CARD T - Commands and Colors

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REBEL YELL All ordered infantry may move 2 hexes and still battle. All ordered infantry may move 2 hexes and still battle. REBEL YELL Play this card after ranged combat is declared, but before the die roll. The attacker's battle dice is reduced by 1 die SMOKE SMOKE Play this card after ranged combat is declared, but before the die roll. The attacker's battle dice is reduced by 1 die 1 1 1 1 COMBAT CARD COMBAT CARD COMBAT CARD COMBAT CARD

Transcript of CARD T - Commands and Colors

Page 1: CARD T - Commands and Colors

REBEL YELL All ordered infantry may move 2 hexes and still

battle.

All ordered infantry may move 2 hexes and still

battle.

REBEL YELL Play this card after ranged

combat is declared, but before the die roll. The attacker's battle dice is

reduced by 1 die

SMOKE SMOKE

Play this card after ranged combat is declared, but before the die roll. The attacker's battle dice is

reduced by 1 die

1 1 1 1

COMBAT CARD

COMBAT CARD

COMBAT CARD

COMBAT CARD

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ARTILLERY REPOSITION At the end of your turn, before drawing

cards, take one friendly unit, of any type, from your baseline hex and place it within the same battlefield section. The unit may

be placed onto either a hex with no terrain, adjacent to a friendly Leader, or

onto a hex with a lone friendly Leader.

An ordered artillery may move 3 hexes during movement and not

battle or 1 hex after it battles

CALL FORWARD RESERVES

At the end of your turn, before drawing cards, take one friendly unit, of any type, from your baseline hex and place it within the same battlefield section. The unit may be placed onto either a hex with no terrain, adjacent to a friendly Leader, or

onto a hex with a lone friendly Leader.

CALL FORWARD RESERVES

CONSTRUCT FIELDWORKS

Place up to 3 fieldwork tokens on different non-waterway

hexes occupied by your units. (Those units may not move or

battle this turn.)

5 5 5 2

COMBAT CARD

COMBAT CARD

COMBAT CARD

COMBAT CARD

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RETURN FIRE

Play this card only on your opponent’s turn after one of his units range battles

on your unit, and only if your defending unit wasn’t eliminated or

forced to retreat. Your defending unit range battles the

attacking enemy unit.

SHARPSHOOTER

After ordering units, but before moving, choose 1 enemy general

in range and line of sight or an ordered unit, and then roll 1 die.

If you roll a HQ symbol, eliminate that general (and put it

on your victory stand).

RETURN FIRE RETURN FIRE

Play this card only on your opponent’s turn after one of his units range battles

on your unit, and only if your defending unit wasn’t eliminated or

forced to retreat. Your defending unit range battles the

attacking enemy unit.

Play this card only on your opponent’s turn after one of his units range battles

on your unit, and only if your defending unit wasn’t eliminated or

forced to retreat. Your defending unit range battles the

attacking enemy unit.

1 1 1 1

COMBAT CARD

COMBAT CARD

COMBAT CARD

COMBAT CARD

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SHORT SUPPLY

Choose 1 enemy or friendly unit in any section. That unit’s player chooses a vacant hex on his or her edge of the

battlefield in the same section as that unit and puts the unit on that hex,

along with its attached general (if any).

SKILLFUL TACTICIAN

At the end of your turn, discard this card and draw one Combat

card from the discard pile of your choice. The card selected may not

be played this turn.

HIT & RUN HIT & RUN

One cavalry unit may move again after battling

One cavalry unit may move again after battling

3 1 1 2

COMBAT CARD

COMBAT CARD

COMBAT CARD

COMBAT CARD

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FIRST STRIKE

Play this card after opponent declares a melee attack, but before the dice roll. Your defending unit will battle

first. If the opponent’s unit is neither eliminated nor retreats it may then

battle as originally ordered.

HOLD THE LINE

Play this card after opponent rolls his combat dice. A unit in an

adjacent hex to a friendly LEADER, or a unit with an

attached LEADER may ignore all flags.

FIRST STRIKE FIRST STRIKE

Play this card after opponent declares a melee attack, but before the dice roll. Your defending unit will battle

first. If the opponent’s unit is neither eliminated nor retreats it may then

battle as originally ordered.

Play this card after opponent declares a melee attack, but before the dice roll. Your defending unit will battle

first. If the opponent’s unit is neither eliminated nor retreats it may then

battle as originally ordered.

