| 13 Feb 2012 |
1. IntroductionCommands & Colors: Epic Ancients II is the fifth expansion for the Commands & Colors: Ancients game. This expansion contains the following materials:
The BattlefieldTo create an Epic size battlefield, you will need two mounted gameboards. These are printed on both sides, with a regular CCA map on one side, and a “half” of an Epic board on the other side. You can order Epic size mounted gameboards directly from the GMT website: http://www.gmtgames.com, or one Epic gameboard comes with expansion #2: Rome vs the Barbarians and another comes in expansion #3: The Roman Civil Wars. When placed together on the correct side, two boards will form a single battlefield 26 hexes wide by 9 hexes deep, with a left, center, and right section. Number of PlayersEpic Ancients works best with eight players, three Field Generals and one Overall Commander for each army. Each Field General will command a single section for his army, while the army’s Overall Commander will hold and select which Command cards to play for his army each turn. In Epic Ancient battles, the Overall Commanders will be under the most pressure, as they explore new tactics and strategies for using the Command cards. We recommend that, if played with a group, the Overall Commanders be the most experienced Commands & Colors: Ancients players. If you can only muster six players, play with three in each army; the center Field General will also act as the Overall Commander. With only four players we suggest one player on each side be the Field General for the left and right sections while the other is both the Field General for the center and Overall Commander. Many players reported they enjoyed playing the original Epic scenarios one-on-one, and Epic II should make this even easier to do. Most scenarios are designed with 3 leaders per side -1 leader per section- so that each Field Commander will be able to control a leader at the beginning of the game. For historical accuracy, a few scenarios have only 2 leaders on a side, and not necessarily in different sections. We recommend these scenarios for smaller numbers of players or even one-on-one play. Set Up
In the original Epic Ancients rules, a single Command card deck of 60 cards was used. Epic II has a special deck of 100 Command cards, which will add greater depth and also will speed play. 2. The Game TurnThe War Council notes state which side begins play. Armies then alternate taking turns. 1. Play Command cards, Order units and leaders.On his turn, the Overall Commander may play up to three Field Command cards and issue them to his Field Generals. When playing Field Command cards, if units in the Field General’s section do not receive any commands, he may attempt Field General’s Initiative (See below). Note 1: When an Army Command card is being played, Field Generals may not use Field General’s Initiative (See page 7). Note 2: No unit can be activated more than once per turn. A unit ordered by a Field General’s Command card cannot be reordered by another Field General’s Command card play in the same turn. The Overall Commander must play at least one Command card (Field or Army) per turn. He cannot pass. He must play at least one Command card on his turn. 2. MoveAll Field Commanders move their units in accordance with the choices on the Command card they have been given. As in standard CCA, before any battle occurs, all ordered units must complete their movement. 3. BattleBattle follows standard CCA rules, one unit at a time. 4. Draw new Command cards.The Overall Commander normally draws two new Command cards to replenish his hand, except when doing so would exceed his army’s original Command card number (as specified in the War Council section of the battle). In this case the Overall Commander would draw only one new card. 3. Play Command Cards, Order units and leadersAll Command Cards will fit into one of two main categories when played. A card is either an “Army Command” card or a “Field Command” card. Each card is designated to show which category it belongs to. Field Command CardsThe Overall Commander may play up to three Field Command cards on a turn, provided each of the three cards orders only units in a single section. a. A Coordinated Attack or Coordinated Advance card will order units in all three sections and will count as three Field Command cards issued. b. An Outflanked card will order units in the left and right sections and count as two Field Command cards issued. c. A Leadership, Inspired Leadership, or Double Time card will count as one Field Command card issued when the card only orders the units in one Field General’s section. The card will count as two Field Command cards issued when the Overall Commander issues the card to two adjacent Field Generals to order a group of units spanning the two adjacent sections. d. A Line Command card will count as one, two or three Field Command cards issued. The Overall Commander must specify a group of units ordered and the number of sections the Line Command will span. A Line Command card counts as one Field Command card issued when units in one section are ordered. A Line Command card counts as two Field Command cards issued when units in two sections are ordered. A Line Command card