Movement
Movement Rules
Almost all the Miniatures in the game have movement skills, presented in the form of Move and Run actions. Like other Actions, a Miniatures cannot perform the same Action during Activation: Movement more than once.
A Hex or Hexon icon with a number is located in the tile of the Move or Run action. This number is maximum Hex or Hexons that Miniatures can be moved when perform Movement.
When performing the Move or Run action, move the Miniatures by the number of Hexes/Hexons no more than in his Action Tile. Path of the Miniature can pass through Hexes and Hexons that do not prevent with its movement.
Infantry Miniature
Infantry Miniature can pass move Hexes/Hexons occupied by any Allied Miniatures, regardless of their size.
Infantry Miniature cannot move through Hexes/Hexons occupied by Enemy Miniatures or a Volume Landscape.
In the end of movement Infantry Miniature can occupy a Hex that is not occupied by a Miniature, Marker, or Volume Landscape.
Large Miniatures
Large Miniature can move through Hexons occupied by Allied Infantry Miniatures.
Large Miniature cannot move through Hexons occupied by Allied Large or Huge Miniatures.
Large Miniature cannot move through Hexons occupied by Enemy Miniatures and a Volume Landscape.
Large Miniature can finish movement on Hexon that is not occupied by a Large, Huge Miniature or a Volume Landscape.
Large Miniature can finish a move on Hexon occupied by Infantry Miniatures (enemy or allied) using the Ejection rule.
Huge Miniatures
Huge Miniature can move through Hexons occupied by Infantry Allied Miniatures.
Huge Miniature cannot move through Hexons occupied by Enemy Miniatures.
Huge Miniature can move through Hexons occupied by a Volume Landscape, destroying it. Remove the destroyed Landscape Elements from the battlefield.
Huge Miniature can finish movement by occupying Hexons not occupied by a Huge Miniature.
Huge Miniature can finish the movement by occupying Hexons with a Volume Landscape, while destroying them.
Huge Miniature can complete the movement by occupying Hexons occupied by Infantry or Large Miniatures (enemy or allied) using the Huge Ejection rule.
Ejection
All Large Miniatures have the ability to Ejection. This ability is not indicate on their cards and allows all Large Miniatures to finish the Movement on the Hexon occupied by Infantry Miniatures, eject them to the nearest free Hexes.
Enemy Miniatures, which have become the target of Ejection, can make Free Attacks on the Ejector.
Some Miniatures have a special "Ejection" abillity on their cards. It give the Miniature to abillity the movement on the Hex/Hexone, ejection Miniatures same size himself.
Enemy Miniatures that have become the target of Ejection can make Dexterity check.
Dexterity Test
When making an Dexterity Test, the player rolls Agility Dice
in the amount indicated inside the shield icon on the Miniature Card. If one or more successes are scored, the Dexterity Test is successful. If the Dexterity Test is successful, the miniature controller selects one of the free available hexes to move
Huge Ejection
A Huge Miniature can finish the movement on Hexons occupied by Infantry or Large Miniatures (enemy or allied) using the Huge Ejection rule. This ability works the same way as regular Ejection, but it can eject also Large Miniatures.
Example 1
The Faceless one completes the movement on the Hexon, which is occupied by Engel's Swordsman. The miniature of the Swordsman should move to the nearest free Hex. In this example, these are Hexes 1, 2 and 3.
The player controlling the Swordsman makes an Dexterity Check (by throwing one Agility dice), but the check is unsuccessful. Result of this roll is "Nothing"
.
As a result, the player controlling the Faceless one chooses one of the three Hexes and ejects the Swordsman into Hex 3, occupied by "Fiery Earth".The Faceless One receives free attacks from Engel's Swordsman.
Example 2
The Faceless One completes the movement on the Hexon, which is occupied by the Guardsman Halberdier of Castilla. Both Miniatures are controlled by one player.
The miniature of the Guardsman should move to the nearest free Hex: one of the twelve Hexes that are adjacent to the Hexon that the Faceless One will occupy.
The player controlling the Guardsman chooses a Hex and moves the Miniature there. In this example, he chooses a Hex that was occupied by a Faceless one before moving.
Example 3
The Faceless one completes the movement on the Hexon, which is occupied by the Rogue of the Shadow Step. The miniature of the Rogue should move to the nearest free Hex. In this example, these are Hexes 1, 2, 3, 4, 5, 6 or 7.
