§8. Movement mechanic
This section outlines all the fundamental rules related to how Units move on the battlefield, while the specifics of Move Action is detailed in Move Action Procedure (MOV).
8.1. Moving Through Units
A Unit may not move through a hex occupied by another Friendly unit or Enemy unit.
Exception I: Some Units have special Traits like Skirmish or Trample that allow them to ignore this rule while they move. However, a Unit may never end its move in a hex occupied by another Unit.
Exception II: Some Units have a special Traits like Skirmish which allows other Friendly units to move through them, ignoring this rule. However, a Unit may never end its move in a hex occupied by another Unit.
8.2. Movement while ⛓️Engaged
A Unit that starts its Activation ⛓️Engaged with an Enemy unit cannot perform a normal Move Action. Instead of performing normal Move Action, it may Pivot, move not more than 1 hex regardless of its available Movement Point,
IMPORTANT: This Unit cannot perform a Melee Attack Action for the rest of its Activation.
8.3. Entering an Enemy's ⌓Engagement Zone
During a Move Action, if a Unit enters an Empty Hex within an Enemy unit's ⌓Engagement Zone, its Move Action ends immediately. The Unit must stop in that hex, regardless of any Movement Points it has remaining, but can still make its final Pivot. By stopping in this hex, the Unit is now considered ⛓️Engaged.
Certain Traits (such as 📜Nimble), allow a Unit to ignore this rule and move through an Enemy's ⌓Engagement Zone.
EXCEPTION: The Minimum Move Guarantee A Unit is always permitted to move 1 Hex during a Move Action, regardless of any penalties that reduce its Speed(S) or increase the Movement Points needed to enter the Terrain Hex.
Example: A Unit with a base Speed(S) of 2 is having a ⚪️Slow token (reducing its Speed(S) to 1). It attempts to enter a Terrain Hex with Difficult Terrain Keyword. Normally, this move would be impossible. However, under the Minimum Move Guarantee, the Unit ignores the Cost(C) difference and successfully enters the adjacent Hex.
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