Wargame Mechanics Index

Random chit / token draw

Activations drawn blind from a cup or bag.

Open in the index

Watch it played 2 moments

  • 2:22–2:49
    Bolt Action Rule Review
    Little Wars TV
    Rule explained Order dice bag activation mechanic

    Miles and Dave explain the blind-draw order dice mechanic, where players pull order dice from a bag or beret to determine which side activates next.

  • 14:21–14:48
    Bolt Action St. Nazaire Wargame
    Little Wars TV
    Rule explained Bolt Action order dice activation

    The narrator details the core order die activation system in Bolt Action, where dice are blindly drawn from a bag to grant activations. A continuous run of British dice allows Tom to sprint uncontested into the pump house.

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 1 game

3turn
Ward Activation CupA Coat of Steel

Ward chits from both hosts are drawn blind from a cup; commander traits add special chits.

How it works

One chit per ward of both sides goes into the cup and is drawn in turn to activate that ward. An Audacious C-in-C adds a Choice chit; a Lethargic commander's ward chit is replaced by two Lethargy chits and an Action chit, so it only acts if Action comes out first; a Treacherous commander also adds a Treachery chit that switches sides if drawn first. Late wards enter with a Lethargy chit.

Lethargic Ward Commander: do not include his ward chit; instead, add the two "Lethargy" chits, and the "Action" chit. First one chosen determines ward's activity.
Download · p. 13, 14 Quote verified