Commanders' character flaws are assigned as Dangers that constrain or override their conduct.
How it works
Dangers include Incompetence (a random order is discarded), Confusion (card 4+ needed to change orders), Impetuous (feints or galling archery may force a piecemeal rush), Lethargic and Treacherous (activation chits), Timorous (may withdraw when the Cause is in Crisis), Mistrust (enmity lowers commitment), Revenge, Bloodthirsty and Merciful (fate of captives). They come from the characteristics on each noble's card.
Unlike Stratagems, these tendencies are forced upon a commander- he does not choose them; rather they are assigned to him.



