If a Command Failure occurs in the first turn, the Defender may use his Wild Dice to issue orders. After the Attacker has used a Dice Chain, the Defender may take the next Command Pulse and use his Wild Dice. The Defender can do so after the Attacker’s first Command Pulse, his second, third, fourth, etc. He is free to choose when he does so, but can only do so once. He must use all of his Wild Dice at this point or store them as Staff Orders.
Attacker Has No Dice Following a Command Failure
In the unlikely event that the Attacker rolls only 1s, he gives all of his Command Dice to the Defender. The Defender has one Command Pulse in which to use them, or he may store them as Staff Orders.
The second turn begins with Command Dice being rolled normally by the Attacker and Defender. If the Attacker doesn’t have a unit or Blind on the table he automatically gets the first Command Pulse. He must enter at least one unit or Blind onto the table. If he has a unit or Blind on the table then the first Command Pulse goes to the player who rolls the most 6s.
Second and Subsequent Turns
After the Attacker’s first turn the game proceeds as normal with the first Command Pulse going to the player who rolled the most 6s or the one who didn’t roll a Command Failure.
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Meeting Engagement