Epic Ancients II: Command Cards

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Command & Colors: Epic Ancients II Command Cards

Key:

  • Italic card title= New card
  • * = change in original card
  • Italic underline = key area of change
  • (# cards in deck)
  • Field/Army= class of cards
  • (1, 2)= cost of card in Field Commands


Field Command Cards

(2 cards) Field (1)
Order One Unit Left
Issue an order to one unit or leader in the left section.
When drawing Command cards, draw three, keep two and discard the other.

(2 cards) Field (1)
Order One Unit Center
Issue an order to one unit or leader in the center section.
When drawing Command cards, draw three, keep two and discard the other.

(2 cards) Field (1)
Order One Unit Right
Issue an order to one unit or leader in the Right section.
When drawing Command cards, draw three, keep two and discard the other.

(5 cards) Field (1)
Order Two Units Left
Issue an order to two units and/or leaders in the left section.

(7 cards) Field (1)
Order Two Units Center
Issue an order to two units and/or leaders in the center section.

(5 cards) Field (1)
Order Two Units Right
Issue an order to two units and/or leaders in the right section.

(4 cards) Field (1)
Order Three Units Left
Issue an order to three units and/or leaders in the left section.

(6 cards) Field (1)
Order Three Units Center
Issue an order to three units and/or leaders in the center section.

(4 cards) Field (1)
Order Three Units Right
Issue an order to three units and/or leaders in the right section.

(2 cards) Field (1)
Order Four Units Left
Issue an order to four units and/or leaders in the left section.

(3 cards) Field (1)
Order Four Units Center
Issue an order to four units and/or leaders in the center section.

(2 cards) Field (1)
Order Four Units Right
Issue an order to four units and/or leaders in the right section.

(2 cards) Field (1)
Clash of Shields +2 *
Order all units in one section adjacent to the enemy. Units battle with 2 additional dice in Close Combat. Units may not move before Close Combat, but may Momentum Advance after successful Close Combat. If eligible for bonus Close Combat, units battle with normal number of battle dice.
Ordered unit may not do Range Combat.

(2 cards) Field (1)
Darken the Sky *
All range weapon units in one section may fire twice. No movement - only fire. Each Range Combat is resolved separately.
If you do not have any range weapon units, order 1 unit of your choice.

(3 cards) Field (1)
Move-Fire-Move *
Issue an order to four or fewer light foot and/or light mounted units in one section. Units may move, fire and move again.
All units moving first must do so before any fire. After all Ranged Combat, units may move again. Ordered units may not Close Combat. No Range Combat after second move. Light foot units, including auxilia, may move through a friendly unit when moving two hexes.
If you do not have any light units, order 1 unit of your choice.

(4 cards) Field (1)
Mounted Charge *
Issue an order to 4 or fewer mounted units in one section. Units battle with 1 additional die in Close Combat, including any bonus Close Combat. Heavy units may move tree hexes and still battle.
No Range Combat Allowed.
If you do not have any mounted units, order 1 unit of your choice.

(1 card) Field (1)
Part Ranks and Pass Through
Issue an order to 3 or fewer units in one section. Each order unit (except war machines) may move 2 hexes and still battle.
Ordered units may pass through a friendly unit. A unit that is passed through may not be ordered this turn.

(1 card) Field (1)
Retire and Reform
Issue an order to three or fewer units in one section. Ordered units must move 2 hexes toward their baseline. If a unit cannot retire move 2 hexes, it may not be ordered. After movement is complete, if the unit is under strength, it recovers one lost block. A unit may not battle the turn it is ordered to Retire and Reform. Elephant and chariot units may not Retire
and Reform
.


Special Field Command Cards

(2 cards) Field (2)
Out Flanked
Issue an order to two units and/or leaders in both the left and right sections.

(2 cards) Field (3)
Coordinated Attack
Issue orders to one unit and/or leader in each section.

(2 cards) Field (3)
Coordinated Advance
Issue orders to two units and/or leaders in each section.

