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Commands & Colors: Napoleonics

Commands & Colors: Napoleonics

Doit Games · 2010
290 min14+ yrs2.7/5 complexity8.1 BGG#552 BGG6,3 KCouplesStrategy
short answer

How do you play Commands & Colors: Napoleonics?

The primary objective of Commands & Colors: Napoleonics is to be the first player to accumulate a specific number of victory banners, which are essentially victory points. This target number is determined by the chosen scenario. Victory banners are primarily earned by eliminating enemy units and leaders. While eliminating enemy forces is the most common way to score, some scenarios may introduce special rules that provide additional opportunities to earn victory banners, such as controlling specific terrain features or achieving certain tactical objectives.

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Commands & Colors: Napoleonics box art
official art · Doit Games
the rules in 60 seconds▶ auto · 1/6
🧩
01

Setup

Choose a scenario, place terrain tiles and units, then deal command cards.

The rules, step by step

Setup
To set up the game, first select a scenario from the scenario book. This will dictate the historical context, the specific terrain tiles to be placed on the game board, and the initial positions of all units and leaders. Units are represented by blocks, with infantry typically having four blocks and cavalry three. Leaders are marked with stars and can be placed alone or with a unit, as specified by the scenario. Finally, place the dice pool next to the board and deal the appropriate number of command cards to each player, as indicated in the scenario's battle notes.
Objective
The primary objective of Commands & Colors: Napoleonics is to be the first player to accumulate a specific number of victory banners, which are essentially victory points. This target number is determined by the chosen scenario. Victory banners are primarily earned by eliminating enemy units and leaders. While eliminating enemy forces is the most common way to score, some scenarios may introduce special rules that provide additional opportunities to earn victory banners, such as controlling specific terrain features or achieving certain tactical objectives.
On your turn
Each player's turn is divided into five distinct phases. First, the Command Phase requires the active player to play one command card from their hand face-up. Second, in the Order Phase, the player uses the played command card to issue orders to a specified number of units or leaders within designated sections of the battlefield. Third, during the Movement Phase, the ordered units and leaders may move according to their unit type's movement allowance, with movement being optional. Fourth, the Combat Phase allows ordered units that are in range and have a line of sight to an enemy unit to attack, with combat being optional. Finally, in the Draw Card Phase, the active player draws a new command card from the deck to replenish their hand.
Scoring
Victory points, referred to as 'victory banners,' are primarily scored by eliminating enemy units and leaders. Each eliminated unit grants one victory banner to the opposing player. If a leader is eliminated, the opposing player also gains one victory banner. Some scenarios may include special rules that introduce alternative or additional methods for scoring victory banners, such as controlling specific objectives or achieving certain historical outcomes. Players must continuously track their accumulated victory banners throughout the game.
Game end
The game concludes immediately when one of the players successfully reaches the predetermined victory banner target specified by the chosen scenario. This can occur at any point during a player's turn, even during the opponent's turn if an action results in the required number of victory banners. The player who first achieves or exceeds this target is declared the winner. The scenario's battle notes will clearly state the exact number of victory banners needed to win.
Tips
Command cards are crucial for activating units; section cards activate units in specific battlefield sections, while tactical cards provide special abilities. The battlefield is divided into three sections (left flank, center, right flank), and units on the border of two sections can be activated by cards targeting either section. Unit movement is determined by unit type and terrain, with leaders having special movement rules. Combat involves checking range and line of sight, then rolling dice based on unit type and modifiers from terrain or special cards. Dice results can cause hits, force retreats (banners), or trigger leader checks. Understanding these mechanics, including how to mitigate retreats or utilize special unit abilities like forming squares, is key to strategic play. Leaders provide bonuses and can be eliminated, granting victory points, but may also attempt to escape.
🔬 game anatomy
Complexity2.7 / 5
BGG rating8.1 / 10
Vibe
CouplesStrategy
Language dependence
Moderate text — a crib sheet helps
Play time
90 min
Players
2
Recommended age
14+ yrs
BGG rank
#552

