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Commands & Colors: Ancients Exception & Non-Standard Rules Summary

Sequence of Play Leaders Elephants


Play Command Card Order Units Movement Close Combat
Move Detach on Section Command, Order Attack or Battle Back: roll same # of dice as
Combat (Ranged/CC any order) Mounted Troops, or I Am Spartacus (see target unit would roll (except any bonus
o Momentum Advance (if target helmet symbol on cards dice)
May only move once when No Leader modification (no hits on helmets)
retreats/eliminated)
detaching/attaching Re-roll swords until non-sword result
o Cav bonus 1-hex move
o If target can ignore swords, do not re-roll
o Bonus CC (Cav & Warr; other Battle
If defending, always ignore all swords
Foot w/attached Leader only) No effect on Ranged Combat
No benefits (close combat, morale) from
Close Combat: hit on Leader symbol if
attached or adjacent leaders
attached or adjacent
Bolster Morale: ignore 1 flag if attached vs. Cavalry
Special Units Bonus Close Combat: allows for foot units Elephant ignores 1 symbol & 1 flag
Marian/Imperial Legions after Momentum Advance Retreating Cavalry or Chariots +1 hex for
Roman MI/HI can ranged fire 2 hexes with each flag rolled
Casualty Checks
1 die When attached & unit loses 1+ blocks for Special Situations
Julian Legions any reason, roll 2 dice: eliminated on 2 vs. Elephant 3 dice vs. Leader 1 die
Ranged combat as per Marian/Imperial Leader symbols vs. Warrior 3 dice vs. Hvy Chariot: 3 dice
Roman MI/HI may move 2 hexes & not When attached & unit is eliminated, roll 1 vs. Camel 3 dice
battle die: eliminated on 1 Leader symbol.
Elephant Retreat (Rampage)
Tenth (X) Legion Leader Evade All adjacent units/leaders check for
Ranged combat as per Marian/Imperial 1, 2, or 3 hexes when leaders unit trampling
May move 2 hexes & not battle destroyed & leader survives casualty check Roll 2 dice for each hex: hits on symbols as
Moves through Leaders & units w/attached per combat
Julius Caesar Leaders Surviving lone Leaders must evade
Attached unit rolls +1 battle die in CC Stops at first unit w/o a leader, becomes After rampage, Elephant retreats
Attached foot units may move 2 hexes & attached If blocked, Elephant stops & blocking units
still battle Moves through enemy units require escape lose 1 block for each unfulfilled retreat hex
Spartacus (Leader) Lone Leaders do not block but become
Alone in hex
I Am Spartacus card gives +2 dice for roll attached; Elephant stops retreat
Can be attacked & is hit on Leader symbols.
Attacker may not momentum advance.
Leader Escape
When leaders evade hexes are blocked
Move leader onto an enemy hex
Attacker uses normal CC dice; hits on 1
Leader symbol
If no hits, Leader moves 1 hex further
Commands & Colors: Ancients Terrain Effects Summary

Terrain Movement Retreat Moving Off Ranged Combat CC & Bonus CC Momentum Advance
2 dice out
LOS: n/a
2 dice in
Bridge n/a n/a n/a 1 die out n/a
Foot defender ignore 1
n/a in
flag
Broken Mounted/Leader stop n/a 2 dice in n/a
n/a n/a
Ground War Machine impassable War Machine impassable 2 dice out Mounted no CC
Friendly: n/a Friendly: n/a Friendly: n/a
City Gate Enemy: as scalable city Enemy: as scalable city Enemy: as scalable city LOS: blocked through As scalable city walls As scalable city walls
walls walls walls
Fordable LOS: n/a 2 dice in
Stop Out OK
River 1 die out 2 dice out
LI/LB/LS/W may battle on
turn they move in
1 die in LI/LB/LS/W may CC after
Forest Stop n/a n/a n/a
LOS: blocked momentum advance
2 dice in
2 dice out
LOS: blocked Foot defender disregard 1
Fortified
n/a n/a n/a Foot target disregard 1 flag sword & 1 flag n/a
Camp
-1 die out -1 die out
Fortified Impassable Impassable Impassable Not Allowed Not Allowed
LOS: blocked through
City Walls (see siege rules) (see siege rules) (see siege rules) (see siege rules) (see siege rules)
LOS: blocked through 2 dice uphill
st
Hill n/a n/a n/a lower level to 1 hill OK 3 dice down (foot) n/a
top to top OK 2 dice down (mounted)
Stop n/a in
Roll 1 die for block loss on 2 dice in If didnt already move
Marsh Roll 1 die for block loss on 1 hex 1 die out
matching symbol 2 dice out No Cav Special Advance
matching symbol LOS: n/a
Rampart
Foot defender disregard 1
(forward- n/a n/a n/a Foot target disregard 1 flag n/a
sword & 1 flag
facing)
River Impassable Impassable n/a n/a n/a n/a
2 dice in
Must start adjacent
No restrictions for foot 2 dice out
Scalable City Stop LOS: blocked through
War Machine impassable 1 hex Defender disregard 1 Mounted not allowed
Walls War Machine impassable Target disregard 1 flag
Mounted impassable sword & 1 flag
Mounted impassable
Defender cannot evade
Seacoast Impassable Impassable n/a n/a n/a n/a

NOTE: ignoring flags is always optional

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