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POINT BUY SYSTEM

GAME SETUP
Select bonus points +30 / +40 / +50
Choose scenery tiles from bag
o 6 tiles each
o flip for fac
o tiles may not placed in same row or column as another scenery tile
o if a river is selected draw 3 more bonus tiles * see below
o from these only count river tiles discard others
o river must enter and exit board , place all river tiles together to form a line
o if river cannot meet above criteria then discard all river tiles

Leaders grant cards


o 1 Leader 5 cards
o 2 Leaders 6 cards
o 3 Leaders 7 cards

END GAME - VICTORY


1. 50% unit kills
2. Leaderless army

F.A.Q.
1. How many points does each side uses? And what does +30, +40, +50 mean?

Each Army has a CORE UNIT list (every CORE is valued 30 PTS). With +30/+40/+50/ecc you
decide how many points to add, taking added units from BONUS column. (sum the value of
every added unit)

2. What is the difference between core unit and non-core?

Core represents "default units" while Bonus represent the unit "reserve" to select addition units
before the battle.

3. I asume POINTS means the actual cost of the entire unit (4 blocks of infantry, 3 blocks of
cavalry, 2 chariots and elephants). Is this corect?
You are right: Points Value is to be considered for a "full strenght" unit (not a single block).

4. What are the BONUS rectangles in the rightmost column for?

Bonus column represent additional units you can add to your army. (for example GAULS
ARMY can only add a maximum of 2 full strenght Light Bow" Units, valued 3 Points each).

Campaign Games for Commands & Colors:


ANCIENTS
by Alessandro Crespi (permission granted from an original idea by Leo A. Tischer)

I. Intro - Disclaimer
This suggestion for campaign game rules is just that: a suggestion (from an original idea by Leo
Tischer applied to Memoir 44 game). Feel free to tinker as you please and discuss it here.
It requires the Base Game and some expansions as well as scenarios from CCAncients.net
website. The intent was just to be able to string scenarios together, in order, that span the course
of some specific wars, and come up with some type of composite score as well as ranks and
commensurate advantages.
I would appreciate any feedback/suggestions to grow them better.

II. Overview
Ideally, a campaign consists of 20 games. Ten scenarios are played, in order, twice. Each player
plays one side for all ten and then switches. There are 3 campaign games listed here, one each for
Samnite, Mithridatic, Gallic and Macedonian Wars (all of these are also Romans campaigns).
The scenarios are drawn from historical scenarios listed on http://www.ccancients.net web site,
and are played in chronological order. Players start at 1st available Rank and advance as they
earn points in the scenarios. There are advantages for achieving a higher rank as well as
outranking your opponent.
At the end of the 20 games, highest total score wins.

III. Additional Rules


1.0 Command Chits

1.1 Depending on your current rank and performance, each player will start the game with a
number of Command chits (use unused VP blocks). These can be used during a scenario in the
following ways:

1. DISCARD - at the end of a turn, a player may play 1 Command chit to discard one card from
his hand. He then draws cards to fill his hand according to his hand size for the scenario.
Limit 1 discard per turn.

2. RALLY - Instead of a normal card play, a player may play 2 Command chits 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. DOUBLE TIME - Instead of a normal card play, a player may play 3 Command chits which
then act as a Double Time card for that turn (provided Double Time is otherwise allowed in the
scenario). 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).

4. INSPIRED LEADERSHIP - Instead of a normal card play, a player may play 3 Command
chits which then act as Inspired Leadership any section 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).

1.2 Each player takes Command chits at the start of each scenario according to his point total as
follows:

Points Command Chits


0-3 0 chits
4-15 1 chit
16-29 2 chits
30-44 3 chits
45+ 4 chits

1.3 In addition, a player may carry over 1 (and only 1) unused chit from one scenario to the next.

1.4 Also, if you route your opponent in a scenario (see route under Scoring, Ranks, and Routes
below), you receive 1 additional Command chit in the next scenario.

1.5 At the beginning of each scenario, if you outrank your opponent (not just a higher point total,
but actually one or more levels higher), you get 1 extra chit for that scenario.

