Commands & Colors: Ancients

GMT Games, Devir, Wargames Club Publishing · Board game · 2006
2 · best 2 60 min Weight 2.7/5
8.5 rating Ludopedia
7.8 rating BGG
8.5 rating Ludopedia
7.8 rating BGG
Our Verdict

Perfect for those who want to enter wargaming with depth but without the red tape. The card system is brilliant for simulating the chaos of war.

Highlights
  • Dynamic and intuitive command system
  • Fast games relative to complexity
  • Engaging stylized historical fidelity
  • Versatile modular board
Keep in mind
  • Moderate language dependence on cards
  • Dice luck can be frustrating
RECOMMENDED
Rules manual not indexed yet Upload the PDF rulebook to ask questions about this game with AI.
About the game
Ever wanted to lead Roman legions or Greek phalanxes in epic clashes? Commands & Colors: Ancients is the perfect entry point for those wanting to dive into the world of wargaming without needing a manual the size of an encyclopedia. The game covers a massive timeline, from the dawn of military history (3000 BC) to the beginning of the Dark Ages (400 AD), allowing you to relive legendary battles such as Cannae and Zama.

The heart of the game is the Command Card system. Instead of simply moving any piece, you need specific cards to activate sectors of the battlefield or selected troops. This creates the famous 'fog of war': you know what you want to do, but you don't always have the right order in your hand at the perfect moment. This is where hand management and strategy come in, forcing you to be flexible and aggressive to secure victory.

Combat is resolved with fast and efficient battle dice, which take into account the unit's strength (Light, Medium, or Heavy) and the presence of leaders. The modular board and hexagonal grid ensure that positioning and terrain are crucial for victory. While it is more detailed than its 'brother' Memoir '44, it maintains a smooth flow, with most scenarios concluding in less than an hour. The game balances historical simulation with stylized gameplay, where the scale of units changes depending on the scenario — one moment you're commanding legions, the next, just a handful of brave warriors. It's the ideal blend of historical tactics and luck, requiring a solid battle plan that can adapt to the unpredictability of the dice.
Rules videos

In English

BEST PLAYER COUNT
2 BEST
WHERE TO BUY
Finding best prices...
Game details

Categories

Families

Ancient: Greece Ancient: Rome Digital Implementations: VASSAL Game: Commands & Colors Ancients History: Punic Wars History: Sicilian Wars Players: Games with expansions that add solo play Players: Two-Player Only Games Players: Wargames with Rules Supporting Only Two Players Series: Commands & Colors
Publisher GMT Games, Devir, Wargames Club Publishing
Designer Richard Borg
Artist Rodger B. MacGowan
Frequently Asked Questions
Is the game too complex for someone who has never played wargames?
Not at all! It's specifically designed to be more accessible than traditional wargames, maintaining depth without excessive rule clutter.
How long does a game take?
Most scenarios are resolved in under 60 minutes, which is great for those who don't want to spend the whole day on a single battle.
Do I need to know history to play?
It helps with immersion, but the rules and scenarios explain everything. The game teaches tactics as you play.
Does it work well with more than 2 players?
The base game is specifically designed for 2 players (head-to-head).
Is there a lot of reading during the game?
There is moderate language dependence due to the command cards, but once you know the symbols, it's very fluid.