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Commands and Colors: Ancients rules summary

Object: Be the first to capture a set number of Victory Banners (each gained for entirely eliminating a unit or leader). Scenarios can specify additional ways to get banners. Setup: The number of blocks per unit type is: 4 = Foot units 3 = Cavalry, Camels, and Barbarian Chariots 1. Play a Command Card: 2. Order Units and Leaders: Announce which units you will order. A unit on a hex with a dotted line running through it may be ordered from either section. You may not give more than one order to each unit or leader. A leader in the same hex as a unit is considered attached and must move with that unit when the unit is ordered. When a card with a helmet symbol is played, a leader in a hex with a unit can detach and move alone at the cost of one order. An unattached leader may be ordered the same way. A card allowing you to order a number of units equal to your sides Command means the number of cards your side is currently assigned by the scenario. 3. Move: Move units one at a time, in the sequence of your choice. An ordered unit doesnt have to move. An ordered unit can move from one section to another. Two units cant occupy the same hex nor can a unit move into or through an enemy unit, enemy leader, or friendly unit (with or without a leader attached). A unit can enter a hex occupied only by a friendly leader, but it must end its move in that hex. Blocks may not split off from a unit nor combine with other units. The reference sheets show movement abilities and whether Close Combat (CC) is possible after movement. Auxilia units that move 2 hexes may not battle. Warrior units may move 2 hexes only if they proceed to battle in CC (i.e., they charged). Heavy war machine units that move may not battle. A lone leader may move through friendly units but cannot end its move in the hex with another friendly leader. A leader may not move into a hex occupied by an enemy unit or leader [EXC: Leader Escape]. A lone leader that moves and attaches to a unit may not move again with the unit that turn. 4. Battle: Made in the sequence of your choice, one unit at a time. An ordered unit does not have to battle. A unit cant split its attack against multiple targets. The number of blocks a unit has lost does not affect the number of dice it rolls [EXC: Warriors at full strength roll 4 dice and may ignore one flag. If hit, this bonus lasts until the next combat, so an attacked Warrior would battle back with 4 dice after taking its first hit. The

2 = Elephants, Chariots, and War Machines 1 = Leaders (a leader is not a unit)

same applies to Light Barbarian Chariots which battle with 3 dice and may ignore one flag when at full strength]. 5. Draw a new Command Card: Reshuffle the deck as needed. Ranged Combat (Fire): An attack against a non-adjacent enemy in line of sight. Ranged combat is not allowed if there is an enemy adjacent to the ordered unit. The reference sheets show ranged battle dice (depending on whether the unit moved) and which results apply. Hits are applied before resolving any retreat. Line of Sight: Drawn from hex center to hex center and is blocked by units, leaders, and certain terrain. Line of sight traced along a hex side is blocked if obstructions stand somewhere along both sides of the line of sight. Close Combat (CC): An attack against an adjacent enemy. After announcing a target, target units eligible to evade may announce they will evade. The reference sheets show CC dice, whether swords apply, whether CC may be evaded, etc. Each sword hit rolled by an elephant in CC is rolled again for possible additional results, continuing to roll further sword hits again [EXC: sword hits that the elephants target can ignore due to terrain or its own ability are not rolled again]. A friendly leader attached or adjacent to a unit allows that unit to also hit on helmet dice rolls [EXC: Elephants are not affected by leaders]. If a defending unit survived a CC attack and was not retreated out of its hex, it may Battle Back against the attacking unit. An elephant battles back with the attacking units normal dice not with any bonus dice. Hits are applied before resolving any retreat. Retreats: For each flag rolled against it, a unit will retreat towards its owners side of the board (see the reference sheets for the number of hexes retreated). The controlling player decides how his units will retreat. Terrain has no effect on retreats [EXC: impassible terrain]. Units cant retreat into or through a hex with another unit or a lone enemy leader in it. An attached leader must retreat with its unit if the unit is forced to retreat. A unit retreating into a hex occupied only by a friendly leader ends its retreat in that hex. If unable to retreat, the unit loses one block per hex it was unable to retreat. A unit may ignore one flag if a leader is attached to it and the leader survives any hits to the unit [EXC: elephants]. A unit may ignore one flag if it is adjacent to two friendly units or lone leaders [EXC: elephants can provide but not receive this support]. Elephant Retreat (Rampage): An elephant goes on a rampage before being retreated. Roll two dice for each adjacent hex with a unit or lone leader (friendly and enemy) with the order of rolling determined by the player that caused the rampage.

