Compare/Head to head

Memoir '44 vs Commands & Colors: Ancients: Which Should You Buy?

This is one of the most natural head-to-heads on my shelf, because these two are basically siblings. Both come from Richard Borg, both split the battlefield into left, center, and right, and both make you play command cards that decide which slice of the board you actually get to order around. Both are Light-Medium weight, both trade thick rulebooks for dice and cards, and both come stuffed with historical scenarios. If you've fallen for one, you will absolutely cross-shop the other, and honestly, plenty of people end up owning both.

The difference that decides it comes down to how much friction you'll accept for how much depth. Memoir '44 is WWII with plastic soldiers, teachable in about five minutes, playable in 30 to 60. Commands & Colors: Ancients is Romans versus Carthaginians with wooden blocks, a longer 60 to 90 minute fight, a 12+ age tag, and a legendary sticker session before you ever roll a die. One is the on-ramp. The other is where the on-ramp leads.

Two-Player War Game2004
Memoir '44 box art

Memoir '44

2004 · Richard Borg

3.73.7 out of 5

A genuinely friendly gateway into war games, as long as you make peace with dice and cards that don't always cooperate. For a quick historical scrap with a partner, few games this old still hit this well.

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Two-Player Wargame2006
Commands & Colors: Ancients box art

Commands & Colors: Ancients

2006 · Richard Borg (with Pat Kurivial and Roy Grider)

3.63.6 out of 5

If you want the feel of commanding a Roman or Carthaginian line without a 40-page rulebook, this is the one. Just budget an evening for the stickers before you ever roll a die.

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Head to head
Memoir '44
Commands & Colors: Ancients
Rating
3.7/5
3.6/5
Players
2-8
2
Play time
30-60 min
60-90 min
Complexity
Light-Medium
Light-Medium
Category
Two-Player War Game
Two-Player Wargame
Best for
First-time war gamers who want to be fighting in five minutes
Two-player households ready for a real historical wargame in an hour
Strengths and trade-offs

Memoir '44

  • Rules fit on a few pages, so you're playing in minutes
  • Command cards force real decisions about where to commit
  • Dozens of scenarios, each with its own puzzle and feel
  • Card and dice luck can flatten good positioning
  • Expansions often need other expansions to work

Commands & Colors: Ancients

  • Wooden blocks feel great in the hand and skip the fiddly counters most hex wargames bury you in
  • The command card system fakes the chaos of battlefield orders without making you read a tome
  • Tons of historical scenarios, so the box keeps giving long after the first fight
  • You spend hours applying stickers before you can play a single round
  • When the cards hand you the wrong board section, a winning position can just sit there frozen

How they actually play

Memoir '44 drops you into famous WWII fights like Omaha Beach and Pegasus Bridge, commanding little plastic soldiers, tanks, and artillery across a hex board. The command cards run the show: each one lets you activate units in the left, center, or right sector, so your whole turn hinges on what's in your hand. Combat is just dice with pictures on them. No math, no charts, no cross-referencing. The rules fit on a few pages, which means you're actually playing within minutes of opening the box, and the whole thing looks fantastic on the table.

Commands & Colors: Ancients takes that exact same card engine and points it at Romans and Carthaginians, swapping the plastic for wooden blocks that feel great in the hand. It's the same left-center-right tension, the same chaos-of-command feeling where you never fully control your whole line at once. But it leans harder into the wargame side of things. Battles run 60 to 90 minutes instead of a quick half hour, it rewards smart maneuvering and card management more, and fans consistently call it the best entry in the entire Commands & Colors series. The blocks make it feel tactile instead of fussy, which is a rare trick for a hex wargame.

Complexity and learning curve

On paper they're both Light-Medium, but the first-game experience could not be more different. Memoir '44 is rated 8+, teaches in about five minutes, and you can hand it to someone who has never touched a war game in their life. It is genuinely one of the best on-ramps to the whole hobby. Ancients is rated 12+, and while the rules are still nowhere near a 40-page tome, there's a catch nobody warns you about: the stickers. You'll spend the better part of two hours applying stickers to dozens of blocks before you can play a single round. You cannot open this box and start.

So the honest read is this. Memoir '44 handles kids, newcomers, and impatient friends. Ancients wants a committed pair who will happily trade a sticker evening for a deeper battlefield. Neither will bury you in rules, but only one is ready to play on night one.

Replayability and table presence

Both boxes keep giving. Memoir '44 packs dozens of scenarios, each with its own puzzle and feel, and Ancients has tons of historical scenarios too, so the replay well runs deep either way. The shared weakness is luck: in both games, the cards can hand you the wrong section of the board and leave a winning position frozen while your opponent flanks you. Some people love that chaos, and some people (the control freaks, said with love) bounce right off it. If dice ruining careful positioning makes you grumpy, know that going in for either one.

Where they split is the table itself. Memoir '44 stretches from 2 all the way to 8 players with the right setup, which makes it the flexible one for game nights, though its expansion web is a mess where boxes need other boxes to function. Ancients is strictly a two-player affair, and it's happiest as a standing rivalry between the same two people. Its included dice get widely griped about, but those chunky wooden blocks give it a presence plastic just doesn't match.

The verdict

If you're new to war games, or you want something a kid or a casual friend can learn in five minutes, buy Memoir '44 and don't overthink it. It's the friendlier box, it plays faster, and it flexes up to bigger groups. If you're a two-player household that wants a genuine wargame feel, deeper maneuvering, and a box that rewards a standing rivalry, Commands & Colors: Ancients is the better long-term buy, sticker marathon and all. They share the same brain, so loving one usually means you'll love the other eventually. Start with Memoir '44 if in doubt, and graduate to Ancients when the WWII scenarios start feeling easy.

Memoir '44 gets anyone fighting in five minutes; Ancients is the deeper battle you graduate to when you're ready to trade a sticker evening for it.