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SoloWarGame · For the discussion of and exchange of ideas on solo wargames of any description. For the support of full and part time solo war
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anyone know much about the command and colors type card gameing.   Message List  
Reply | Forward Message #5196 of 5754 |
Re: [SoloWarGame] Re: anyone know much about the command and colors type card gameing.

Kevin,

Good explanation of how the system works, though there have been some issues
about having cards for only one sector and not having any units in that sector
(though I thought I saw a rule or house rule that will allow you to move one
unit in another sector).

This is a great system and well worth money spent on it whether you get
Ancients, Memoir'44, Battle Cry (I believe it is out of print), Battle Lore, I
want to say there are more but I cannot think of any. There are also a lot of
other good card based games - Combat Commander (their Pacific expansion just
came out), Tide of Iron (just put out a Normandy Expansion) there are probably
others that I have missed!

Dave

Kevin <warwell2@...> wrote: In the Command &
Colors series of games (Battle Cry, Memoir 44,
Ancients and Battle Lore), the board is divided into 3 sectors -
left, center and right.

The cards represent commands. Most are sector cards (move 1-3 units
in a sector) but there are also special command cards (in Memoir,
the WW2 version, you can reinforce a unit, direct an artillery
barrage or air strike, infiltrate a unit behind enemy lines, etc.).

Each player draws a hand of command cards (typically 3-6 cards).
Every turn, the player can play one command card, which will
activate specific units depending on the card. Those units and only
those units can move and possibly attack.

Although abstract, it is an elegant system that creates a fog of
war. Some people don't care for it because bad card draws can thwart
your plans. But then, when did things go exactly to plan for any
commander?

It is possible to play these games solo. You can play acording to
the standard rules and pick a deck for each side. Only look at it
when issuing a command for that particular side. However, this will
give you some knowledge of the other side's options.

Another way is to pick a single card for each side's turn and play
that command. This doesn't give much flexibility. You could try
picking 2-3 fresh cards each side's turn; choose one to play and
discard the others. This just doesn't allow you to develop a
coherent plan over a number of turns.

Overall, I love these games (esp. Memoir, which I think is the best
of the bunch) and I highly recommend them. Hope this helps. Feel
free to ask more questions.

Kevin







[Non-text portions of this message have been removed]




Tue Dec 30, 2008 2:01 pm

dhlubin
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Message #5196 of 5754 |
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just trying to get ideas on how this card gameing works. thanks jim....
jim
easyjimy
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Dec 29, 2008
11:04 pm

In the Command & Colors series of games (Battle Cry, Memoir 44, Ancients and Battle Lore), the board is divided into 3 sectors - left, center and right. The...
Kevin
warwell2
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Dec 30, 2008
12:21 pm

Kevin, Good explanation of how the system works, though there have been some issues about having cards for only one sector and not having any units in that...
David Lubin
dhlubin
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Dec 30, 2008
2:01 pm

That's a good house rule for soloing if you are drawing 1-2 new cards per turn. I wouldn't use it if playing the standard rules. One of the challenges of C&C...
Kevin
warwell2
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Dec 31, 2008
12:50 pm

Well, yes. C&C is about the best ancient gaming I have done. I even made myself a hex table to play with 25mm minis ...
doguipreacher
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Dec 31, 2008
3:06 pm
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