Wargame Mechanics Index

Random events

Event tables/cards inject surprises.

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Watch it played 4 moments

  • 8:40–9:50
    9-Player Pyrrhic War Campaign | TURN 4
    Little Wars TV
    Rule in play Senatorial defections grant free diplomacy action

    The host reveals how Patreon supporter voting defections triggered a bonus on the campaign defection table, allowing King Pyrrhus to claim a free diplomacy action to flip Luceria.

  • 12:20–13:12
    Surprise Battle of Trenton Wargame
    Little Wars TV
    Rule in play Hessian pre-battle random event rolls

    The referee explains the pre-battle strategic choices and resolves the Hessian random events table. Zach's rolls alert the garrison pickets and summon reinforcements from Bordentown.

  • 13:45–14:35
    What If Lee Relieved Vicksburg Wargame
    Little Wars TV
    Rule in play Turn one reinforcements and initiative roll

    Turn one begins with drawing a random event card that deploys Pickett's division, followed by checking Chief of Staff point bids and an opposed d6 roll to determine initiative.

  • 17:55–18:32
    Massive Chosin Reservoir Wargame
    Little Wars TV
    Rule in play Blizzard event card grounds air support

    A player draws and reads out the Day 4 event card, which eliminates all US air strikes, limits ranged fire to 4 inches, and reduces operation dice due to blizzard conditions.

Moments picked automatically, by AI watching the video or reading its captions, and linked at the timestamp on YouTube. Quotes are from the captions.

How games do it 8 games

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HappenstancesA Coat of Steel

Day of Battle events are drawn each turn, and coded Resolution Happenstances can trigger during specific draws.

How it works

Each Happenstance phase reshuffles and draws one card; a Happenstance applies its Day of Battle effect, sometimes to a ward chosen by chit draw. During resolution draws, cards coded Co (Courage), Hs (Handstrokes) or Sh (Shooting) apply only to the matching draw type, after which a fresh card is drawn.

So if the player is drawing a card for a Courage Check, and a “Co” code appears, then that card applies to the check.
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A natural 1 on an initiative roll brings tiles and debris down on a unit near a building.

How it works

The opposing side picks one of the roller's units within 2" of a building; it takes three missile attacks hitting on 5+ with a +1 save modifier and tests morale if needed.

Every time a player rolls a 1 before applying any modifiers on the initiative roll, a group of civilians will throw tiles and debris at the soldiers fighting the battle.
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Event phaseOi Navarcoi!

A 2d6 event roll each turn brings omens, drowned commanders, sudden weather or a fleet's withdrawal.

How it works

Each player rolls 1d6 and the two are summed on the Event table. 2-3 or 11-12 worsen the weather and force manoeuvre tests. 4 and 10 are good omens that raise a squadron's morale, and 5 and 9 kill a navarch and lower a squadron in melee. 6-8 triggers fleet withdrawal.

Each player rolls 1d6. Sum up the results and read what happens from the Event table below. If the event is not applicable this turn, then nothing happens.
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Players are secretly dealt rule-breaking Rune cards to play during the game.

How it works

Players agree how many Rune cards (suggested 1-2) to deal each; they are kept secret even from allies. 16 cards carry 28 effects targeting figures, terrain or players, e.g. gain or lose Mighty, re-roll last die, make a wound a Death Worthy of a Song, switch two figures' places.

Some cards target figures, others terrain, and a few even target opposing players. Effects of a Rune card are immediate and may last a phase, a turn, or the entire battle.
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An optional Event card triggers a d66 roll on commander, unit, artillery or battlefield event tables.

How it works

Events apply to the next appropriate card drawn: e.g. Rousing Speech (+2 morale within 12"), Pig Headed brigadier, sermon (+1 morale), Bad Powder, desertion, Friendly Fire, surprise reinforcements, The Shadow (reorder the next six cards), sudden rain disabling firearms, a unit changing sides.

Roll 2d6 (different colors read as "10's" and "1's") on the charts provided below
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Three numbered event cards trigger an event only when drawn in order.

How it works

Event cards come into play only if they are in order: if '1' is drawn first an event occurs and is rolled for. No event table is printed in the article.

Event cards only come into play if they are in order. If ‘1’ is drawn first, an event occurs and is rolled for.
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Each season there is a 30% chance of a barbarian invasion of a random border country.

How it works

The invaded country is diced for and a barbarian army chosen from the lists; strength is 1-4 armies on d10. The barbarian general is rolled up and always moves to attack the nearest army or city, controlled by the scouting and battle acceptance rules; barbarians must sack captured cities.

At the start of each campaign season, there is a 30% chance that one invasion will occtu somewhere along the outer borders of the major COUNTRYs
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One historical event card is drawn each Operations Phase.

How it works

Cards include Blizzard (no air, ranged fire limited to 4 inches, -1 operations die, a suppressed unit dies of cold), Deadly Cold, Patriotic Zeal (+d3 Chinese operations dice), T-34 Sighting, Dead Radios, and changes to Task Force Drysdale's arrival.

These are scenario specific historical events that may include weather, changes in orders, or temporary assets assigned from “higher command.”
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