Five Men at Kursk Most tests in the game are resolved by rolling D6s and looking for 1s and 6s. 1 is usually the OK result, and 6 is the good one. For example, a rifle rolls 1 Kill dice and 1 Shock dice. A 1 on the Kill die knocks the target down and a friend has to come pick him up. A 6 removes him from the table.