from Trișache · verified

Frequently asked questions

Q1What is the goal of the game?
The primary objective of Commands & Colors: Napoleonics is to be the first player to accumulate a specific number of victory banners, which are essentially victory points. This target number is determined by the chosen scenario. Victory banners are primarily earned by eliminating enemy units and leaders. While eliminating enemy forces is the most common way to score, some scenarios may introduce special rules that provide additional opportunities to earn victory banners, such as controlling specific terrain features or achieving certain tactical objectives.
Q2How do you set up the game?
To set up the game, first select a scenario from the scenario book. This will dictate the historical context, the specific terrain tiles to be placed on the game board, and the initial positions of all units and leaders. Units are represented by blocks, with infantry typically having four blocks and cavalry three. Leaders are marked with stars and can be placed alone or with a unit, as specified by the scenario. Finally, place the dice pool next to the board and deal the appropriate number of command cards to each player, as indicated in the scenario's battle notes.
Q3How does a turn work?
Each player's turn is divided into five distinct phases. First, the Command Phase requires the active player to play one command card from their hand face-up. Second, in the Order Phase, the player uses the played command card to issue orders to a specified number of units or leaders within designated sections of the battlefield. Third, during the Movement Phase, the ordered units and leaders may move according to their unit type's movement allowance, with movement being optional. Fourth, the Combat Phase allows ordered units that are in range and have a line of sight to an enemy unit to attack, with combat being optional. Finally, in the Draw Card Phase, the active player draws a new command card from the deck to replenish their hand.
Q4How is scoring calculated?
Victory points, referred to as 'victory banners,' are primarily scored by eliminating enemy units and leaders. Each eliminated unit grants one victory banner to the opposing player. If a leader is eliminated, the opposing player also gains one victory banner. Some scenarios may include special rules that introduce alternative or additional methods for scoring victory banners, such as controlling specific objectives or achieving certain historical outcomes. Players must continuously track their accumulated victory banners throughout the game.
Q5When and how does the game end?
The game concludes immediately when one of the players successfully reaches the predetermined victory banner target specified by the chosen scenario. This can occur at any point during a player's turn, even during the opponent's turn if an action results in the required number of victory banners. The player who first achieves or exceeds this target is declared the winner. The scenario's battle notes will clearly state the exact number of victory banners needed to win.
Q6What tips are there for beginners?
Command cards are crucial for activating units; section cards activate units in specific battlefield sections, while tactical cards provide special abilities. The battlefield is divided into three sections (left flank, center, right flank), and units on the border of two sections can be activated by cards targeting either section. Unit movement is determined by unit type and terrain, with leaders having special movement rules. Combat involves checking range and line of sight, then rolling dice based on unit type and modifiers from terrain or special cards. Dice results can cause hits, force retreats (banners), or trigger leader checks. Understanding these mechanics, including how to mitigate retreats or utilize special unit abilities like forming squares, is key to strategic play. Leaders provide bonuses and can be eliminated, granting victory points, but may also attempt to escape.
Q7How much does Commands & Colors: Napoleonics cost?
No store is currently tracking Commands & Colors: Napoleonics. Check the Prices tab — you can set a price alert to be notified when it appears.
Q8Where can I buy Commands & Colors: Napoleonics cheapest?
Check the Prices tab — howtoplay.ro aggregates offers from 7+ Romanian board-game stores and tracks price history.
Q9How do you play Commands & Colors: Napoleonics?
Commands & Colors: Napoleonics is a napoleonic game, for 2 players, taking ~90 minutes, featuring campaign / battle card driven. Check the Rules tab for setup, gameplay, and scoring, or ask Trișache anything about Commands & Colors: Napoleonics — our AI assistant built by howtoplay.ro and trained specifically on board game rulebooks.
Q10How many players does Commands & Colors: Napoleonics support?
Commands & Colors: Napoleonics is played by 2 players.

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Regatul Jocurilor
Commands & Colors: Napoleonics Expansion 5 – Generals, Marshals
free over RON 149
RON 224
Buy
Regatul JocurilorSpanish edition
Commands & Colors: Napoleonics (2023 Fifth Printing)
free over RON 149
RON 419
Buy
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