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.
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.
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.
GALLERY
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Tap any photo to open fullscreen. Photos submitted by the community or publisher.
In English
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How to play Commands and Colors Ancients
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Rules Breakdown: Commands & Colors: Ancients Part I
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Unboxing the Game
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Level Up 46: Behind the Theme of C&C: War Elephants and Chariots
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How to learn CCA solo using wargameroom
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Rules Breakdown: Commands & Colors: Ancients - Part 3
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LU47: Behind the Theme, C&C: Hannibal Barca, less known facts
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Rules Breakdown: Commands & Colors: Ancients - Part 2
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Tutorial for Commands and Colors: Ancients (GMT Games)
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Learning CC Ancients using Wargameroom.com
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Playing C&C Ancients using CDG Solo System
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Command and Colors Ancients- The Cards
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Mechanics
Categories
Families
Publisher
GMT Games, Devir, Wargames Club Publishing
Designer
Richard Borg
Artist
Rodger B. MacGowan
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.