2.0 Army Specific Cards

2.1 Instead of DOUBLE TIME and INSPIRED LEADERSHIP cards, you could set-up
different cards for each army to be activated by 3 Command Chits.
Some Example:
Roman INSPIRED LEADERSHIP
Gallic DOUBLE TIME
Macedonian LINE COMMAND
Mithridatic MOUNTED CHARGE
Samnite DOUBLE TIME

2.2 As always, any scenario-specific rules take precedence over these.

3.0 Scoring, Ranks, and Routes

3.1 Players score their medals for each scenario and keep a running total.
In addition, the winner of the scenario receives 1 additional point (so if the scenario ended 6 to 4
VP, it would score as 7 and 4).
Also, if a player is routed, their score is lowered by 2. A route occurs anytime a player loses a
scenario by 4 VP or more (NOT counting the additional point for winning the scenario; 6 to 2 or
less is a route). Thus a player could actually lose a point or two if their score was low enough!
For example, if a scenario ended in a score of 6 medals to 1, the campaign game totals would
change by 7 and -1 respectively. Your total campaign game score may never go below zero.

3.2 At the end of the first time through the scenarios, make note of the totals, switch sides, and
play them again with both players starting at zero. At the end of the second time through, each
player adds their totals together to determine who the overall victor is.

3.3 The list below shows the scores required to attain each rank and the ranks for each army:

Score Roman Level


0 Munifex
4 Beneficiarius
8 Evocatus
12 Standard Bearer
16 Immunus
20 Centurion
25 Tribunus
30 Praetorian
35 Quaestor
40 Legatus
45+ Imperator
3.4 Players should use this table for purposes of claiming the extra command chit for higher rank.
For example, if you have 20 points and your opponent has 19, you can claim the extra chit.

IV. Campaign Games


Note: There is no specific Roman game listed. Listed battles also serve as Roman campaign
games since they are the opponent in almost every case. Hopefully there will eventually be
enough scenarios to create different campaign games too. Shorter campaigns can be run simply
by playing fewer scenarios (pick and choose as you like).
You could even just keep a running point total as you play individual games against the same
opponent, just to see who can make it to Imperator first.

CCA Solitaire 18
Rules
Nov

1 2008
2
3
4
5

( 10 Votes )
Written by Alessandro Crespi
There are some thread over the net talking about "SOLO PLAY" Ruels.
I'll try to sum them up here... we could openly discuss them on the FORUM and maybe improve
them.

1) Use your own hand of card and give the "other player" just 1 card (draw and play it
immediately, applying the relative effect).

2) Give each side their "normal" hand. Take a hand and do the "best you can" with what they
have, then draw that side's new card but don't look at it. Then pick up the other side's cards and
make the best play you can with them, draw their next card and don't look at it. When picking up
again Side 1, they have one "new" card and you can just do the best you can with them.
Using this variant it's suggested taking out the "first strike" card, that lets the defender interrupt
play and say, "No, I'm going to roll against you first." This one is just too hard (for me anyway)
to deal with solo.
Also "Counterattack" could be a problem for solo, consider also removing it if this harden your
solo play.
(this one is from Kevin Duke).
3) Whitout considering initial card hands, draw 2 cards at the begining of each turn and select
the best of your choice and discard the other. That way you will never know cards in other
hand, and it could be easier for solo play.
(this one is from Paul Dickey).

4) Roll a normal die for each side before their turn. If you roll equal or lower than the armys
command, take two cards. Select one and discard the other. If you roll higher you take one card
and use it. Armies with command 6 take 2 cards every turn (as long as command does not
change during the battle).
Its a good way to play both sides without preference. It also keeps a little bit of the advantage of
the army with more command. Very useful when playing historical scenarios. The bad part is it
takes away the slight "strategic" part of the game you enjoy when having the full hand of cards.
Its more of a "how to maximize the turn" thing. Its good training though and you never know
what will happen next.
(this one is from Guido Quaranta).

5) use normal card hands for each side and rankd the choice of tactical cards before throwing
2d6. After rolling you will compare dice desult with a table like this: 6-8 is the best choice
(ranked at 1st place before), 9-10 is the 2nd ranked card , 4-5 is the 3rd ranked, etc.
This method involvs some tactics and also luck.

