CARD T - Commands and Colors
Transcript of 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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