5. Magic can be fun, but it can also be tricky and unreliable. When a Magic Item is used on a turn where its power is applicable (see part 3), the Admin will roll a 6-sided die. If the roll is a 1, the Magic Item has no effect at all. If the roll is a 2, 3, 4 or 5, the Item works as intended. If the roll is a 6, the Item's effects will be reversed, as shown below:
Armor: half of your soldiers die in battle. (If you have an odd number of soldiers, you lose more than 50% - so if you have 13, you would lose 7.)
Battering Ram: The square acts as if there is a fort on it. If there is a fort on the square already, it acts as if a second fort is there as well.
Hidden Money: When you land on a square that gives you an amount of money, you instead must pay that amount into Nomic Bank.
Invisible Hand: When you land on a square with another player, you give one of your items at random from each player on that square.
King's Grant: When you land on an unowned square, you will automatically buy it for twice its usual price. If you are not able to pay that amount, you pay half the cash you currently have on hand.
Horn of Abundance: If the square is required to give you something, you instead give up two of that item. If you only have 1 of the item, you give that. If you have none of the item in question, you pay $200 to Nomic Bank.
6. When an Item is used, whether with its normal effect or reverse effect, it is considered "used up" after this event and disappears from the player's inventory.