Hits are scored for symbols matching the unit type only. After rampage, if an elephants retreat path is blocked by any units or lone enemy leaders, those units or enemy leaders each lose one block for every hex the elephant was supposed to have retreated. Evade: Announced by a defender with an eligible unit (see the reference sheets) when a Close Combat attack (not Battle Back) is declared against it. The defender must have a clear retreat path available to declare evade. Hits are only scored for symbols matching the unit type all other dice symbols are ignored (including sword hits rolled by elephants). An evade is a 2 hex retreat. A 1 hex retreat is possible only if a 2 hex retreat is unavailable. If the first hex contains a lone friendly leader, the unit stops in the hex and the leader becomes attached this counts as a legal evade. A war machine that evades one or two hexes is then removed from the battlefield but does not count as a Victory Banner. Leader Evade: If a leader survives a Leader Casualty Check after the unit it was attached to has lost its last block, the leader must evade. The same applies if a leader alone in a hex is attacked by Ranged Combat, Close Combat, or an Elephant Rampage. A leader evade is a 1, 2, or 3 hex retreat. The leader may move through friendly units but cant end its retreat in a hex with another leader. If it ends its retreat with a friendly unit, it is considered attached. The leader can evade off your side of the map without the loss of a Victory Banner. Leader Escape a leader can evade through enemy unit/leader hexes. In each hex, the enemy unit makes a Close Combat attack and the leader does not benefit from terrain. The leader is eliminated on a helmet symbol. Momentum Advance: Available to most units in Close Combat that eliminate an enemy unit or force it to retreat the attacking unit may advance into the vacated hex. Cavalry may move an additional hex after a Momentum Advance (including back to their original hex). Momentum Advance is not allowed if the enemy unit evades the attack, even if the evading unit is eliminated by the attack. Momentum Advance is not allowed by a unit using Battle Back or the First Strike card. Bonus Close Combat: Available to some units allowing them to make a second Close Combat attack after a Momentum Advance if desired (an advance must be made in order to make the Bonus Close Combat). Note: A non-warrior foot unit with an attached leader is eligible for Bonus Close Combat. The bonus attack does not have to be against the original target (if it retreated). If the Bonus Close Combat is successful, the unit may Momentum Advance again (with Cavalry only moving one hex) but not battle again. Leader Casualty Checks: Rolled when the attached unit loses a block or is eliminated. Roll 2 dice if a block is lost, with two helmet symbols eliminating the leader. Roll 1 die if the unit is eliminated, with one helmet symbol eliminating the leader.

Only one check is made in any combat sequence (e.g., if a unit loses a block in the attack and another for lack of retreat, there is still only a single leader casualty check rolled). Flags rolled against a unit that is eliminated have no effect on the attached leader (although it still has to evade). Terrain Notes: Broken Ground: Mounted units must stop and move no further upon entering and may not battle for the rest of that turn. An unattached leader must stop upon entering as well. War machines are N/A. Close Combat into/out-of broken ground is done with a maximum of 2 battle dice. A Command card adding battle dice will modify this maximum. Forest: Units must stop and move no further upon entering and may not battle for the rest of that turn [EXC: Light infantry, light sling infantry, light bow infantry, auxilia, and warrior units may enter and still battle including the potential for a bonus Close Combat after a Momentum Advance into a forest hex]. Close Combat into/out-of a forest hex is done with a maximum of 2 battle dice. Ranged Combat at a target in a forest hex is done with a maximum of 1 battle die. A Command card adding battle dice will modify these maximums. A forest hex blocks line of sight. Hill: Units attacking a target that is uphill in Close Combat roll a maximum of 2 battle dice. Foot/mounted units roll a maximum of 3/2 battle dice, respectively, when battling downhill or from one hill hex to another hill hex. A Command card adding battle dice will modify these maximums. Hill hexes block line of sight through them unless the units are on the same hill. A unit on a hill hex cannot see over units or other terrain not even over terrain to another hill hex. Seacoast: A seacoast hex is impassable. A river delta hex is impassable like a seacoast hex, even if linked to a fordable river. River: A river hex is impassable. Fordable River: A unit must stop and move no further upon entering. A unit may still make a Momentum Advance after a successful Close Combat. Close Combat into/out-of a fordable river hex is done with a maximum of 2 battle dice. Ranged Combat by a unit in a fordable river hex is done with a maximum of 1 battle die. A Command card adding battle dice will modify these maximums. Ramparts: Provides protection along the two or three forward facing hex sides [EXC: mounted units receive no such benefits]. When attacked across a rampart hex side in Close Combat, the defender may ignore one sword symbol and one flag. When attacked across a rampart hex side in Ranged Combat, the defender may ignore one flag. Fortified Camp: When attacked in Close Combat, a unit in a fortified camp may ignore one sword symbol and one flag [EXC: mounted units receive no such benefits]. When attacked by Ranged Combat, a unit in a fortified camp may ignore one flag [EXC: mounted units receive no such benefits]. A unit in a fortified camp rolls one fewer battle dice in Close Combat or Ranged Combat.