Hellenistic Era
General Note: This rule set is designed generally for games played on the Epic Scale with the
new 100 Card Deck and also some of the concepts described below can be used specifically for
all types of battles, regardless of scale, that are set roughly in the era between 371 BC to 221 BC,
or indeed in any of the expansions/battles of the series.

Army Commanders: One Leader on each side (usually the highest ranking leader in history on
that side) is designated the Army Commanderif he is eliminated the other side scores 2
Banners instead of 1 Bannerif he is chased off the map the opposing side scores 1 Banner.
Either way once the Army Commander is no longer on the map that side without the Army
Commander immediately discards one card and has his normal card maximum for his side
reduced by one card for the remainder of the game.

Card Play: A Section card that allows one to move any two or more units in a single section
may be used in a different section than the one shown on the card---The number of units/Leaders
allowed to be moved by the card is reduced by one unit/leader---i.e. two becomes one, three
becomes two, four becomes three for all these section card types if used in a section that is
different than the one stated on the card.

Command: There are now four different grades of Leaders/Generals in the game:

From top to bottom they are rated as follows below as listed a) to d). ALL of these Leaders may
Cancel one flag on units they are stacked with and can stop a retreat as in the rules and may
facilitate Momentum Combat per the rulebook. Their range for support is one hex except as
noted in d) below. Types b), c), and d) can move up to 4 hexes when moving alone without being
attached to a unit.

a) War-God-like---Say like Alexander of Macedon or perhaps Pyrrhus of Epirusany units


stacked with such a leader add one dice to all close-combat and battle-back rollsall units
supported by such a Leader count all helmet rolls as hits in close-combat/battle back. When such
a Leader makes use of a Leadership card he may move one additional unit more than the card
calls for. A Unit stacked with such a Leader may ignore one addl sword hit. Leaders of this
quality move 5 hexes alone.

b) Superior GeneralSay like King Philip II, Antigonus, Seleucus, and Alexander of Epirus,
or the Greeks: Eumenes, Agathocles, Epaminondas, & Mennon. A Unit stacked with such a
Leader may ignore one addl sword hit. All units supported by such a Leader may count up to
two helmet rolls as hits in close-combat battle back.

c) Ordinary GeneralSay like Ptolemy, Antipater, Lysimachus, Craterus, Demetrius,


Perdiccas, Pithon, Antigonus Gonatas, and the Persians: King Darius & the Satrap Bessus, or the
Spartan King Agis II.

All units supported by such a Leader may count up to only one helmet roll as a hit in close-
combat battle back, other rules as normal.

d) Low-ranking Leader or Sub-par Strategoslike Leonnatus, Cassander, , Ophellas, or the


Persian Ariarathes, or some lower ranking non-general officer or sub-chief: Any unit supported
by such a Leader may count up to only one helmet roll as a hit in close-combat battle back. This
type of Leader may only support a unit located in the same hex the Leader is located in when
involved is close-combat/battle-back. When such a Leader makes use of a Leadership card he
may only move up to a max. of: one less unit than the card calls for.

Momentum Combat and the Cards: If a player conducts Momentum combat with an activated
unit he receives no bonus dice from the card that activated the unit for this second combat.

Outflanking: This is an easy way of introducing facing and flanks to the game with little fussit
can be retrofitted to other scenarios where appropriate:

A unit is said to be Outflanked if it is surrounded in all six adjacent hexes by either enemy
units, or hexes adjacent to an enemy unit. The presence of friendly units or impassable terrain
does not negate an Outflanked situation in any way. Units on the board edges (and not
surrounded by six adjacent hexes) cannot be Outflanked.

Effects of being Outflanked: Outflanked units when battling back roll only half the normal
number of dice they would be normally entitled to rounded upto a maximum of only two
diceOutflanked units when battling back never hits on helmet rolls (unless Silver
Shields/Foot Companions for up to one helmet ) even if supported by a leader. A units
Outflanked situation is judged at the instant it battles back. Elephants can NEVER be
considered outflanked they are effectively immune to this rule although they can cause an
opposing unit to be outflanked.

Special Troop Type Rules Section:

Auxillia-Peltasts: Greek or Hellenistic entho-national Auxillia type troops are generally assumed
to be Peltast types of the period in most battles. These Auxilla-Peltasts may evade if attacked by
Medium or Heavy Infantry. These type units of that time were very often experienced
mercenaries who were quite keen on living to collect their pay.

