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Showing posts from May, 2023

Commands & Colors Ancients Guide #2: Annotated Game Zama (202 BC)

The second installment of the Ancients guide series. In this guide we will extensively discuss everything you will need to know about Elephants. If you have not read part 1, please see here .

Memoir 44 Minimalist Reminder Cards

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Click Here to Download Part 1: Terrain Cards I am aware that many reference sheets that include terrain rules for this game already exist and I am a big fan of them. I made this mostly for myself because I like to pick out relevant terrain cards for the specific scenarios that use them and put them next to the board so that I don’t have to flip through a document. However, I am not a fan of the official terrain cards in the game card compendium. I find them unnecessarily wordy and redundant. Take the “walls of text” on these cards as examples:  I understand that some people prefer to have rules explained to them thoroughly to cover all bases, but I fall in the camp that prefers succinct and minimalist rule reminders. This is why I created these ready-to-print alternative cards for people like me. The simplified versions of the cards above look like these: Here are the features of these cards:  1. These cards ONLY state the differences of terrain hexes compared to the default ...

Commands & Colors Ancients Guide #1: Annotated Game Akragas (406 BC)

This is the first installment of Commands & Colors Ancients guides. It will go over important and advanced tactics for the game as well as various ways to optimize your play. All real contents, no fluff, no bragging, no jokes. Perfect for those who are more competitively minded. This guide is more than 100 pages and fully illustrated. Every principle discussed has real game applications. No empty grognard armchair platitudes. Tactical decisions are backed by statistics.   

Mongol Empire Part 1: Commands & Colors Medieval Unofficial Expansion (Download and play, no extra materials needed)

The Mongol conquest of the Jin dynasty, also known as the Mongol–Jin War, was fought between the Mongol Empire and the Jurchen-led Jin dynasty in Manchuria and north China. The war, which started in 1211, lasted over 23 years and ended with the complete conquest of the Jin dynasty by the Mongols in 1234. https://en.wikipedia.org/wiki/Mongol_conquest_of_the_Jin_dynasty The expansion features two new armies and 20 scenarios and is playable with just the components of the C&C: Medieval base game. The two armies are: The late Genghis/early Ögedei era Mongol army The late Jin era Jurchen army Each army comes with new units and new rules. The two major factions come with their own new leadership inspired action sheets. Their various allies, including the Chinese, the Khitans and the Tanguts, are also included in some scenarios. The scenarios are organized in three main phases: 1. The Genghis Khan era, starting with the Battle of Yehuling (Wild Fox Ridge) and the initial Mongol breach int...

Commands & Colors Samurai Battles Fan Scenario Book Volume 1

 A collection of various scenarios I have made for the game with some historical background for each scenario.

Reskinned Dragon Card Deck for Commands & Colors Samurai Battles

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Project complete.  Download link  click here Version with 36 pixel borders ready to print at MPC: Click Here The file in the download link contains remakes of all 40 of the original Dragon Cards, with mythical/supernatural flavors removed and replaced with historical flavors for players who prefer them. The card texts and functions are not changed. The name "dragon card" is renamed to "event cards". The name "honor and fortune tokens" is renamed to "tokens". Examples here: Remakes of blue dragon, white dragon and red dragon. This file also contains an optional bonus module that I plan to use in my future scenarios. This is a Scenario Special card. Its function is dictated by the scenario description. How does this work? First, pick out and remove between 4-8 of your least favorite dragon/event cards and replace with an equal number of Scenario Special cards. Depending on the faction you are playing, this card will do something different. When I r...

Commands & Colors Napoleonics Minimalist Terrain Reminder Cards

Minimalist reminder cards for terrains in Commands & Colors Napoleonics 1. These cards ONLY state the differences of terrain hexes compared to the default game board hex. It doesn’t have phrases like “no movement restrictions” or “infantries may battle as normal”. If something is not specifically mentioned, it is assumed to be “normal” and identical to a blank hex.  2. All movement related rules are included in the top blue box, and all combat related rules are included in the bottom red box. Dice reduction stats are found on the bottom, along with info on ignoring flags. No longer will you have to rummage through the walls of rule text trying to see whether the “may ignore 1 flag” line is hidden in there somewhere randomly.  3. Many recurring terrain rules are streamlined and made into keywords  Keywords for common C&C terrain rules used in this terrain card system (not all keywords are used in this specific game)  Hard stop in:  “unit moving in must s...

Commands & Colors Napoleonics Minimalist Unit Reminder Cards

Minimalist reminder cards that you can use to keep track of the stats for the very many units in CCN. Minimal text is used and you only need to pick out the cards for the scenario you are playing. Cards organized by nations. General rules: 1. The move & fire penalty for infantries is always halving the battle dice. Only "round up" or "round down" is mentioned. 2. Fire +1 means the unit perpetually has a +1d in ranged combat (example: most Light Infantry). 3. Melee+1 means the unit perpetually has a +1d in melee combat (example: most Grenadiers and Guards)

Commands and Colors Tricorne Minimalist Terrain Reminder Cards

Minimalist reminder cards for terrains in Tricorne 1. These cards ONLY state the differences of terrain hexes compared to the default game board hex. It doesn’t have phrases like “no movement restrictions” or “infantries may battle as normal”. If something is not specifically mentioned, it is assumed to be “normal” and identical to a blank hex.  2. All movement related rules are included in the top blue box, and all combat related rules are included in the bottom red box. Dice reduction stats are found on the bottom, along with info on ignoring flags. No longer will you have to rummage through the walls of rule text trying to see whether the “may ignore 1 flag” line is hidden in there somewhere randomly.  3. Many recurring terrain rules are streamlined and made into keywords  Keywords for common C&C terrain rules used in this terrain card system (not all keywords are used in this specific game)  Hard stop in: “unit moving in must stop and move no further this ...

Commands & Colors Tricorne Rules for Samurai Battles

A very short mod of Commands & Colors Samurai Battles that uses Tricorne rule. It changes the dynamics of the units so that Samurai units are not overwhelmingly dominant. It models retreats and routs more accurately for the time period and rewards unit/command cohesion. For those of you who are familiar with Tricorne these rules will be very intuitive to you. It offers a completely different experience and in my opinion makes the battles more tense and strategic. Enjoy!

Starting a new website to host my Commands & Colors resources

There will be a lot of fan contents coming up. For live discussions please join my Discord community for C&C games at  https://discord.gg/WFZbtmRA77