A fortified camp blocks line of sight. Bridge: Close Combat into/out-of a bridge hex is done with a maximum of 2 battle dice. Ranged Combat out of a bridge hex is done with a maximum of 1 battle die. A Command card adding battle dice will modify these maximums. A foot unit defending a bridge hex may ignore one flag. Scalable City Walls: To enter a scalable city wall hex, a foot unit or leader must start its move from an adjacent hex and then must stop and move no further. The same applies when exiting a scalable city wall hex. Mounted units and war machines may not move, evade, or retreat onto a scalable city wall hex. Both may Close Combat an adjacent scalable city wall hex if they begin their turn adjacent to the hex. Close Combat into/out-of a scalable city wall hex is done with a maximum of 2 battle dice. A Command card adding battle dice will modify this maximum. A unit defending a scalable city wall hex in Close Combat may ignore one sword symbol and one flag. A unit defending a scalable city wall hex that cannot evade, or elects not to evade, will battle first (treated as a First Strike) unless the attacking unit is on an adjacent scalable city wall hex. A unit defending on a scalable city wall hex in Ranged Combat may ignore one flag. A scalable city wall hex blocks line of sight to units behind the hex and vice versa. Line of sight is not blocked between units on the same wall looking along the wall hexes. Fortified City Walls: Considered impassable with no battle possible unless the scenario has siege rules in effect, which treats them as scalable city walls. A fortified city wall hex blocks line of sight to units behind the hex and vice versa. Marsh: A unit or unattached leader must stop, move no further upon entering, and then roll one battle die. One unit block is lost if the units symbol is rolled. An unattached leader is eliminated if a leader symbol is rolled. A unit entering a marsh hex by Momentum Advance must still roll for possible block loss. Retreating or evading units or leaders do not have to stop in a marsh hex but must still roll for possible block loss in each marsh hex entered. A unit or leader that leaves a marsh hex may only move into an adjacent hex regardless of its normal movement allowance. A war machine may not move, evade, or retreat onto a marsh hex. A unit on a marsh hex that has not already moved this turn is eligible for a Momentum Advance, but cavalry may not make a Special Momentum Advance. Close Combat into/out-of a marsh hex is done with a maximum of 2 battle dice. Ranged Combat out of a marsh hex is done with a maximum of 1 battle die. A Command card adding battle dice will modify these maximums. Special Units: Special Unit Blocks scenario-specific units such as Alexanders Companion Cavalry are denoted by placing a special star block with the unit. The special block cannot be removed as a casualty and remains with the unit during the game. Marian/Imperial Legions medium and heavy Roman infantry have Ranged Combat capability.

Julian Legions medium and heavy Roman infantry have Ranged Combat capability. In addition, they may move 2 hexes and not battle (like auxilia). Julius Caesar a Roman unit with Caesar attached will battle with one additional die in Close Combat (modifying the maximum imposed by terrain). If he is attached to a Roman foot unit (except war machines) since the beginning of the turn, the unit may move two hexes and engage in Close Combat. Command Cards: Counter Attack may not be used on the First Strike card. May be used on the I Am Spartacus and Counter Attack cards. If your opponent uses a Troops card to only order 1 unit and you play Counter Attack, you may order units equal to your Command. Darken the Sky all units with ranged weapons are ordered. If such a unit starts adjacent to an enemy unit and is later not adjacent (due to the enemy unit retreating or being eliminated by other ranged fire), the unit may fire. Double Time the linked units may span two sections. First Strike regardless of the outcome of your First Strike, your unit is not eligible to Battle Back. A heavy chariot unit will roll 3 dice, not 4, when using First Strike. I Am Spartacus reshuffle the deck and discards including this card before drawing a new card. Each leader symbol rolled allows you to order one unit. Leadership cards units in the adjacent linked hexes to the leaders hex may be in different sections of the battlefield. Line Command ordered units do not have to move to engage in combat. The ordered units may span multiple sections. Move-Fire-Move the three orders on this card are all optional, but must be completed in the order listed. Each move is separate, so a unit that enters a fordable river can move again on the second move. Rally units may not gain more blocks than they had to begin with, but may regain more than one if they have lost more than one. Leader symbols can be used to rally any type of eligible unit. All leaders on the battlefield may be used to rally under strength units. Scenario Errata: Truceless War: The Battle of Utica on the Rebel Army side, replace one light sling unit with a light bow unit. Expansion 1: Magnesia use Greek blocks for the Seleucid army, not Persian blocks. Expansion 2: River Sabis the cavalry on the Barbarian right flank should be Barbarian cavalry. Expansion 3: Ilerda Caesarian forces that gain control of the hillock but later lose control also lose the associated Victory Banner. Epic09: Bagradas the victory level should be 14 banners, not 7. Reference Sheet Errata: Expansions 2 and 3 the Light Chariot fire range should be 3 hexes, not 2.

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