At the start of each turn, you place a dice next to each unit. The number on the dice determines the order of activation (1 activates first, 6 activates last). BUT – you can re-roll your dice, but if you roll a 1 (Hell) or a 6 (Glory), something dramatic happens to that unit. This creates chaotic, narrative moments where a General’s favorite unit might rush forward unexpectedly (Glory) or stand frozen in fear (Hell).
Spellcasters are (or equivalent). Each knows a few spells from a school (Fire, Death, Nature, Illusion, etc.). Casting requires rolling 2D6 equal to or above the spell’s target number. However, rolling double 1s or double 6s triggers a Miscast —random, often catastrophic effects (e.g., caster explodes, spell hits wrong target, temporary dimensional rift). warlords of erehwon pdf