counts as three Field Command cards issued when units in three sections are ordered. e. Special Inspired Field General play also counts as two Field Command cards issued because two identical Section cards are issued to a single Field General in one specified section (see below). The Overall Commander is never required to play the maximum of three Field Command cards. Each turn, the Overall Commander may elect to play one, two, or a maximum of three Field Command cards, or elect to play one Army Command card instead of any Field Command cards. The other Field Generals receive their orders “by courier.” The Overall Commander may not talk with these Field Generals on this turn. He simply passes them the Command card, hoping for the best, because they use the orders on their Field Command cards as they see fit. Historical Alternative. Battlefield communication in this period was limited. To add a little more “drama” and spontaneity, an alternative method to playing Epic Ancients is to have the Overall Commanders have a brief discussion of the overall situation and their intentions with his Field Commanders BEFORE play begins, and after this, discussion is very limited. Only when Army Command cards are played may he speak briefly about the overall situation with all of his Field Generals. Field Generals may talk to each other only when they have been jointly issued a Field Command card. Field Command Card ListNew Command Cards• Order One Unit Left, Center and Right The following Field Command cards apply to only one section of the battlefield: Command card playedField Command cards that are used “differently” in Epic Ancients than standard CCA. In the standard game the following cards applied to all sections of the battlefield when played. In Epic Ancient battles, the following cards when issued as a Field Command only apply to a single section: Special Field Command CardsThe following Field Command cards are Special Field Command cards, which may affect more than one section of the battlefield and may “cost” more than one Field Command card played: Note while this is not a particularly powerful card, playing it will allow the Overall Commander to rebuild his Command level, since he will draw two cards at the end of the turn, but will have played only this one card. • Coordinated Advance (new card): This is a Special Field Command card that applies to units in all three sections of the battlefield. The Coordinated Advance card, when played by the Overall Commander, counts as three Field Command cards played this turn. The play of this one card allows each Field General to order two units. The Overall Commander may not play any other cards this turn and the Field Generals may not attempt Field General’s Initiative. Field Generals may certainly discuss how they will jointly implement Leadership, Double Time and Line Command cards for more than one section, but cooperation is not mandatory. LEADERSHIP CARDSThe following Leadership cards are Special Field Command cards that may affect more than one section: A Leadership card given to a Field General counts as one Field Command card played when he only orders units in one section. For example—if the Overall Commander gives a Leadership card that was used to order units in the Center and Left sections, he could still give a Command card to the Right Field Commander, but only to order units in the Right section. Special Command Cards used as Field CommandsWhen a Special Command card is played, the Overall Commander must declare how the Special Command card is being played, as an Army Command card or Field Command card. The Following Command cards can be issued either as Army Command or Field Command cards: When used as a Field Command card, use them in the following manner: Field Command cards that apply to only one section of the battlefield and Special Field Command cards that order units in more than one section of the battlefield (Out Flanked, Coordinated Attack, Coordinated Advance) are relatively easy to determine the section(s) and number of units to be ordered when playing a Counter Attack card. EXAMPLE #1: The Carthaginian Right Section Field Commander receives and executes an Inspired Right Leadership order. In the following turn the Roman Left Section Field Commander (facing the Carthaginian Right Section Field Commander) receives a Counterattack card and executes an Inspired Left Leadership order. The Overall Roman Commander could also choose to Counter Attack the Inspired Right Leadership and order a group of units under the command of his Left Section Field Commander and his Center Section Field Commander. The Counter Attack play in this case would count as two Field Command cards because the group of ordered units spans two adjacent sections - left and center EXAMPLE #2: The Carthaginian Center and Right Section Field Commanders receive and executes a Double Time order. In the following turn the Roman Left Section Field Commander (facing the Carthaginian Right Section Field Commander) receives a Counterattack card and executes a Double Time order with units entirely in the Left section. The Counter Attack play in this case would count as one Field Command card because the group of ordered units is totally in the Left