COMMANDS & COLORS: ANCIENTS VS MAKRUK
COMMANDS & COLORS: ANCIENTS
Commands & Colors: Ancients is a board wargame designed by Richard Borg, Pat Kurivial, and Roy Grider, and published by GMT Games in 2006. It is based on Borg's Commands & Colors system using some elements similar to his other games such as Commands & Colours: Napoleonics, The Great War, Memoir '44 and Battle Cry designed to simulate the "fog of war" and uncertainty encountered on real battlefields. Commands & Colors: Ancients focuses on the historic period of 3000 BC - 400 AD. The core game includes several hundred wood blocks in two colors for the Roman/Syracusan armies and Carthaginian army. Sheets of stickers representing different unit types must be affixed to the blocks prior to initial play. 16 small wooden blocks representing "victory banners" and 7 larger plastic dice must also have stickers applied. Extra stickers are included for use as replacements. The game also contains a full-color rule book, color scenario book, and two color two-page double-sided "cheat sheets" for players to reference during play for dice results and unit statistics. The board is folded card stock laid flat for play. Hexagonal terrain pieces are laid on the board when called for by a scenario. A deck of command cards is included. Units are arranged on the board according to maps and scenario descriptions in the scenario book. Players are dealt a number of command cards equal to their "command value" for the chosen scenario. Often players have different command values and therefore different numbers of cards. Players take turns playing their cards to "order" units, generally allowing the ordered units to move and conduct combat. Cards often refer to a section of the battlefield, either left, center, or right, or some combination of these. There are also many special cards that allow very specific actions. Play continues until one player earns the requisite number of victory banners for the scenario. Victory banners are earned each time a player completely eliminates an enemy unit or leader.
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MAKRUK
Makruk or Thai chess, is a board game that is descended from the 6th-century Indian game of chaturanga or a close relative thereof, and is therefore related to chess. It is classified as a chess variant. The word "ruk" (Thai: รุก) in Thai is thought to derive from "rukh" which means "chariot" in the Persian language (and is also the common origin of the name for a rook in western chess). The Persian traders came to the Ayutthaya kingdom around the 14th century to spread their culture and to trade with the Thai kingdom. It is therefore possible that the Siamese Makruk, in its present form, was directly derived from the Persian game of Shatranj via the cultural exchange between the two people in this period. This is because the movement of Makruk Thai's queen, or the "seed" (Thai: เม็ด), is essentially the same as the ferz in Shatranj. The disadvantaged player announces the counting of his fleeing moves, starting from the number of pieces left on the board, including both kings. The winning player has to checkmate his opponent's king before the maximum number is announced, otherwise the game is declared a draw. During this process, the count may restart if the counting player would like to stop and start counting again. For example, if White has two rooks and a knight against a lone black king, he has three moves to checkmate his opponent (the given value of 8 minus the total number of pieces, 5). If Black captures a white rook, the count does not automatically restart, unless Black is willing to do so, at his own disadvantage. However, many players do not understand this and restart the counting while fleeing with the king.