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Commands and Colors: Ancients Campaign

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!

Andrew Linenberger BGG ID: Historygamer89

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.

II. Campaign Specific Rules


1.0 Command Points
1.1-Depending on your current rank and performance, each player will start the game with a number of Command Points (CP) [You can use unused Victory Blocks for counters] These can be used during a scenario in the following ways: 1. DISCARD - at the end of a turn, a player may play 1 CP to discard one card from his hand. He then draws cards to fill his hand according to his hand size for the scenario. NOTE: Limit 1 DISCARD per turn. 2. RALLY - Instead of a normal card play, a player may play 2 CP which then act as a Rally card for that turn. The player plays no cards and draws no cards for this turn (although he could also use option 1 if he has a Command chit left). 3. ARMY SPECIFIC CARD - Instead of a normal card play, a player may play 3 CP which then act as a card that is designated for special use by Section 2.0. The player plays no cards and draws no cards for this turn (although he could also use option 1 if he has a CP left). 1.2-There is no limit on how many CP a player can use during a turn, except when the player uses DISCARD (Only allowed once per turn as per 1.1, ex. 1).

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.

2.0 Army Specific Cards


2.1-Each player, when playing as the corresponding army, may spend 3 CP in order to use an Army Specific Card, even when the player does not hold the card in his or her hand, when allowed by scenario-specific rules. Army Roman Gauls Macedonian Mithridatic Samnite Card Allowed Leadership Any Section Move-Fire-Move Line Command Mounted Charge Double Time

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.

4.0 After Each Scenario-Scoring, Routs, Ranks


4.1-Players score their banners for each scenario and keep a running total. 4.2-The winner of the scenario receives 1 additional banner Example: If the scenario ended 6 to 4 VP, it would score as 7 and 4). 4.3-A Rout occurs anytime a player loses a scenario by 4 VP or more (NOT counting the additional point for winning the scenario). 4.4-If a player is routed, their score is lowered by 2 4.5-It is possible for a player to lose a banner or two in their campaign score if their scenario score is low enough, however, the Campaign Total can never go below 0. 4.6-The table below shows the scores required to attain each rank. 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

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.

5.0 After All Scenarios Have Been Played


5.1-When you have finished your first time through the scenarios, make note of the Campaign Banner totals, switch sides, and play again with both players starting at zero. 5.2-At the end of the second time through, each player adds both campaign totals together to determine the overall victor.

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*

Commands and Colors: Ancients Campaign Player Aid


Before Scenarios *First Scenario Only-Take 3 CP Take CP According to Chart During Scenarios 1 CP-Discard 2 CP-Rally 3 CP-Army Specific Card (see chart) After Scenarios Score Banners As Normal Winning Player Recieves 1 Banner Rout is losing Scenario by 4+ Banners If routed, lose 2 scenario banners

Banners Command Points 0-3 0 points 4-15 16-29 30-44 45+ 1 point 2 points 3 points 4 points

Army Roman Gauls Macedonian Mithridatic Samnite


Reinforcements

Card Allowed
Leadership Any Section

Move-Fire-Move Line Command Mounted Charge Double Time

Players May Carry over 1 CP between Scenarios If you outrank opponent by 1 actual level, take 1 CP Ranking Table

Spend Up To 3 CP For Each CP, Roll 2 Dice, Consult Chart

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)

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