How to Play

Commands & Colors: Napoleonics

2-2 players 90-90 min 8.0 Board Game Geek Rating

Commands & Colors: Napoleonics recreates historic French-British battles from Napoleon's era. Players command armies using card-driven mechanics—units only activate when corresponding command cards are played. Strategic card management creates fog-of-war uncertainty while presenting tactical opportunities. Victory depends on skillfully coordinating your cards with diverse unit types and terrain features.

Published 2010

Commands & Colors: Napoleonics

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Choose a scenario
Select a CCN scenario; ignore the left/center/right sections and "move first" prompt as command cards are not used
2
Gather materials
Obtain 8D6, spent markers, low ammo markers, shaken/broken markers, and blue/red activation chits
3
Prepare dice conversion
Use standard D6 with these designations: 1-2 = Infantry, 3 = Cavalry, 4 = Artillery, 5 = Flag, 6 = Sabers
4
Calculate game length
Multiply victory banner requirement by 2 to determine the number of turns
5
Prepare initiative chits
Each side places colored chits (French = blue, Allies = red) equal to the number of command cards listed in the scenario into a shared cup
6
Set up the battlefield
Deploy units according to the chosen scenario's map configuration
7
Assign ADCs
Each leader has 1 Aide-de-Camp available for use

On Your Turn

What you can do during your turn.

1
Begin each turn
Place initiative chits in cup, remove spent markers, reset used ADCs, and roll for a Tactical Event
2
Draw activation chits
Draw a chit from the cup; the corresponding side may attempt to activate a unit
3
Roll for Tactical Event
At the beginning of each round, roll 2D6; on doubles, consult the Tactics Chart based on odd (French) or even (Allies) result
4
Activate a unit
Choose a unit, then roll 2D6 equal to or less than the activation check number based on distance from nearest friendly leader
5
Determine activation target
Same hex as leader = 10, Adjacent = 9, 2 hexes = 8, 3 hexes = 7, 4 hexes = 6
6
Apply activation modifiers
Add +1 DRM if not in direct command, +1 DRM if shaken, +2 DRM if broken
7
Mark spent units
After activating or failing to activate, mark the unit as spent; spent units cannot activate again until next round
8
Handle out of command
Units greater than 4 hexes from a friendly leader may not roll to activate
9
Rolling doubles
On doubles (2/2, 3/3, 4/4, 5/5), place the initiative chit back in the cup and draw again without marking the unit spent
10
Rolling natural 2
Do not mark the unit as spent; it may be activated again during the same round
11
Rolling natural 12
The unit has botched the order; roll 1D6 on the Botched Order Table
12
Establish direct command
A unit must be in the same hex or adjacent to a leader, or adjacent to a unit in Direct Command
13
Trace command
You may not trace through enemy occupied hexes or broken units
14
Change facing
It costs one move to change facing without entering a new hex
15
Free facing changes
A unit may freely change facing before and after moving into a new hex
16
Move and attack direction
A unit may only attack/move in the direction it is facing
17
Flank attack bonus
Add +1D6 when attacking an enemy unit's flank or rear
18
Leader melee bonus
A leader attached to a unit allows that unit to roll +1D6 in melee
19
Battle back
An unspent unit attacked in melee automatically battles back without an activation roll; spent units may not battle back
20
Combined arms
Predesignate all involved units and conduct one combined activation check for infantry/cavalry with supporting artillery
21
Track ammunition
Artillery may fire up to 6 times; after the sixth shot, mark with a low ammunition counter
22
Low ammunition effect
Artillery with low ammunition may only fire at adjacent units with 1D6
23
Attempt to form square
Unspent infantry attacked frontally by cavalry may roll to activate with modifiers: +1 DRM if cavalry 3 hexes away, +2 DRM if 2 hexes, +3 DRM if 1 hex
24
Successful square
Roll 1 die per CCN rules to check if cavalry bounces or sustains a hit; mark square as spent
25
Failed square attempt
Mark defending unit as spent; cavalry continues attack
26
Square restrictions
Units in square cannot move, retreat, or take ground; lose a stand for each flag that cannot be ignored
27
Exit square
Coming out of square requires an activation check during the owning player's turn
28
Cavalry vs square
Cavalry that attacks a unit in square becomes shaken afterward
29
Retire and reform
Cavalry may retire and reform during opponent's turn by conducting an activation check; failed or already spent cavalry may not retire/reform
30
Trigger morale check
Check when a unit retreats, loses blocks from failure to retreat, or has an attached leader become a casualty
31
Roll morale dice
Roll dice equal to current blocks with modifiers: +1D6 full strength, +1D6 attached leader, +1D6 ignore 1 flag, +2D6 ignore 2 flags, -1D6 militia
32
Pass morale
If one or more 5s are rolled, the unit is unaffected
33
Fail morale
If no 5s are rolled, the unit becomes shaken; if already shaken, it breaks
34
Bolster morale
A unit may ignore a maximum of 2 flags
35
Leader movement
An activated leader alone in a hex may move up to 3 hexes without rolling
36
Attach/detach
Leaders may attach to or detach from units when activated
37
Leader casualty
When a leader becomes a casualty, roll 1D6 each successive round: 1-2 eliminated, 3-4 returns, 5-6 remains off board
38
Use ADC
Reroll an Activation, Rally, or Combat result for a unit in direct command
39
Reroll requirement
When rerolling combat or morale check, you must reroll all dice
40
ADC reset
ADCs automatically reset at the beginning of each turn
41
Bonus activation
When a player draws all their chits consecutively, the opposing player gains one bonus activation

Winning

How to claim victory.

1
Achieve victory banners
Accumulate the number of victory banners listed in the scenario before the game ends
2
Game length limit
The game lasts a number of turns equal to victory banners required multiplied by 2
3
End by banner count
If neither player has the required banners at game end, the player with the higher amount wins
4
Tiebreaker
In a tie, continue playing until one player earns the next victory banner
5
Leader elimination loss
When all of a player's leaders are removed or eliminated, the game ends immediately

watch & Learn

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FULL rules

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