1 1 1 1

COMBAT CARD

COMBAT CARD

COMBAT CARD

COMBAT CARD

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ARTILLERY CANNISTER

Play this card after opponent declares a melee attack against an Artillery unit,

but before the dice are rolled. Your Artillery unit will battle first. If

opponent's unit is not eliminated or retreats, it may then battle as originally

ordered.

UNIT REFORMS

After playing a Command card but before ordering units, a unit in an adjacent hex to a friendly LEADER, or a unit with an attached

LEADER that has lost one or more blocks, may attempt to reform before any units are

ordered. Roll 2 die, a HQ or Soldier symbol rallies 1 block back to the unit. Unit may not

gain more blocks than it had originally.

ARTILLERY CANNISTER

UNIT REFORMS

Play this card after opponent declares a melee attack against an Artillery unit,

but before the dice are rolled. Your Artillery unit will battle first. If

opponent's unit is not eliminated or retreats, it may then battle as originally

ordered.

After playing a Command card but before ordering units, a unit in an adjacent hex to a friendly LEADER, or a unit with an attached

LEADER that has lost one or more blocks, may attempt to reform before any units are

ordered. Roll 2 die, a HQ or Soldier symbol rallies 1 block back to the unit. Unit may not

gain more blocks than it had originally.

2 2 2 2

COMBAT CARD

COMBAT CARD

COMBAT CARD

COMBAT CARD

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INFANTRY COMBAT FIRST

Play this card after opponent declares a melee attack against an Infantry unit,

but before the dice are rolled. Your Infantry unit will battle first. If

opponent's unit is not eliminated or retreats, it may then battle as originally

ordered.

AMBUSH

The target unit will battle first in the close combat with 1 additional die.

If the opponent’s unit is not eliminated or retreats, it may then battle as

originally ordered.

INFANTRY COMBAT FIRST

INFANTRY COMBAT FIRST

Play this card after opponent declares a melee attack against an Infantry unit,

but before the dice are rolled. Your Infantry unit will battle first. If

opponent's unit is not eliminated or retreats, it may then battle as originally

ordered.

Play this card after opponent declares a melee attack against an Infantry unit, but before the dice are rolled. Your Infantry unit will battle first. If opponent's unit is not eliminated or retreats, it may then

battle as originally ordered.

2 2 2 3

COMBAT CARD

COMBAT CARD

COMBAT CARD

COMBAT CARD

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SKIRMISHERS

An ordered Infantry unit, may move up to 3 hexes through friendly units and non-impassable terrain. Unit may perform

ranged combat. Terrain battle restrictions still apply. Immediately after conducting

ranged combat, the unit may either move back to the unit’s original hex or remain in

its current hex.

BATTLE FURY

After a successful close combat in which the enemy unit is either eliminated or retreats from its hex, target may gain ground and

make a bonus close combat with 1 additional die. If the target unit has already made a bonus close combat, it may gain ground a

second time and make a second bonus close combat.

SKIRMISHERS BATTLE FURY

An ordered Infantry unit, may move up to 3 hexes through friendly units and non-impassable terrain. Unit may perform

ranged combat. Terrain battle restrictions still apply. Immediately after conducting

ranged combat, the unit may either move back to the unit’s original hex or remain in

its current hex.

After a successful close combat in which the enemy unit is either eliminated or retreats from its hex, target may gain ground and

make a bonus close combat with 1 additional die. If the target unit has already made a bonus close combat, it may gain ground a

second time and make a second bonus close

combat.

4 4 4 4

COMBAT CARD

COMBAT CARD

COMBAT CARD

COMBAT CARD

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LOST MESSENGERS

Opponent’s orders do not get through the lines. The number of battlefield

units ordered this turn is reduced to 1 unit.

If opponent played a combat card alongside his command card, it is

returned to his hand.

COMMAND RIVALRY

Enemy unit may not move or battle this turn.

Return the unit to the hex it started

on.

MESSENGERS TACTICIAN

Order 1 additional battlefield unit in each of the other two sections when you play a Recon, Probe or

Attack command card.

Change the section as listed on the command card you just played, to a section of your choice.

6 3 3 1

COMBAT CARD

COMBAT CARD

COMBAT CARD

COMBAT CARD

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FALL BACK After a melee combat is declared, but

before the dice roll, a unit may fall back. The unit must fall back 2 hexes

and may fall back onto or through terrain. The attacking unit still battles, but only Soldier symbols will score a hit. The attacking unit may not take

ground or gain a bonus melee.

COMMAND RIVALRY

Enemy unit may not move or battle this turn.

Return the unit to the hex it started

on.

MESSENGERS LEADER BONUS ORDER

Order 1 additional battlefield unit in each of the other two sections when you play a Recon, Probe or

Attack command card.