Auxillia-Tribals: Certain types of Auxillia can be designated as low-grade conscripted

tribal troops. These units retreat 2 hexes per flag result taken and only battle-back with 2 dice
when attacked in close-combat (CC) (still have a normal dice of 3 when attacking in CC).

Silver Shields/Old Veterans/Sacred Band: are Heavy Infantry and these advantages:

a) They may move normally two spaces and NOT attack like Auxillia
b) They start with five blocks

c) They may ignore one swords and one retreat flag result inflicted upon

them in close combat/battleback (or missile fire if a flag).

d) In close combat/battleback they always hit on the first helmet rolled

regardless of whether they are supported by a Leader.

Foot Companions/ Hypaspists In some battles certain Medium Infantry units are designated as
Elite Shield-bearers or Hypaspists. These have the EXACT SAME advantages as the Silver
Shields/Old Veterans described aboveadditionally if moved via a Leadership card they move
up to two hexes (terrain permitting) and battle.

Persian Immortals In some battles certain Persian Medium Infantry units are designated as
Immortals. These units have then following advantages:

a) May ignore one retreat flag

b) Start the game with 5 blocks

c) Has archery capability out to three hexes may missile if ordered like a Light Archer unit,
but it remains a medium unit for all other purposes including use of and ordering units via the
Command Cards.

Cataphracts: In some battles certain heavy cavalry are designated as Cataphracts. These can
ignore the first sword hit inflicted on them in close-combat/battleback.

Companions: In some battles certain medium cavalry are designated as Companions: These
can ignore the first sword hit or retreat flag in close-combat/battleback, or the first flag inflicted
by missile fire. Companions only retreat 2 hexes per flag result taken.
Elite Light Slingers: In some battles certain Light Slinger units are designated as eliteElite
Light Slingers when missile firing against enemy light foot hit on swords. When battling back
only in close combat Elite Light Slingers also hit on swords.

Elite Javelin Men: : In some battles certain Light Infantry units are designated as eliteElite
Light Infantry when missile firing against enemy light foot hit on swords. When battling back
only in close combat Elite Light Infantry also hit on swords.

Light Infantry/Light Archers/Light Slingers: These unit types may ALWAYS evade through
friendly units. Also if these type units are moved by a section or Leadership card they may also
be moved through friendly units when ordered with these card types.

African vs. Indian Elephants: Elephants can be designated as of African or Indian originthere
is no difference save when one breed fights the other breed of elephantin that case the Indians
get 4 dice normally and the African elephants get only 2 dice.

Alexanders Experimental Phalanx (Alexander the Great was working on developing this
formation which combined Persian Archers with Macedonian-style pike-men for new conquests
just before he died) This unit is a Medium Infantry unit with the following addl features:

a) Has archery capability out to three hexes may missile fire if ordered like a Light Archer
unit, but it remains a medium unit for all other purposes including use of and ordering units via
the Command Cards.

b) They may move normally two spaces and NOT attack like Auxillia

(The Experimental Phalanx continues next page)

c)When adjacent to enemy units and ordered the unit may uniquely use BOTH its archery ability
and its close-combat ability to attack adjacent-only enemy units as long as the unit does not
move. (this includes when being activated by Clash of Shields). The archery ability is always
used in this case before any close-combat done by the unit, and only one dice is thrown for this
special missile attack. The unit may not Momentum advance/attack after a close-combat battle if
it used its special missile attack ability earlier during the combat resolution of that player-turn.
Warriors !!: Gallic & Galatian: Wild Mercenaries and Other Freebooting Peoples

Add the Following Rules: These ALL Pertain to Warrior Units ONLY:

Barbarian Balk: If a Warrior unit (of whatever type) moves 2 hexes (or 3 hexes using Double
Time) to a hex adjacent to an enemy unit(s) to close combat it and then is unable to do so due to
the enemy unit(s) being retreated or eliminated by other attacks, the Warrior unit has failed its
requirement to close-combat attack given the length of its pre-combat move.