Player controlling the Rogue makes an Evade check and the check is successful.
As a result, the player controlling the Rogue moves him to the Hex of his choice. In our example, this is Hex 3, adjacent to the allied Swordsman. The Faceless One gets a Free Attack from the Rogue.
Order Of Ejection
If more than one Miniature is ejected from the Hexon, then it follows the rule: first, all Allied Miniatures are ejected. After that the Ejection of all Enemy Miniatures is resolved.
Example 4
The Faceless One finish the movement on the Hexon, which is occupied by the enemy Engeln's Swordsman and the allied Guardsman of Castila.
If Miniature eject some other Miniature from same Hexon, first, eject the miniatures and then enemy
In our example, the player controlling the Faceless one moves the allied Guardsman of Castila to an adjacent Hex. After that, it's Engel's Swordsman turn to eject. Regardless of whether the Agility roll is successful, the nearest free Hex for the Swordsman will be the Hex with the "Fiery Earth".
It is possible to perform an Ejection only as a result of performing an action of Movement. If any effect or property allows you to move a Miniature with Ejection, it cannot occupy the Hex or Hexon that other Miniatures or Markers occupy.
If any effect or property allows you to summon or deploy a Miniature (capable of Ejection) on the battlefield, it cannot occupy the Hex or Hexon that other Miniatures or Markers occupy.
Ejecting Markers
If the Portable Marker is on the battlefield, then it can also be ejection. Miniature cannot occupy a Hex or Hexon with a Marker. When Miniature finish movement on the Hex with the Portable Marker, it is eject by the player making the movement. Infantry Miniatures can also Eject Portable Markers, finishing the movement on the Hex that the Marker occupied.
Unlike Portable Markers, which are removed from the battlefield after being taken by the Miniature, the Linked Markers always remain on the battlefield, even after the action to Take an Item is performed. Linked Markers can only eject Miniatures capable of ejecting Infantry Miniatures.
Important! Every time the Miniature finish a movement (if it can), on the Hex with the taken (as a result of the action To Take an Object) With a linked Marker, the Marker moves to any adjacent free Hex from the Miniature linked with it. Choice of the Hex to move is made by the player controlling the Miniature linked with the Marker. If there are no Hexes available for shifting, then the Marker cannot be ejected and occupied by the Hex.
Miniatures Shift
Some game situations allow you to shift the Miniatures. If a player tries to move an opponent's Miniature (as a result of an ability or property), then the player controlling the Miniature that is supposed to move can perform an Dexterity check. When making an Dexterity Check, the player rolls Agility Dice from shield icon on the Miniature Card. If one or more Successes are scored, the Dexterity Check is successful.
After completing a successful Shift Dexterity check, the player controlling the Infantry Miniature choose nearest free Hex for move of Miniature. If the Shift is successfully Evade, the Large or Huge Miniature which must shift remains in place.
Free Attacks and Movement
In some situations, as a result of the movement, the miniatures receive extraordinary attacks from the enemy. This attacks are called Free Attacks
If the player declare an Action: Movement by a Engaged Miniature", Miniature becomes the target of a Free Attack from all enemy Miniatures that are within one Hex of it at the start of the movement.
If the Miniature, while making a movement, move through the Hexes adjacent to the enemy Miniatures, then it receives Free Attacks from all enemies who occupied the Hexes adjacent to those through which the Miniature moved. A miniature move through a Hex if, in the process of movement, it hits a Hex, after which it leaves it, moving to the next one.
If a Miniature, being engaged, makes a movement as a result of the effect of the "Panic" Marker, it becomes the target of a Free Attack from all enemy Miniatures that are within one Hex of it at the beginning of the movement.
Huge Miniatures
Example 1. Huge Miniature moves by 1 Hexon, occupying 2 adjacent Hexons from the start position.
Example 2. Huge Miniature moves by 1 Hexon, occupying 1 adjacent Hexon from the start position.
Example 3. Huge Miniature moves by 1 Hexon, occupying 2 adjacent Hexons from the start position.
Deployment Step.
If a Huge Miniature cannot be deploy totaly within the Deployment Zone, then it may partially go beyond it. In the example on the left, Huge Miniature of the size of 3 Hexons occupies 1 Hexon of the Deployment Zone and two Hexons outside it.