Commands & Colors: Napoleonics

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Commands & Colors: Napoleonics is a card-driven wargame simulating Napoleonic-era battles using the Commands & Colors system. Players command blocks representing infantry, cavalry, and artillery on a hex battlefield. Command cards dictate which units can be ordered. Battle dice resolve combat. Unlike the Ancients version, this game features square formation, combined arms, cavalry breakthrough, and Napoleonic-specific tactics. First to collect the required victory banners wins.

Components

Setup

Per scenario: place terrain, deploy units, deal command cards, set banner target.

Turn Structure

  1. Play a Command Card
  2. Order Units in designated sections
  3. Move ordered units
  4. Battle with ordered units in range
  5. Draw a Card

Actions

Unit Types and Movement

| Unit | Move | Battle Dice (melee) | |——|——|——————-| | Line Infantry | 1 | 4 | | Light Infantry | 2 | 3 | | Militia | 1 | 3 | | Grenadier/Guard | 1 | 5 | | Rifle Infantry | 2 | 2 (but ranged) | | Light Cavalry | 3 | 3 | | Heavy Cavalry | 2 | 4 | | Horse Artillery | 2 | 3 | | Foot Artillery | 1 | 3-5 (by range) | | Leader | Attached to unit | – |

Special Formations

Combat Resolution

Roll battle dice equal to unit’s combat value:

Cavalry Breakthrough

When cavalry eliminates or forces an enemy unit to retreat, the cavalry may advance into the vacated hex and battle again immediately.

Scoring / Victory Conditions

Earn victory banners by eliminating enemy units. Banner target is per scenario (usually 5-8). First to reach the target wins.

Special Rules & Edge Cases

Player Reference

Symbol Effect
Infantry Hit on infantry
Cavalry Hit on cavalry
Artillery Hit on artillery
Crossed Swords Hit on any
Flag Force retreat
Saber Hit (cavalry-specific)