(5 cards) Field (1 or 2)
Leadership Any Section
Leader's hex +3
Issue an order to units under one Leader's command (leader's hex and 3 adjacent linked contiguous hexes that may span two sections) or order one unit of your choice.

(1 card) Field (1 or 2)
Inspired Left Leadership
Leader's hex +4
Issue an order to units under one Leader's command in the left section (leader's hex and 4 adjacent linked contiguous hexes that may span two sections) or order one unit of your choice.

(1 card) Field (1 or 2)
Inspired Center Leadership
Leader's hex +4
Issue an order to units under one Leader's command in the center section (leader's hex and 4 adjacent linked contiguous hexes that may span two sections) or order one unit of your choice.

(1 card) Field (1 or 2)
Inspired Right Leadership
Leader's hex +4
Issue an order to units under one Leader's command in the right section (leader's hex and 4 adjacent linked contiguous hexes that may span two sections) or order one unit of your choice.

(4 cards) Field (1 or 2)
Double Time
Order 4 or fewer foot units in a group (units in adjacent linked contiguous hexes that may span two sections). Each order unit (except war machines) may move two hexes and still engage in Close Combat. Warrior units may move 3 hexes, but must engage in Close Combat after doing so.
Ordered unit may not do Ranged Combat.
If you do not have any foot units, order 1 unit of your choice.

(6 cards) Field (1, 2, or 3)
Line Command
Order a group of foot units. The group must be in adjacent linked contiguous hexes (which may span two or three sections).
Each unit may only move one hex, and then engage in Range Fire or Close Combat if eligible. Units may Momentum
Advance after successful Close Combat and may be eligible for bonus Close Combat.
If you do not have any foot units, order 1 unit of your choice.


Army Command Cards

(2 cards) Army
I Am Spartacus +1
Roll dice equal to Command. For each unit symbol rolled, one unit of this type is ordered. A leader symbol orders any unit or leader. Units may be ordered in any section. Ordered units battle with 1 additional die this turn.
(Reshuffle Deck & Discards!)

(1 card) Army
Rally
Roll dice equal to Command. For each unit type or leader symbol rolled one unit of the appropriate type is rallied (replace a block in the under strength unit). 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

(4 cards) Army or Field (1)
Order Light Troops *
Army - Issue an order to a number of light foot and mounted units less than or equal to your Command.
Field - Issue an order to three or fewer light foot and/or mounted units in one section.
If you do not have any light units, order 1 unit of your choice.
In both cases, light foot may move through a friendly unit.

(3 cards) Army or Field (1)
Order Medium Troops *
Army - Issue an order to a number of medium foot and mounted units less than or equal to your Command.
Field - Issue an order to three or fewer medium foot and/or mounted units in one section.
If you do not have any medium units, order 1 unit of your choice.

(2 cards) Army or Field (1)
Order Heavy Troops *
Army - Issue an order to a number of heavy foot and mounted units less than or equal to your Command.
Field - Issue an order to three or fewer heavy foot and/or mounted units in one section.
If you do not have any heavy units, order 1 unit of your choice.

(2 cards) Army or Field (1)
Order Mounted Troops *
Army - Issue an order to a number of mounted units and/or leaders less than or equal to your Command.
Field - Issue an order to three or fewer mounted units and/or leaders in one section.
If you do not have any mounted units, order 1 unit of your choice.

(3 cards) Army or Field (1)
Counter Attack *
Issue the same Field Command card order that was played by a Field General in his section or counter an Army Command card played by the opposition Overall Commander.


Reaction Command Cards

(2 cards) Reaction Card
First Strike +1 *
The Overall Commander will play this card, after opponent declares a Close Combat, but before the dice are roll. Your defending unit will battle first with 1 additional die. If opponent's unit is neither eliminated nor retreats, it may then Battle as originally ordered. At the end of the turn, draw a replacement Command card first.

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Expansion 5 Scenarios

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