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Commands & Colors: Ancients box art

Commands & Colors: Ancients

Game ID: GID0073620
Game Info
Year
2006
Collection
Ratings
Mechanic profile
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Vibe profile
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Description

From the designer (about his Commands and Colors system, C&C: Ancients, and Memoir' 44):

"Commands & Colors: Ancients depicts warfare from the Dawn of Military History (3000 BC) to the opening of the Dark Ages (400 AD). Quite an ambitious undertaking for one game, yet Commands & Colors, by design, is a unique historical wargame system which allows players to effectively portray stylized battles from this time in history. The 15 battles showcased in the scenario booklet, although stylized, focus on important terrain features and the historical deployment of forces in scale with the game system. The battles include Bagradas, Cannae, and Zama.

"The scale of the game fluctuates from battle to battle. For some scenarios, an infantry unit may represent a legion of fighters, while in other scenarios a unit may represent just a few brave warriors. But the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various units, their weapons, terrain and time.

"Unlike its older brother, Battle Cry by Avalon Hill, Commands & Colors: Ancients is moderately more complex and contains additional historical details without the battlefield clutter. Most scenarios will still play to a conclusion in less than an hour.

"The command card system, drives movement, creates a true fog of war and presents both challenges and opportunities. There are four types of command cards: Leadership cards, Section cards, Troop cards and Tactic cards.

"The battle dice system resolves all combat efficiently and quickly. Each battle die has one Light, one Medium, one Heavy, one Leader, one Flag and one Swords symbol.

"The game mechanics, although simple, will still require strategic card play, historical tactics, timely dice rolling, and an aggressive, yet flexible battle plan to achieve victory."

Description

From the designer (about his Commands and Colors system, C&C: Ancients, and Memoir' 44):

"Commands & Colors: Ancients depicts warfare from the Dawn of Military History (3000 BC) to the opening of the Dark Ages (400 AD). Quite an ambitious undertaking for one game, yet Commands & Colors, by design, is a unique historical wargame system which allows players to effectively portray stylized battles from this time in history. The 15 battles showcased in the scenario booklet, although stylized, focus on important terrain features and the historical deployment of forces in scale with the game system. The battles include Bagradas, Cannae, and Zama.

"The scale of the game fluctuates from battle to battle. For some scenarios, an infantry unit may represent a legion of fighters, while in other scenarios a unit may represent just a few brave warriors. But the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various units, their weapons, terrain and time.

"Unlike its older brother, Battle Cry by Avalon Hill, Commands & Colors: Ancients is moderately more complex and contains additional historical details without the battlefield clutter. Most scenarios will still play to a conclusion in less than an hour.

"The command card system, drives movement, creates a true fog of war and presents both challenges and opportunities. There are four types of command cards: Leadership cards, Section cards, Troop cards and Tactic cards.

"The battle dice system resolves all combat efficiently and quickly. Each battle die has one Light, one Medium, one Heavy, one Leader, one Flag and one Swords symbol.

"The game mechanics, although simple, will still require strategic card play, historical tactics, timely dice rolling, and an aggressive, yet flexible battle plan to achieve victory."