Order a LEADER or a unit with an attached LEADER, in addition to the orders on the Command card. Any Command card bonus will not apply to this ordered unit.

1 3 3 1

COMBAT CARD

COMBAT CARD

COMBAT CARD

COMBAT CARD

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ARTILLERY CANNISTER

Play this card after opponent declares a melee attack against an Artillery unit,

but before the dice are rolled. Your Artillery unit will battle first. If

opponent's unit is not eliminated or retreats, it may then battle as originally

ordered.

UNIT REFORMS

After playing a Command card but before ordering units, a unit in an adjacent hex to a friendly LEADER, or a unit with an attached

LEADER that has lost one or more blocks, may attempt to reform before any units are

ordered. Roll 2 die, a HQ or Soldier symbol rallies 1 block back to the unit. Unit may not

gain more blocks than it had originally.

ARTILLERY CANNISTER

UNIT REFORMS

Play this card after opponent declares a melee attack against an Artillery unit,

but before the dice are rolled. Your Artillery unit will battle first. If

opponent's unit is not eliminated or retreats, it may then battle as originally

ordered.

After playing a Command card but before ordering units, a unit in an adjacent hex to a friendly LEADER, or a unit with an attached

LEADER that has lost one or more blocks, may attempt to reform before any units are

ordered. Roll 2 die, a HQ or Soldier symbol rallies 1 block back to the unit. Unit may not

gain more blocks than it had originally.

2 2 2 2

COMBAT CARD

COMBAT CARD

COMBAT CARD

COMBAT CARD

Page 12: CARD T - Commands and Colors

ARTILLERY CANNISTER

Play this card after opponent declares a melee attack against an Artillery unit,

but before the dice are rolled. Your Artillery unit will battle first. If

opponent's unit is not eliminated or retreats, it may then battle as originally

ordered.

INFANTRY COMBAT FIRST

Play this card after opponent declares a melee attack against an Infantry unit, but

before the dice are rolled. Your Infantry unit will battle first. If opponent's unit is not

eliminated or retreats, it may then battle as originally ordered.

HOLD THE LINE INFANTRY COMBAT FIRST

Play this card after opponent rolls his combat dice. A unit in an

adjacent hex to a friendly LEADER, or a unit with an attached LEADER

may ignore all flags.

Play this card after opponent declares a melee attack against an Infantry unit, but before the dice are rolled. Your Infantry unit will battle first. If opponent's unit is not eliminated or

retreats, it may then battle as originally ordered.

2 1 2 2

COMBAT CARD

COMBAT CARD

COMBAT CARD

COMBAT CARD

Page 13: CARD T - Commands and Colors

SKIRMISHERS

An ordered Infantry unit, may move up to 3 hexes through friendly units and non-impassable terrain. Unit may perform

ranged combat. Terrain battle restrictions still apply. Immediately after conducting

ranged combat, the unit may either move back to the unit’s original hex or remain in

its current hex

COMMAND RIVALRY

Enemy unit may not move or battle this turn.

Return the unit to the hex it started

on.

BATTLE FURY MESSENGERS After a successful close combat in

which the enemy unit is either eliminated or retreats from its hex, target may gain ground and make a

bonus close combat with 1 additional die.

If the target unit has already made a bonus close combat, it may gain

ground a second time and make a second bonus close combat.

Order 1 additional battlefield unit in each of the other two sections when

you play a Recon, Probe or Attack command card.

4 4 3 1

COMBAT CARD

COMBAT CARD

COMBAT CARD

COMBAT CARD

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TACTICIAN

Change the section as listed on the command card you just played, to

a section of your choice.

COMMAND RIVALRY

Enemy unit may not move or battle this turn.

Return the unit to the hex it started

on.

LOST MESSENGER MESSENGERS

Opponent’s orders do not get through the lines. The number of battlefield

units ordered this turn is reduced to 1 unit.

If opponent played a combat card alongside his command card, it is

returned to his hand.

Order 1 additional battlefield unit in each of the other two sections when

you play a Recon, Probe or Attack command card.

3 6 3 1

COMBAT CARD

COMBAT CARD

COMBAT CARD

COMBAT CARD

Page 15: CARD T - Commands and Colors

LEADER BONUS ORDER

Order a LEADER or a unit with an attached LEADER, in addition to

the orders on the Command card. Any Command card bonus will not

apply to this ordered unit.

FIRST STRIKE

Play this card after opponent declares a melee attack, but before the dice roll. Your defending unit will battle first. If the opponent’s unit is neither eliminated nor retreats it may then battle as originally ordered.

