At the start of a turn, the player must play a Command card from his hand. Place it face up, and read it aloud. Command cards are used to order a player’s units to move, battle, or do something special. The card played dictates in which section(s) of the battlefield orders are issued and how many units may be ordered. Units may only move or battle when given an order. There are two types of Command cards, Section cards and Tactic cards.
A Section Command card is recognizable by an iconic representation of the battlefield on the lower half of the card. Each card is used to order a set number of units and/or leaders in a section or combination of sections of the battlefield highlighted by an arrow and a number.
A Tactic Command card orders units across the battlefield in any section and may allow the ordered units to move and/or battle in ways not normally allowed in the basic rules. Some Tactic cards are used to order units of the same rank, i.e. units sharing the same standard symbol or order units of the same type, i.e. infantry, or cavalry.
When the number of units to be ordered is not a fixed number, but instead the Command card states “For each Command card you have, including this one” the number of units and leaders a player may order is equal to the number of Command cards in the player’s possession (including the Command card currently being played).
If a player is ever in a situation where no unit can be ordered by the Command card just played, disregard phases 2 through 4 of the game turn and go directly to the draw phase.