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 6
This page: 6
Sentiment: pos 6 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–6 of 6
Video lcwKJgxqOmE Top List at 7:31 sentiment: positive
video_pk 134281 · mention_pk 382699
Commands & Colors: Ancients video thumbnail
Click to watch at 7:31 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Superior game strategically and tactically
  • More variety between different units, how they maneuver, and attack
Cons
  • Units are represented by blocks, which could be a step back visually
  • Less visually appealing than Memoir '44 miniatures
Thematic elements
  • historical battles
  • Late Antiquity (Rome, Greece vs. Carthaginians, Persians)
Comparison games
  • Memoir '44
Mechanics (from transcript analysis)
  • Area Control — Units maneuver and attack on a map with terrain features.
  • Card Driven — Uses cards to dictate actions and movement.
  • Dice Rolling — Dice rolls determine combat outcomes.
  • Wargame — Simulates historical battles.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This game is so simple but so much fun
  • The second phase is not really a game anymore it's just you're just watching
  • this game feels a bit different from all of the lcgs
  • Pursuit of happiness has found a way to make it mechanically satisfying
  • I really feel every time I play this game as if I lived a a new life
References (from this video)
No references stored for this video.
Video gfJWFMWx7DU The Discriminating Gamer Top List at 3:40 sentiment: positive
video_pk 83591 · mention_pk 210881
The Discriminating Gamer - Commands & Colors: Ancients video thumbnail
Click to watch at 3:40 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Never played a game in the series that I didn't like
  • Tremendous fun
  • Great theme
Cons
  • No longer in collection
Thematic elements
  • Ancient battles
Comparison games
none
Mechanics (from transcript analysis)
  • Card-driven activation — you're playing cards to activate certain numbers of of units in one of these sections of the board.
  • Dice combat — And of course you you've got dice combat.
  • Flank-based movement — you got three sides of the boards. You got your center, your left flank, and your right flank. and your person who is opposite from you has those same flanks just reversed.
  • Ranged Combat — You've got archers who have got kind of ranged abilities there.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • My number 20, Apocalypse Road.
  • My number 19, Plains Indian Wars.
  • My number 18 is Commands and Colors Ancients. My number 17 is Commands and Colors Medieval.
  • So, this is Combat Commander Europe, and that is my number 16.
  • So, I'm actually hopefully they they can do this with with other people as well. I find other historical figures to place with like Augustus or Julius Caesar or uh Charlemagne or you know what have you, Alexander the Great. I think there's a lot of stuff you could do with this kind of a system. Uh but that is my number 15. I Napoleon.
  • Still, I loved it. That is my number 14, Mr. President.
  • So, that is uh my number 13, Commands and Colors, Samurai Battles.
  • And that is why it is my number 12.
  • So this is 1989 Dawn of Freedom. That is my number 11.
  • Again, I DON'T KNOW WHERE I'M GOING and I don't know where I've been. IT'S A LONG TIME AND I'LL BE DYING.
  • That sounds suspiciously like something a bear would write.
References (from this video)
No references stored for this video.
Video z6rSzxd5JEI Game Night Picks - Pair Of Dice Paradise Top 10 List at 10:46 sentiment: positive
video_pk 83334 · mention_pk 209686
Game Night Picks - Pair Of Dice Paradise - Commands & Colors: Ancients video thumbnail
Click to watch at 10:46 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong lineage with BattleLore and the broader CMON family
  • clear tactical depth and pattern recognition
Cons
  • can feel similar to other games in the series
  • setup/teach can be lengthy
Thematic elements
  • military command and tactical battlefield decisions
  • ancient warfare (global antiquity)
  • structured, system-driven tactical play
Comparison games
  • Battle Lore
  • Memoir '44
Mechanics (from transcript analysis)
  • area/terrain advantages — terrain shapes and formations influence combat outcomes
  • Command and Color system — card-driven orders that interface with a modular miniature-scale battlefield
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is definitive. It is not just our opinions, okay? This is now this is it.
  • We will debate in a healthy manner to whittle down and come to our shared agreement of our top 10.
  • Pillars of the Earth is out of print and yet I know all about it.
  • Through the Ages: A Story of Civilization. Boom. Mutual pick. Instant classic.
  • Niroshima Hex has had three different iterations of it.
  • On the Underground was made and then reprinted again as On the Underground.
  • Battle Lore is fully on my list. This absolutely, I think, should be a classic from 2006.
  • This has to be on the list.
  • Mass market darling Bananagrams.
References (from this video)
No references stored for this video.
Video f3nSK3FVkbU The Dice Tower Top List at 5:14 sentiment: positive
video_pk 62744 · mention_pk 155446
The Dice Tower - Commands & Colors: Ancients video thumbnail
Click to watch at 5:14 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Cosmic Encounter, a game I first played when I was 13, loved it then, and now, 37 years later, I am still enjoying this game that is almost 50 years old at this point in time.
  • This is the classic, the original area control game
  • This game just what a wonderful game it is.
References (from this video)
No references stored for this video.
Video GyYknR1PM4o The Dice Tower Analysis at 2:25 sentiment: positive
video_pk 38357 · mention_pk 310891
The Dice Tower - Commands & Colors: Ancients video thumbnail
Click to watch at 2:25 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging tactical feel
  • Strong command card system
  • Deep historical flavor with modular scenarios
Cons
  • Learning curve
  • Rule complexity can be intimidating for newcomers
Thematic elements
  • Tactical warfare driven by command cards and color-coded blocks
  • Ancient warfare across various civilizations
  • Abstract/archival wargame feel
Comparison games
none
Mechanics (from transcript analysis)
  • area/line of battle control — Strategic control of rows/columns to gain advantages and victory.
  • Card-driven orders — Players play command cards to issue unit activations and orders.
  • Dice combat resolution — Combat is resolved with dice modified by unit type and terrain.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is Look Back, where I take a look at reviews that I did 20 years ago, 10 years ago, five years ago, and last year this week.
  • Commands and Colors Ancients, an amazing game.
  • Thanks so much for watching Look Back.
  • I still like Smashup. I still think there's a lot of cool ideas to it.
References (from this video)
No references stored for this video.
Video 3ttHP_cQZhc Zilla Blitz Review at 0:06 sentiment: positive
video_pk 30642 · mention_pk 90190
Zilla Blitz - Commands & Colors: Ancients video thumbnail
Click to watch at 0:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • iconic and influential system shaping wargaming over the past two decades
  • core game includes 15 scenarios with strong replayability
  • large, two-sided map with visually appealing art and scale
  • high-quality components, including terrain tiles and modular blocks
  • compatibility with solo play via the CDG Solo System (Stuka Joe)
Cons
  • heavy sticker workload for setup and unit labeling
  • initial setup and organization can be time-consuming without clear assembly guidance
  • map footprint is sizable and may require substantial table space
  • some users may find the stacking and storage setup non-intuitive without instructions
Thematic elements
  • Ancient warfare simulated through a block-based, card-driven system.
  • Ancient Rome vs Carthage in the Mediterranean theater (roughly 400–200 BC).
  • scenario-based reenactments of historical battles with a sandbox potential for homebrew scenarios.
Comparison games
  • Battle Cry
  • Memoir '44
  • Commands & Colors Napoleonics
  • Commands & Colors Medieval
  • Great War: Red Alert
  • Jacobite Rising
  • Empire of the Sun (CDG Solo System context)
Mechanics (from transcript analysis)
  • block counters and stacking — units are represented by blocks of different sizes; stacking arrangements determine unit strength and options.
  • Card-driven orders — players use command and tactics cards to issue orders to units and sections of the army.
  • combat dice with icons — combat resolution uses special dice with icons and a combat results table rather than plain numbers.
  • tactics and higher-order cards — tactics cards provide advanced actions and bonuses beyond standard orders.
  • terrain tiles and map variations — terrain tiles alter movement and combat outcomes, contributing to map versatility.
  • three-section map — the map is divided into Center, Left, and Right flanks to structure maneuver and command.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think commands and colors system is definitely one of those kind of iconic systems that have defined wargaming over the past 20 years.
  • 15 scenarios in the core game and room for expansion and homebrew content.
  • Cube for Me storage solution has passed this test with flying colors.
  • This is going to speed up the setup time and keep everything neat, really a neat solution.
References (from this video)
No references stored for this video.
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