Movement rules

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Credit to Mojo and nolegskitten for putting these together.

How do I know how far a unit can move?[edit]

Six rules control how far units can move:

Keep in mind that the rules apply to movement per one (!) order. All rules are then just repeatable for any additional orders you use to move the unit further.

  1. Rule 1: Every unit has a "movement range" (the number next to the footstep symbol at the units card). This number tells us how many movement points (mp) the unit can use per order.
  2. Rule 2: Every unit has a "fatigue limit" (represented by the "dots" in the units card). This tells us, how often a unit can be "ordered" to spend the respective movement points per order until it is fatigued. Additionally, you can spend 100training to "force march" the unit. That means, that the unit can be "ordered" again to spend its movement points but it consumes 2 orders instead of one. This can be done as along as you have orders left.
  3. Rule 3: Different terrain types cost respective movement points. Flat or neutral coastal/ocean terrain costs 1mp, Hills/Forest/Scrub cost 2mp. Units, no matter their available movement points, always move 9 tiles within coastal/ocean tiles in own territory (including water tiles provided by anchored ships)
  4. Rule 4*: Rivers in own territory change movement costs for adjacent tiles no matter the underlying terrain type to 0.67mp. Adapting the law "colonies" makes this also valid for rivers on neutral territory.
  5. Rule 5*: Roads on friendly or neutral territory change movement costs to 0.67mp, no matter the underlying terrain type
  6. Rule 6: For each order, a unit can at least move one tile. If the unit has any mp left after moving one or more tiles, it is allowed to end up on a tile that cost more mp than the unit has remaining

*) Remark on Rivers/Roads: Reduction to 0.67mp only works in case both the starting and the target tile have a river or road.

Zone of Control (ZOC)[edit]

Many units have a zone of control: Each tile adjacent to them is affected.

Effects[edit]

  • Its not possible to move directly from a tile in ZOC to another tile affected by ZOC.

Special cases[edit]

  • Some units ignore ZOC (mostly horse units).
  • Rivers: ZOC is not applied to tiles across a river, but units across the river are still blocked from directly crossing the river into a ZOC. Thus, enemies can freely move on their side of a river. However, crossing the river works like ZOC was applied normally.

Examples for Movement distances[edit]

The examples below are always based on using 1 order because the rules are the same for all additional orders you might use to move the unit further.

Case 1: Slinger having 2mp per order moves 2 tiles[edit]

(Starting on any tile) moves to

  1. Flat tile - costs 1mp moves to
  2. Flat tile - costs 1mp

Result: The unit used 1 order and spent its 2mp to move 2 tiles

Case 2: Slinger (2mp) using roads on various terrain types[edit]

(Starting on any tile) moves to

  1. Flat tile with roads - costs 0.67mp moves to
  2. Forest tile with roads - costs 0.67mp moves to
  3. Hill tile with roads - costs 0.67mp

Result: The unit used 1 order and spent its 2mp to move 3 tiles (to be more specific, rule 6 is already applied here)

Case 3: Slinger (2mp) ending up on a hill even having less than 2mp for the final move[edit]

(Starting on any tile) moves to

  1. Flat tile - costs 1 mp moves to
  2. Flat tile with roads - costs 0.67mp moves to
  3. Hill tile - using the remaining 0.33mp (even if the hill in general cost 2mp)

Result: The unit used 1 order and spent its 2mp to move 3 tiles. This is because of rule 6 is applied.

Case 4: Battering ram having 1mp per order moves on river[edit]

(Starting on any tile) moves to

  1. Forest tile with adjacent river - costs 0.67 mp moves to
  2. Forest tile - using the remaining 0.33mp (even though the hill in general cost 2mp)

Result: The unit used 1 order and spent its 1mp to move 2 tiles. This is because of rule 6 is applied.

Case 5: Battering ram with 1mp per order moves on a hill[edit]

(Starting on any tile) moves to

  1. Hill - using its remaining 1mp (even if the hill in general cost 2mp)

Result: The unit used 1 order and spent its 1mp to move on a hill. This is because of rule 6 is applied.