
Commands & Colors Napoleonics Expansion 7 The Grand Battles
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Eighty thousand men deployed on a table. Waterloo and Borodino as you've never played them before.
What it's about
The great Napoleonic battles finally on the table
The seventh expansion for Commands & Colors: Napoleonics brings the game system to its most ambitious scale yet. Waterloo. Borodino. Battles with up to eight players on maps up to 29 hexes wide — nearly double the standard scenario.
Designed by Richard Borg and published by GMT Games, The Grand Battles introduces 10 Grand Battle scenarios and 10 EPIC scenarios, two mounted maps for grand battles, exclusive new units like the Russian Guard Grenadiers and British Highlanders, and rules for Iconic Commanders — including Napoleon himself, with special abilities that change the pace of the entire game.
⚠️ Important note: This expansion requires the Commands & Colors: Napoleonics core game and several previous expansions (Spanish Army, Russian Army, Austrian Army, Prussian Army, Generals/Marshals & Tacticians, EPIC Napoleonics) to play most of the included scenarios.
From the game experience
Eight players, a huge map, two hundred years of history to rewrite in an afternoon. This isn't a wargame you play — it's one you remember.
The secret of The Grand Battles in one line
The C&C system keeps the tension high even with eight players: every card played is a tactical decision that the opponent across the table doesn't expect.
From the game experience
C&C: Napoleonics – The Grand Battles
Works by managing both sides in "blind hands" mode with face-down cards. Satisfying for studying historical scenarios, but loses the tension of direct confrontation.
What it adds
The expansion content
2 mounted Grand Battle maps
Left and right parts to join for an 11×26 hex battlefield. For maximum spectacle with up to 8 players on the same table.
Pre-printed Waterloo and Borodino
Two battles on an 11×29 hex paper map, ready with terrain and deployments. Near-instant setup for the two most legendary clashes of the Napoleonic era.
Exclusive new units
British Highlanders, Russian Guard Cuirassiers, Austrian mounted Militia. With all the blocks and specific rules for each unit.
Iconic Commander Rules
Napoleon gains unique special powers when in command. Rules designed for all EPIC and Grand Battle scenarios — leadership that changes history.
When eight players sit around Waterloo, each brings their own interpretation of that June 1815. History is rewritten every time.
A game in five moments
What happens at the table
Not the rules. The experience.
The armies take their positions
The Waterloo map unfolds on the table. Three hexes deep of French infantry, cavalry wings already splintered towards the flanks. Opponents silently survey the terrain. Then the deck of cards is dealt — and everyone already understands what kind of battle it will be.
The first card played changes everything
Someone plays Attack in the Center. Three columns advance. Dice roll, blocks are flipped to mark losses. A decimated unit retreats. And by the second turn, the initial plan needs re-evaluation — the C&C system leaves no room for hesitation.
Napoleon enters the field
The French player uses the Iconic Commander rule. Napoleon is present — and after a Scout Card, the player draws two cards and keeps both. The opponent nods slowly: they know what’s coming. This isn't a turn, it's a turning point.
The British line holds — barely
The Highlanders are ordered to hold the flank. Four French units press them on three sides. The regimental blocks show three, then two, then one cube remaining. But the line doesn't break. That moment becomes the story of the evening.
The flag count
The last French unit is eliminated. Victory flags are counted. Someone won, someone didn't — but everyone is already mentally replaying the move on turn twelve. Everything is packed away while discussing Borodino: the next game.
How to play
The flow of each turn
Four precise phases that replicate Napoleonic command logistics. Learn in twenty minutes, master in three battles.
From your deck, draw and play a card that determines how many and which units you can activate that turn — center, flanks, or special tactical action.
Move the units indicated by the card on the hexagonal terrain. The chosen card is the true tactical decision: you cannot order units outside your command zone.
Roll colored dice for each attacking unit. Symbols determine losses, retreats, and national bonuses — French infantry in column, British line fire.
Any unit left without blocks is eliminated and counts as a victory banner. Draw a new card to maintain your hand — and the turn passes to your opponent.
Why it's different from others
Six elements that make a difference
Grand Battle Scale — 11 × 26 hexes
Double the standard width. Two mounted maps combine for the largest battlefield ever seen in the C&C system. The great Napoleonic battles finally have the space they deserve.
