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First of all, all credit for the Command and Colors Series goes to Richard Borg, the creator, and to GMT Games, the publisher. I take no credit for the development of the series/games, or their publication. I have obtained permission from GMT Games to publish these rules, and permission can be provided by reaching me on BoardGameGeek.com Credit for the main idea goes to Leo Tischer, who originally developed the main system/idea for Memoir 44, and to Alessandro Crespi, who adapted Leos Ideas for Commands and Colors: Ancients. I rewrote the rules Alessandro Crespi provided on his excellent website, CCAncients.net On CCAncients.net, you can find the scenarios that Alessandro supplied that I used when creating these rules: http://www.ccancients.net/Variants/Campaign-System/index.html I developed the Reinforcement system, and also developed the player aid and the scoresheet. Hope you Enjoy!
I. Overview
A campaign consists of approx. 20 games. Ten scenarios are played, in order, twice. Each player plays one side for all ten and then switches. Scenarios are played in chronological order. Players start at 1st available Rank and advance as they earn points in the scenarios. At the end of the 20 games, highest total score wins.
1.3-Each player takes CP at the start of each scenario according to his point total as follows: Banners Command Points 0-3 0 points 4-15 16-29 30-44 45+ 1 point 2 points 3 points 4 points
***NOTE*** For the First Scenario, Each Player begins with 3 CP 1.4-In addition, a player may carry over only 1 unused CP from one scenario to the next. 1.5-If you ROUT your opponent in a scenario (see 3.5), you receive 1 additional CP in the next scenario. 1.6-At the beginning of each scenario, if you outrank your opponent (1 or more actual levels), you get 1 extra CP for that scenario.
2.2- As always, any scenario-specific rules take precedence over the cards stated.
3.0 Reinforcements
3.1-Before the start of any scenario, a player may spend up to three CP to gain reinforcements. 3.2-After declaring the amount of CP spent, the player will roll two dice for each CP spent. These must be rolled one after the other, as opposed to simultaneously 3.3-The die roll will result as follows: 1st Roll Green Green Blue Blue Red Red General General Sword Sword Flag Flag 2nd Roll Red, Blue, General, Sword, Flag Green Green, Red, General, Sword, Flag Blue Green, Blue, General, Sword, Flag Red Green, Blue, Red, Sword, Flag General Green, Blue, Red, General, Flag Sword Green, Blue, Red, General, Flag Flag Result 1 LI unit (4 blocks) 1 LC unit (3 blocks) 1 MI unit (4 blocks) 1 MC unit (3 blocks) 1 HI unit (4 blocks 1 HC unit (3 blocks) 1 Green Unit of Players Choice 1 Unit of Players Choice 1 Blue Unit of Players Choice 1 Red Foot/Cav Unit Remove 1 block from 1 unit (Rolling Players Choice) Remove 1 block from 2 units (Rolling Players Choice)
3.4-These units may be placed along the players hexside at any point when there is a free hex. 3.5-Units may come from other expansions, if available. 3.6- If other expansions are not available, units may only be created when blocks are available to create a full unit (3 or 4 blocks). Players may, after the setup of the scenario, look at reserves to determine if a unit would be able to be created. Explanation: Player spends 1 CP and rolls a Green, then a Red. There are only 2 LI blocks available, so Player cannot create a unit and has spent 1 CP.
4.7-Use the table for the purpose of claiming the extra Command Point for higher rank. Example: If you have 20 banners and your opponent has 19, you can claim the extra CP.
Command and Colors: Ancients Campaign Score Sheet Starting Campaign Banners 0 Scenario Change in Score (Win, Rout) Ending Campaign Score
Campaign Total (A) _______________ Starting Campaign Banners 0 Scenario Change in Score (Win, Rout) Ending Campaign Score
Campaign Total (B) _______________ Overall Campaign Total (A+B) _______________ *For each Ending Campaign Score, Place it in the next Starting Campaign Banners Box*
Banners Command Points 0-3 0 points 4-15 16-29 30-44 45+ 1 point 2 points 3 points 4 points
Card Allowed
Leadership Any Section
Players May Carry over 1 CP between Scenarios If you outrank opponent by 1 actual level, take 1 CP Ranking Table
Score 0 4 8 12 16 20 25 30 35 40 45+
Roman Level Munifex Beneficiarius Evocatus Standard Bearer Immunus Centurion Tribunus Praetorian Quaestor Legatus Imperator
1st Roll Gr Gr Bl Bl R R Ge Ge S S F F
2nd Roll R, Bl, Ge, S, F Gr Gr, R, Ge, S, F Bl Gr, Bl, Ge, S, F R Gr, Bl, R, S, F Ge Gr, Bl, R, Ge, F S Gr, Bl, R, Ge, F F
Result 1 LI unit (4 blocks) 1 LC unit (3 blocks) 1 MI unit (4 blocks) 1 MC unit (3 blocks) 1 HI unit (4 blocks 1 HC unit (3 blocks) 1 Green Unit of Players Choice 1 Unit of Players Choice 1 Blue Unit of Players Choice 1 Red Foot/Cav Unit Remove 1 block from 1 unit (Rolling Players Choice) Remove 1 block from 2 units (Rolling Players Choice)
Troops may be placed anywhere on Players hexside Must be able to complete Full Unit, Using Expansions is OK (Gr-Green, Bl-Blue, R-Red, Ge-General, S-Sword, F-Flag)