FALL BACK AMBUSH

After a melee combat is declared, but before the dice roll, a unit may fall back. The unit must fall back 2 hexes and may fall back

onto or through terrain. The attacking unit still battles, but only Soldier symbols will

score a hit. The attacking unit may not take ground or gain a bonus melee.

The target unit will battle first in the close combat with 1 additional die.

If the opponent’s unit is not eliminated or retreats, it may then

battle as originally ordered.

3 1 3 1

COMBAT CARD

COMBAT CARD

COMBAT CARD

COMBAT CARD

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BATTLE HYMN

All ordered infantry battle with 1 extra dice

FIRST STRIKE

Play this card after opponent declares a melee attack, but before

the dice roll. Your defending unit will battle first. If the opponent’s unit is

neither eliminated nor retreats it may then battle as originally

ordered.

SKILLFUL TACTICIAN

CALL FORWARD RESERVES

At the end of your turn, discard this card and draw one Combat card

from the discard pile of your choice. The card selected may not be

played this turn.

At the end of your turn, before drawing cards, take one friendly unit, of any type, from your

baseline hex and place it within the same battlefield section. The unit may be placed

onto either a hex with no terrain, adjacent to a friendly Leader, or onto a hex with a lone

friendly Leader.

1 2 3 1

COMBAT CARD

COMBAT CARD

COMBAT CARD

COMBAT CARD

Page 17: CARD T - Commands and Colors

BATTLE HYMN

All ordered infantry battle with 1 extra dice

FIRST STRIKE

Play this card after opponent declares a melee attack, but before

the dice roll. Your defending unit will battle first. If the opponent’s unit is

neither eliminated nor retreats it may then battle as originally

ordered.

SHARPSHOOTER CALL FORWARD

RESERVES After ordering units, but before moving, choose 1 enemy general in

range and line of sight or an ordered unit, and then roll 1 die. If you roll a HQ symbol, eliminate that general (and put it on your

victory stand).

At the end of your turn, before drawing cards, take one friendly unit, of any type, from your baseline hex and place it within the same battlefield section. The unit may

be placed onto either a hex with no terrain, adjacent to a friendly Leader, or onto a hex

with a lone friendly Leader.

1 1 3 1

COMBAT CARD

COMBAT CARD

COMBAT CARD

COMBAT CARD

Page 18: CARD T - Commands and Colors

SHORT SUPPLY Choose 1 enemy or friendly unit in

any section. That unit’s player chooses a vacant hex on his or her edge of the battlefield in the same section as that unit and puts the unit on that hex, along with its

attached general (if any).

RETURN FIRE

Play this card only on your opponent’s turn after one of his

units range battles on your unit, and only if your defending unit wasn’t

eliminated or forced to retreat. Your defending unit range battles

the attacking enemy unit.

HIT & RUN SMOKE

One cavalry unit may move again after battling

Play this card after ranged combat is declared, but before the die roll. The attacker's battle dice is reduced by 1

die

3 1 1 1

COMBAT CARD

COMBAT CARD

COMBAT CARD

COMBAT CARD

Page 19: CARD T - Commands and Colors

SHORT SUPPLY Choose 1 enemy or friendly unit in

any section. That unit’s player chooses a vacant hex on his or her edge of the battlefield in the same section as that unit and puts the unit on that hex, along with its

attached general (if any).

RETURN FIRE

Play this card only on your opponent’s turn after one of his

units range battles on your unit, and only if your defending unit wasn’t

eliminated or forced to retreat. Your defending unit range battles

the attacking enemy unit.

CONSTRUCT FIELDWORKS

SMOKE

Place up to 3 fieldwork tokens on different non-waterway hexes occupied by your units. (Those

units may not move or battle this turn.)

Play this card after ranged combat is declared, but before the die roll. The attacker's battle dice is reduced by 1

die

3 5 1 1

COMBAT CARD

COMBAT CARD

COMBAT CARD

COMBAT CARD

Page 20: CARD T - Commands and Colors

ARTILLERY EXPERTISE

An ordered artillery will battle with 1 extra die.

RETURN FIRE

Play this card only on your opponent’s turn after one of his

units range battles on your unit, and only if your defending unit wasn’t

eliminated or forced to retreat. Your defending unit range battles

the attacking enemy unit.

ARTILLERY EXPERTISE

ARTILLERY REPOSITION

An ordered artillery will battle with 1 extra die.

An ordered artillery may move 3 hexes during movement and not

battle or 1 hex after it battles

1 1 2 1

COMBAT CARD

COMBAT CARD

COMBAT CARD

COMBAT CARD