battle Dice: Battle dice are rolled to resolve combat between units. Different symbols on the dice correspond to different unit types, and a successful hit is scored if the symbol rolled matches the unit type in combat.
4. Command Cards: These cards dictate the actions a player can take during their turn. They allow for movement, combat, and special actions. Each card specifies which section(s) of the board it applies to (left, center, right, or a combination).
5. Terrain Tiles: These hexagonal tiles represent different types of terrain and are placed on the game board to change the battlefield layout. Different terrains can affect movement and combat.
6. Victory Banners: These are earned by eliminating enemy units and capturing certain terrain features. The first player to earn a predetermined number of victory banners wins the game.
7. Scenario Booklet: This booklet contains historical scenarios for players to recreate. Each scenario details a specific battle, including the initial setup of units and terrain, and any special rules or victory conditions.
8. Rule Book: This book contains all the rules for the game. It explains how to use the components, how to play, and how to win.
9. Reference Cards: These cards provide a quick summary of the game’s rules, available for easy reference during gameplay.
In Commands & Colors: Ancients, each of these components interact with each other to create a dynamic and strategic gaming experience. The game board and terrain tiles create the battlefield, the unit blocks and command cards drive the action, the dice resolve the conflicts, and the victory banners track the progress towards victory. Meanwhile, the rule book and reference cards provide guidance and clarity on how to use these components and play the game.
Game setup Lay it out, line it up, let’s go
Commands & Colors: Ancients is a strategy board game that allows players to re-enact important historical battles. Here’s a detailed guide on how to set up the game:
Step 1: Determine Player Roles
There are two players in the game, with each player taking on the role of either the Carthaginian or the Roman commander.
Step 2: Setting Up the Game Board
The game board is a hexagon grid, which represents the battlefield. Each player sits at one end of the board. The side with the Roman units is considered the base edge for the Roman player, and the side with the Carthaginian units is the base edge for the Carthaginian player.
Step 3: Placing the Units
Each battle scenario in the game’s scenario book provides instructions on how to set up the units on the game board. The units represent the historical troops that fought in the specific battle. Units are represented by blocks that are color-coded: light infantry (green), medium infantry (blue), and heavy infantry (red).
Step 4: Prepare the Command Cards
Shuffle the Command cards and deal cards to each player according to the scenario’s instructions. The number of cards each player starts with represents the commander’s leadership value. The remaining cards form a draw pile.
Step 5: Sorting the Battle Dice
Place the Battle dice next to the game board. During the game, players will roll these dice to resolve combat.
Step 6: Initial Resources
Each player’s initial resources are determined by the scenario. These resources usually include a number of Command cards and units on the board. Some scenarios may also provide the players with additional resources, such as specific tactics cards.
Step 7: Random Elements
The Command cards introduce a random element to the game, as players draw a new card after playing one. The Battle dice also introduce randomness, as the results of combat are determined by dice rolls.
Now, the game is ready to start. May the best commander win!
Game flow Round and round we go
The game of ‘Commands & Colors: Ancients’ is a historical, card-driven, war game where two players face off on a battlefield. They represent opposing armies of the ancient world, with the goal to destroy a certain number of enemy units or capture the opponent’s camp.
Game setup:
- Board Setup: The game board is divided into three sections: left flank, center, and right flank. The terrain and initial unit setup are based on a specific historical battle scenario.
- Card Distribution: Players receive a hand of Command Cards, which determine their potential actions for the game.
- First Player: The scenario instructions also determine who the first player is.
Game play:
The game is played in rounds, each consisting of the following phases:
- Command Phase: The active player selects a Command Card from their hand and plays it. The played card indicates from which section(s) of the battlefield the player can issue orders, and how many units can be ordered.
- Order Phase: The active player issues orders to their units based on the played Command Card. Units can be ordered to move, battle, or perform a special action.
- Movement Phase: The ordered units are moved on the battlefield. The type of unit (infantry, cavalry, etc.) and terrain can limit movement.
- Battle Phase: Battles are fought by rolling dice. The number of dice rolled and the results required for a hit are determined by the type of unit, its current strength, the terrain, and the target unit type.
- Draw Phase: At the end of their turn, the active player draws a new Command Card to replace the one played.
Once a player finishes their turn, their opponent becomes the active player and takes their turn following the same phases. The game continues in this manner until one of the victory conditions is met.
