However, you also get one additional die for each influence marker your ally has in that region. Thus, alliances aid in defense. Alliances can be broken by attacking your ally, or during the next alliance phase. The defender gets one die for each influence marker he has in the region, as well as one die for each influence marker his ally has in the region. Dice are rolled, with the highest total being successful.
Ties go to the defender.
Action cards can be used to modify some of the games events. Others give players free attacks with a certain number of dice in regions stated on the cards. Due to their miniscule size, they are difficult to handle. Further, they are color coded on one side only - the other side is white. Since they are so small, they are easily flipped over by mistake.