Waterloo and Borodino ready-to-play
Two pre-printed 11×29 hex paper maps with terrain and deployments already positioned. Waterloo and Borodino set up in minutes instead of an hour — and every unit is already in its historical place.
Iconic Commanders with asymmetrical powers
Napoleon, Wellington, Kutuzov — each leader has special abilities that reflect their historical command style. It's not just a bonus: it changes how every action is planned from the first card played.
Up to 8 players on the same map
Four players per side, each responsible for a sector of the front. Coordination between allies becomes a tactical variable as important as movement on the field.
New, unprecedented national units
British Highlanders, Russian Guard Cuirassiers, Austrian Mounted Militia. With specific rules for each that reflect real historical characteristics — not just cosmetic variants.
20 scenarios between EPIC and Grand Battle
10 Grand Battle scenarios and 10 EPIC scenarios, from a 90-minute battle to a whole afternoon affair. The system scales without changing the basic rules — it's always Commands & Colors.
How to win
Victory banners: the system that doesn't lie
Each scenario has a precise victory banner objective to achieve. You don't win by survival — you win by inflicting tactically significant losses.
Victory
- Be the first to reach the number of victory banners set by the scenario
- Each eliminated enemy unit counts as one banner
- Some scenarios award banners for controlling territorial objectives
Defeat
- The opponent reaches the banner goal before you
- Losing control of crucial territorial objectives can be decisive
- There are no draws: history always has a winner
Commands & Colors: Napoleonics – The Grand Battles is the culmination of a deep and accessible wargame system. For those who have come all the way to expansion seven: this is the destination.
Frequently asked questions
FAQ on C&C Napoleonics – The Grand Battles
Can I play this expansion without having bought all the previous ones?
No, not for most scenarios. The Grand Battles requires the base game and almost all previous expansions (Spanish Army, Russian Army, Austrian Army, Prussian Army, Generals/Marshals & Tacticians, EPIC Napoleonics) to have the troops needed to fill out the battles. Some smaller scale scenarios require less, but the full Grand Battle and EPIC scenario experience requires the entire collection.
Is it worth it compared to the EPIC Napoleonics (#6) expansion?
Yes, if you already own expansion #6. The Grand Battles takes the scale to the next level with even larger maps, Iconic Commanders, and the two pre-printed battles of Waterloo and Borodino. The Grand Battle rules have been refined compared to the version introduced in EPIC — the result is more balanced and more accessible.
How long does a game on the large scenarios last?
EPIC scenarios typically last 60–90 minutes with players who know the system. The true Grand Battles, like Waterloo or Borodino with 6–8 players, can take 3–4 hours. It is advisable to organize your evening accordingly — these are not quick games.
How do Iconic Commanders work?
Each historical commander has a special ability that comes into play under specific conditions during the game. Napoleon, for example, when present on the battlefield, after playing a Scout Card can draw two cards and keep both. Iconic Commander rules are recommended for all EPIC and Grand Battle scenarios and add significant strategic asymmetry.
How do you manage an 8-player game?
Four players per side, each responsible for a sector of the front. There is no formalized "team" turn: each player acts in their sector when it's their turn. Informal coordination between teammates becomes crucial — deciding together who orders what is as important as the dice rolls.
Is this expansion suitable for those unfamiliar with the Napoleonic period?
Yes, historical knowledge is not required to play. The C&C system abstracts military complexities into intuitive mechanics — the differences between French infantry in column and British line naturally emerge from the game without needing to study 19th-century tactics. That said, those who love the period will find additional historical satisfaction in recognizing the real dynamics replicated in the game.
Commands & Colors: Napoleonics – Expansion 7: The Grand Battles is a historical wargame on a hexagonal grid for 2–8 players (ages 12+, duration 60–180 min). Designed by Richard Borg, published by GMT Games. Core mechanics: command card management, block system, colored dice combat. Seventh expansion of the Commands & Colors: Napoleonics system, includes 10 Grand Battle and 10 EPIC scenarios on mounted 11×26 hex maps, pre-printed Waterloo (June 18, 1815) and Borodino (September 7, 1812) maps in 11×29 format, new units (British Highlanders, Russian Guard Cuirassiers, Austrian Militia), rules for Iconic Commanders. Requires the base game and previous expansions. English edition. Available on FroGames.it.
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