Victory conditions:
The game ends immediately when a player meets either of the victory conditions:
- Unit Elimination: A player destroys a certain number of enemy units, as specified by the scenario.
- Camp Capture: A player moves a unit onto the opponent’s camp tile.
At this point, the player who met the victory condition is declared the winner.
Players'turn One turn to rule them all
Commands & Colors: Ancients is a strategy board game where players take turns commanding their armies in historical battles. Here’s a detailed breakdown of what happens during a player’s turn:
1. Play a Command Card:
A player’s turn begins with the play of a Command Card from their hand. These cards dictate the actions available to the player during their turn.
- Order Units: Most Command Cards specify how many units or which sections of the battlefield a player can issue orders to. After playing a card, the player selects the appropriate units to act this turn.
- Command Card Abilities: Some cards provide special abilities or tactics for use in a turn. These abilities can give players an advantage, such as allowing them to move units further or attack with more force.
2. Order Units and Leaders:
After playing a Command Card, the player orders the designated units or leaders. This might involve moving units across the battlefield, engaging in combat, or rallying troops.
- Move Units: The player may move their units according to the allowed movement points on the Command Card. Different units move at different speeds, and terrain can affect movement.
- Combat: If a unit is in range and line of sight of an enemy, the player may choose to battle. The player rolls battle dice to determine the outcome.
- Rally Troops: Some Command Cards allow players to rally their troops, restoring lost units or removing negative status effects.
3. Execute Unit Actions:
After ordering units, the player executes their actions. This can involve battling enemy units, moving into a strategic position, or using a special ability from a Command Card.
- Battle: Players roll a number of battle dice based on their unit’s strength and type. The dice results determine the outcome of the battle, including hits, retreats, and special actions.
- Special Abilities: Some units have special abilities, like the ability to ignore the first flag rolled against them, or to hit on certain dice results. These abilities can turn the tide of a battle.
4. Draw a new Command Card:
To end their turn, the player draws a new Command Card to replace the one they played. This refills their hand for the next turn, ensuring they always have a range of strategic options.
By carefully choosing and using Command Cards, commanding units and leaders, and making strategic decisions on movement and combat, players attempt to outmaneuver and outfight their opponents in Commands & Colors: Ancients.
End of the game All good games must come to an end
‘Commands & Colors: Ancients’ is a war game that ends when one player fulfills the victory conditions. The game does not have a set number of rounds, but is instead played until one player achieves a predetermined number of victory banners.
Victory Conditions: The primary victory condition in ‘Commands & Colors: Ancients’ is through the collection of victory banners. These banners are achieved by defeating enemy units. A player earns one victory banner for each enemy unit that is eliminated. Some scenarios may also provide additional victory banners for capturing specific terrain features or accomplishing particular objectives.
Before the game begins, the scenario instructions will detail the number of victory banners required for a player to win. Once a player has collected the requisite number of victory banners, the game ends immediately and that player is declared the winner.
Actions before Final Scoring: Before the game ends and the final scoring takes place, there are a few actions players must take:
- Players must complete their current turn. Even if a player has gained enough victory banners to win the game during their turn, they must finish all actions of their current turn. Only after this turn is completed is the game ended and the victory banners counted.
- Any pending card effects must be resolved. If a card played during the current turn has ongoing effects, these must be resolved before the game can end.
- Players must confirm the number of victory banners collected. It’s important to make sure that all victory banners earned have been properly counted and that both players agree on the final count.
Once these actions have been completed, the player with the most victory banners is declared the winner. In the event of a tie, the player who collected the required number of victory banners first is the winner.
Scoring Did you outsmart your rivals?
Commands & Colors: Ancients is a historical board game where scoring is an essential part. The scoring system is based on the idea of victory banners, which are earned through a number of different actions during the game. The first player or team to earn a certain number of victory banners, as specified in the scenario, wins the game.
Earning Victory Banners:
- Eliminating Enemy Units: For each enemy unit completely eliminated, one victory banner is awarded.
- Leader Casualties: When an enemy leader is killed in battle, a victory banner is awarded.
- Occupying Strategic Objectives: Some scenarios designate specific hexes as strategic objectives. If a player occupies these hexes with their units, they earn the victory banners associated with those objectives.