section. EXAMPLE #3: The Carthaginian Right Section Field Commander receives and executes a Line Command order. In the following turn the Overall Roman Commander wants to Counter Attack the Carthaginian Line Command in his Center but he cannot, since the Line Command was played by the Carthaginian Right Section Field Commander. Inspired Field General PlayNormally the Overall Commander may only give a single Command card to a Field General. However, when the Overall Commander has in his hand two Section Command cards that are exactly the same, both cards may be given to the Field Commander in the specified section. This is called Inspired Field General play. An Inspired Field General play will count as two Field Command cards issued, leaving only one additional Field Command card available to issue. If two Field Command cards have already been issued, an Inspired Field General play is not possible. The following Section cards qualify for an Inspired Field General Command card play: Field General’s InitiativeIf the Overall Commander has played at least one Field Command card in the turn, any Field General that has not had any of his units in his section ordered by a Field Command card may decide to act on his own initiative and attempt to order one unit in his section. The Field general rolls one die with the following effect: Army Command CardsThe Overall Commander may only play one Army Command card on a turn. He may not play any Field Command cards in the same turn an Army Command card is played. EXAMPLE: The initial Command for an army is eight. On the first four turns, the Overall Commander plays three Field Command cards per turn, and replaces two cards per turn. At the start of turn five, the Army’s Command is four. The Overall Commander on turn five elects not to play any Field Command cards, but instead plays an Order Light Troops as an Army Command card. Because his hand size is reduced, he may only order four light units. After orders are allocated to each Field General, the Overall Commander may specify to each Field General the units he wishes to order. Once the discussion is complete, each Field General executes the number of orders he was allocated, but the Field Generals do not have to follow the Overall Commander’s advice or wishes. Army Command Cards List:• I Am Spartacus: The ‘I Am Spartacus’ card is an Army Command card. Note that Epic Ancients-II includes two ‘I Am Spartacus’ cards. New directions: In the standard game, this card will only rally units that are in the same hex or adjacent to a leader. With the Epic Ancients card, for each qualifying unit type or leader symbol rolled one block of the appropriate type is rallied. Apportion the blocks to the Field Generals who may replace one or more blocks in understrength units up to their original strength. A unit that is rallied does not have to be in or adjacent to a leader’s hex. Rallied units are ordered and may move and battle. Elephant and chariot units may not be rallied. Special Command Cards Played as Army CommandWhen a Special Command card is played, the Overall Commander must declare how the Special Command card is being played, as an Army Command card or Field Command card. When used as an Army Command card, use them in the following manner: Reaction Command Card• First Strike: The First Strike card is a reaction Command card that is played by the Overall Commander out of his hand during the opponent’s battle phase. As in standard game, the defending unit will Battle first when playing the First Strike card, but will now Battle with 1 additional die. Note that Epic Ancients-II includes two First Strike cards. 4. MoveAs in standard Commands & Colors: Ancients game, all unit movement must be completed before any battles begin. Field Generals should make sure all movement is completed for all sections of the battlefield before any battling starts. The Overall Commander cannot comment—if a Field General neglects to move a unit in his section, it is just the fortunes of war. 5. BattleAs in standard Commands & Colors: Ancients game, each ordered unit in Epic battles is checked for an opportunity to Battle and Battles are resolved one ordered unit at a time, in the sequence of each Field General’s choice. Each Field General must announce and resolve one unit’s battle entirely, before beginning the next one. Field Generals are advised to conduct unit battles simultaneously, if feasible, to speed play. When units in two sections have the opportunity to battle the same enemy unit, the Field Commanders must coordinate to determine the order of attacks. 6. Draw new Command cardsOnce all the actions (movement and battle) of the Command cards played are completed, all the Command cards that were played are collected and discarded. The Overall Commander then draws two new Command cards, regardless of the number of cards he played on the turn, unless doing so would give him more cards that his original Command Card number. NOTE: If the ‘I Am Spartacus’ card is discarded at this time, it still requires reshuffling of the deck. Epic VictoryThe object of an Epic Ancients battle is to be the first player to capture a set number of Victory Banners. |
| Last Updated on Monday, 13 February 2012 16:15 |
EPIC Ancients II
