Overview
Commands & Colors: Ancients is a card-driven light wargame covering ancient battles from the Roman era and beyond. Players deploy blocks representing infantry, cavalry, chariots, elephants, and leaders on a hex battlefield divided into three sections (left flank, center, right flank). Command cards drive the action, determining which sections and how many units you can order. Battle dice resolve combat. The first player to collect a set number of victory banners (by eliminating enemy units) wins.
Components
- Game board (hexagonal grid divided into left, center, right sections)
- Wooden blocks with unit stickers (multiple nationalities)
- Command cards deck
- Battle dice (custom symbols)
- Victory banner tokens
- Terrain hexes and overlays
- Scenario booklet
Setup
- Select a scenario from the booklet.
- Place terrain hexes and overlays per scenario map.
- Each player places their unit blocks per scenario setup.
- Shuffle command cards; deal each player a starting hand (size varies by scenario).
- Set victory banner requirements per scenario.
- Determine first player per scenario.
Turn Structure
- Play a Command Card: Choose and play one command card from your hand.
- Order Units: Activate the specified units in the designated section(s).
- Move Units: Move ordered units according to movement rules.
- Battle: Ordered units in range attack enemy units.
- Draw a Card: Draw one command card to replenish your hand.
Actions
Command Cards
- Section cards: Order a number of units in one or more sections (e.g., “Order 3 units on the Left”).
- Tactic cards: Special orders with unique effects (mounted charge, darken the sky, etc.).
Movement
| Unit Type | Movement (hexes) | Battle After Move? |
|———–|——————|——————–|
| Light Infantry | 2 | Yes |
| Medium Infantry | 1 | Yes |
| Heavy Infantry | 1 | Yes |
| Light Cavalry | 4 | Yes |
| Medium Cavalry | 3 | Yes |
| Heavy Cavalry | 2 | Yes |
| War Machine | 1 | No (fires instead) |
| Elephants | 2 | Yes |
| Leaders | 3 (attached to unit) | – |
Combat
- Determine number of battle dice based on unit type and situation.
- Roll dice. Each symbol matches a unit type:
- Matching symbol = 1 hit on that unit type
- Swords = hit on any unit (some restrictions)
- Flag = force target to retreat 1 hex
- Leader = hit if leader present
- Remove blocks for each hit. When a unit loses its last block, it is eliminated.
- Eliminated units earn the attacker 1 victory banner.
Scoring / Victory Conditions
Collect victory banners by eliminating enemy units. The victory banner target is set per scenario (typically 5-7). First player to reach the target wins.
Special Rules & Edge Cases
- Leaders increase adjacent units’ effectiveness and can absorb hits, but if killed they give the opponent a victory banner.
- Retreating into impassable terrain or off the board eliminates the unit.
- Battle back: Units that survive an attack may immediately counter-attack.
- Close combat: Melee-range attacks use more dice than ranged attacks.
- Evasion: Light units may evade before being attacked by heavier units.
- Elephants can rampage when hit, potentially damaging friendly units.
- Terrain modifies movement, line of sight, and defensive capabilities.
Player Reference
| Battle Dice Symbols |
| Light = Hit on light units |
| Medium = Hit on medium units |
| Heavy = Hit on heavy units |
| Sword = Hit on any unit |
| Flag = Force retreat |
| Leader = Hit on leader |