Tie-Breaking Rules:
In the event of an exact tie (both players reaching the scenario’s victory banner count on the same turn), the game provides a series of tie-breaking rules:
- The player who inflicted the most casualties on the opponent (counted as the total number of blocks removed from the game) is the winner.
- If still tied, the player who has the most blocks remaining on the game board wins.
- If there is still no winner, the player who took the fewest turns to reach the victory banner count wins.
- If the game is still tied after applying all these rules, then the game is considered a draw.
Note that these tie-breaking rules are rarely needed as it is uncommon for both players to reach the victory banner count on the same turn.
Particular Cases and Exceptions Wait… is that legal?
The board game ‘Commands & Colors: Ancients’ uses a unique set of rules and mechanics, with some special rules and exceptions that might not be found in other games. Below are some of these unique rules and exceptions:
Leader Escape Rule
In ‘Commands & Colors: Ancients’, there is a special rule for when a leader is in a hex with friendly units that have been eliminated. The leader must attempt to escape to an adjacent hex that does not contain enemy units. If all such hexes contain enemy units, the leader is captured.
Mounted Charge
Another special rule involves the Mounted Charge. If a player orders a unit of mounted troops to charge, the unit may move two hexes and still battle. However, this only applies if the unit did not start the turn adjacent to an enemy unit. If the unit started the turn adjacent to an enemy unit, it can only move one hex and battle.
Elephants
Elephants in the game also have their own set of rules. They are immune to the effects of the ‘First Strike’ card, which normally allows a unit to battle before an opponent’s attack. They also cause a disruption when they move through units, forcing them to retreat.
Line Command
The Line Command card allows the player to order a number of units equal to the command value of the card. The units must be in contiguous hexes, and the first unit must be in a line of sight of the commanding general. This is an exception to the normal rule where units ordered by a command card do not need to be in a line of sight of a leader.
Special Rule Clarifications
- Retreats: Units can not retreat off the map or into a hex with an enemy unit. If a unit is unable to retreat, it loses one block for each hex it cannot retreat.
- Broken Ground: Units on broken ground cannot battle, and cavalry units cannot move two and battle.
- Rally: The Rally card can be used to return blocks to a unit. The number of blocks returned is determined by rolling dice, with a helmet symbol needed to return a block.
Tips and tricks Play smarter, not harder!
Advanced Strategies
- Use Leaders Wisely: Leaders can be a game-changer in ‘Commands & Colors: Ancients’. They can inspire units and improve combat capabilities. Always try to keep your leaders in the mix with your troops, but also ensure their safety.
- Adapt to the Battlefield: The terrain can significantly influence the outcome of battles. Utilize the hills for defense and woods for ambush. Take advantage of the battlefield layout and adapt your strategy accordingly.
- Control the Center: Gaining control of the center of the board can give you a strategic advantage. It allows you to reach any part of the battlefield quickly and respond to enemy movements effectively.
Beginner Tips
- Understand the Cards: Spend time to understand what each card does. This will allow you to plan your moves better and use your cards more effectively.
- Protect Your Flanks: Always be aware of the position of your units. Leaving your flanks exposed can lead to a quick defeat. Try to keep a balanced formation to protect your flanks.
- Use Combined Arms: ‘Commands & Colors: Ancients’ rewards combined arms tactics. Utilizing a mix of infantry, cavalry, and ranged units can make your army more versatile and unpredictable.
Common Mistakes to Avoid
- Ignoring Terrain: Ignoring the effect of terrain on movement and combat is a common mistake. Always consider the terrain before making a move.
- Leaving Leaders Exposed: Leaders are powerful assets, but they can be a liability if left exposed. Always make sure your leaders are surrounded by friendly units.
- Not Adapting to Enemy Tactics: Sticking to one strategy and not adapting to the enemy’s tactics can lead to defeat. Always be flexible and ready to change your strategy based on the enemy’s moves.
Ways to Optimize Gameplay
- Plan Ahead: Try to plan your moves a couple of turns ahead. This can help you anticipate enemy moves and prepare your response.
- Manage Your Cards: Manage your hand of cards well. Try to keep a balance of different types of cards to handle various situations on the battlefield.
- Learn from Mistakes: Every defeat is an opportunity to learn. Analyze your games, identify your mistakes, and try to avoid them in future games.