Place a coin on the table anywhere after deployment for each unit buried in the sands.
Roll a dice from turn two only to see if they emerge.
Turn 2=4+ Turn 3=3+ Turn 4=2+ Turn 5=Automatically Emerge
Roll a scatter and artillery dice and move the marker. If it's under a unit, they count as charging. They can move normally, including charge.
If a misfire is rolled, consult this table.
1-2 Magic Dissipated: Do not emerge. Enemy gets victory points 3-4 Too Deep: Do not emerge. No victory points 5-6 Misaligned: Emerge, but opponent can place place the marker anywhere on the battlefield and cannot move the turn it emerges
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