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[4.0] MOVEMENT OF UNITS
Upon revealing and discarding a movement card, give one of your units a Movement Allowance Equal to the number of terrain squares shown on the Movement Card. Each Player moves only his own units during the Movement Phase Of His Movement Turn.
[4.0] MOVEMENT OF UNITS
Upon revealing and discarding a movement card, give one of your units a Movement Allowance Equal to the number of terrain squares shown on the Movement Card. Each Player moves only his own units during the Movement Phase Of His Movement Turn.
Reposted from
Zach @ Utrecht
That's tough, because I see where you're coming from but also your rules and sell sheet are often the first thing a publisher reads to get the vibe of the game, and if your lighthearted children's game uses hex and chit style wording to teach it's rules you're going to give them the wrong idea
Comments
Units move one at a time, hex-by-hex, in any direction the the Player desires. The movement phase ends when the Player Announces that he has moved his Unit the required amount.
[4.1] A unit may never exceed its movement allowance.
During its movement phase each unit must move as far as the Movement Allowance allotted to it. Units must use the entirety of its MA, unless doing so would move it past the units home hex (see 4.2.4)
Units may enter or leave hexes occupied by other Player's Units. The cost to enter each hex depends on the movement card revealed by the player for the phasing unit.
[4.2.2] IF the terrain type of the hex is NOT the same as the terrain type pictured on the movement card, the MA cost to enter the hex is 0.
[4.2.4] Except for DIRECT MOVEMENT requirements, a unit must ALWAYS end it's movement closer to it's home hex than it started
[4.2.5] Units may not leave the map
In the case where the movement card revealed by the phasing player does not show a terrain type but instead shows a named hex (eg. CHERRY PIT-FALLS or MOLASSES SWAMP), the phasing unit gains MA sufficient to reach that destination, and must end their movement phase on that hex.