Rules to play Command and Colors when there is no opponent came about after trying two different systems that are available on line but seemed to be cumbersome and although effective so I decided to find something that was a bit easier, I hope you do as well.

Unlike a normal game, you will not have a “hand” dealt out like normal. The hand will change from turn to turn based on the scenario rules.

Combat/Tactical Cards will be dealt out to each side as dictated in the scenario rules face up so they are visible.

Command Card Play

Each turn, the active player will draw a number of Command Cards from the deck based on “Command Hand” dictated by scenario rule:

Command Hand Draw
6 3 Cards, +1 die for additional
5 3 Cards
4 2 Cards, +1 die for additional
3 2 Cards
2 1 Card, +1 die for additional
1 1 Card

Before looking at cards, roll dice equal to card draw adding additional die if applicable, if a symbol rolled per game played is rolled, receive one additional card.

Ancients, Battle Cry, Napoleonics, Samurai Battles, American Revolution, Medievals, Battlelore Swords
Great War, Red Alert Bursts
Memoir 44 Grenade

You now look at the card choices to select a card to play for that turn, discard the remainder EXCEPT when a card that can be played during opponent’s turn(i.e-FIRST STRIKE), this card is held onto for future play(this will be discussed later) and there is no limit to how many of these can be held at one time.

Combat/Tactical and held Command Cards

When a situation arises where a Combat/Tactical card or a held Command Card can be played, the player must decide to use then roll dice equal to command cards drawn that turn.
To be able to use that card, player must roll a symbol based on game being played as below:

Ancients, Battle Cry, Napoleonics, Samurai Battles, American Revolution, Medievals, Battlelore Swords
Great War, Red Alert Bursts
Memoir 44 Grenade

If at least one of those symbols are rolled, the card can be played, this can be done as many times during play as the original rules dictate(some C&C games limit you to one Combat/Tactical card play per game phase).

No other special rules are needed using these rules. I have played over 60 games using these solitaire rules and have played at least 5 games in each of the versions of Command and Colors. While the hidden secrecy of Combat/Tactical cards and First Strike type cards is lost, I have found that there was little lost in the feel of the games without an opponent. I hope those who try these enjoy and help to fill those times an opponent can’t be found or even used to hone your playing skills with whatever version you play.

Steven Malecek

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RiverWanderer replied the topic:
3 years 5 months ago
In the standard C&CN game, the player isn't allowed to reduce their hand below 2 for squaring. Does this still apply with these solitaire rules? If so, then doesn't this limit need re-calibrating for the solitaire card allowance? The equivalent limit would, I think, be 1 card always in hand minimum and the +1d would count as a card in hand.

So for example, a player with 1 card +1d, would be able to square. Also, the +1d would be "lost" first, before definite card draws, maybe ?

Another thought; for the the base game you might make it less likely that First Strike will be played if that side has units in square.
smmalecek replied the topic:
3 years 5 months ago
No you would still be limited, each turn that you have square(s) in play you would draw your hand as if you have the reduced hand. Sorry, I may have forgotten to mention that, in a sense for every 2 squares you would on the average draw 1 less card
RiverWanderer replied the topic:
3 years 5 months ago
I wonder, for C&C Napoleonics, is the Squaring rule affected by the reduced hand size ?