Such Warrior units that fail to attack are said to have balkedimmediately retreat Warrior
units in such a situation one hex once all own side close combats are finished. The one
hex Barbarian Balk retreat is conducted in the normal fashion just as if the unit was forced to
retreat one hex after a battleand it is not optional and cannot be canceled in any wayeven by
the presence of a leader or support etc.

Barbarian Rush: Limits to Warrior Momentum Combat: ALL Warrior units, regardless of
type, reduced to one or two blocks May Not Engage in momentum combat unless a friendly
leader is attached to the unit in question.

Elite Galatian/Gallic Noble Warriors & Mercenaries: Certain Warrior units can be considered to
be made up of the top cream of Galatian/Gallic tribal warrior society. These start the game with
five blocks and receive a one dice-one time bonus as Elite Warriors: the very first time in the
scenario they battle back or engage in close combat as long as the unit still has three or more
blocks at the instant it rolls in either combat or battle-back.

In addition if this Elite Warrior unit is still at four or more blocks it also receives the same
benefits as a regular warrior unit (ignoring one flag and getting four dice normally).

Weapon system/type Advantages and Disadvantages for Light & Cavalry Troops:

Light Cavalry of either Bow or Non-bow Type: Attacking or battling back in close-combat
against Light Infantry/Light Archers/Light Slingers do so with 3 dice as their normal dice as
long as both units are on clear terrain and the Light Cavalry is not outflanked if defending.

Light Infantry Attacking or battling back in close-combat against Light Archers do so with 3 dice
as their normal dice unless reduced to 2 dice due to terrain or being outflanked on defense.

Light Cavalry Attacking or battling back in close-combat against Light Bow Cavalry do so with
3 dice as their normal dice as long as both units are on clear terrain and the Light Cavalry is
not outflanked if defending.
Cavalry Discipline and Training:

Certain Light Cavalry, Light Bow Cavalry, and Medium Cavalry units can also be designated as
well disciplinedthese units only retreat 2 hexes per flag result taken.

The Companion Medium Cavalry troop type mentioned above is an example of a well-
disciplined cavalry force that also has some other special advantages. Certain other period
cavalry units like Thracian Light Lancers, the light mercenary horse archers hired by Alexander
the Great, and Greek Tarentine and Thessalian type cavalry could also be considered well
disciplined.

Optional/Experimental Rule Section:

Reserve Movement: Before the battle starts each player should designate one of his

a), b), or c) quality Leaders secretly by name to have the ability once per game to conduct a
special Reserve Move. A Reserve Move can be up to four hexes for foot, six hexes for
elephant/chariot units and up to eight hexes for any other mounted units/leaders, however
Reserve Moving units/leaders may never move into a hexrow closer to the enemy side of the
map from the hexrow they started their Reserve Move move in. War Machine units and
Baggage Train wagons may never Reserve Move. Reserve Moves may generally only be
conducted by well-disciplined & organized non-barbarian armies commanded by a somewhat
talented leader.

Reserve Move Rules:

Once per game a player can declare before playing their card(s) for their player-turn a special
Reserve MoveThe Player may immediately move any of his units located in or adjacent to
the pre-game selected Leader that has Reserve Move capability. The units selected cannot be
adjacent to the enemy, and at NO POINT in the move can they enter hexes adjacent to enemy
units. After the Reserve Move the moving player plays his card(s) normally and may even
have the Reserve Moving units move again and have combatbeing ordered via the card(s). The
Reserve Move may not be executed during the first three reserve mover player-turns of the
game. The general conducting the Reserve Move may not be designated to conduct the move
at the start of the turn if he is adjacent to the enemy. The general conducting the Reserve Move
must ride along with the movers, but may change the unit he is attached to, and all Reserve
Moving units must end their Reserve Move within 2 hexes of the general conducting the move.
Any other friendly general attached to a Reserve Moving unit simply stays in place while his unit
moves off with the general conducting the move.
Hellenistic Infantry Battle//Hoplite Rules: In infantry-heavy battles during the peroid with
certain Greek city-states and leagues and kingdoms participating in the battle some of the heavy
and/or medium infantry in the battle can be designated as heavily armored "hoplites". Units so
designated can always ignore one sword hit in close combat/battleback per combat as long as
they are not currently in an "outflanked" position as the defender.

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