Group Movement Orders
To (issue an order to) move a friendly
player-controlled group,
drag-and-drop its group sprite
into a valid destination square.
To cancel a movement order, double-click the group (or drag-and-drop it into
its own square).
Looks Legal
|
Not Legal Yet
|
Forbidden (Out of Range)
|
|
|
|
|
|
|
Movement Range Boxes
for a Moves 2 Group
(showing a diagonal north
movement order)
|
Movement Rules
Issuing Movement Orders
Movement Limits
Movement Orders Feedback
Dynamic Feedback (While You Drag)
Persistent Feedback (While You Watch)
Movement Spell Effects
moves twice
Moves 2
Spells that Move Us
Which spells move twice?
Which spells can move a group diagonally?
Which monster types have Moves 2?
Movement Rules
Issuing Movement Orders
- Lend me your ears! Only friendly
player-controlled groups
are eligible to receive your movement orders. All other groups simply ignore
you.
- Drag-and-drop to issue. To change a movement order, just re-drag
the group.
- Double-click to cancel. You can cancel a movement order at any time
during the player orders
phase, before you click Confirm Orders.
- Min 0. You may issue 1 movement order each to as few or as many of
your eligible groups as you like.
- Sequence breaks ties. The sequence
in which you issue your movement orders does matter. It's s used as
the last tiebreaker in the Movement Pipeline's voting
procedure to see which group wins a square. This means your
movement orders will be executed in approximately the same sequence
as you issued them (except where overridden by higher tiebreakers). Plan
ahead!
Movement Limits. Most
groups move at speed 1:
- 1 square per turn.
- 4 orthogonal directions only.
Movement Orders Feedback
Dynamic Feedback (While You
Drag). Sanctum provides dynamic feedback for movement validity, using
a swappable drag image.
- Orange range boxes. When you select a friendly
player-controlled group
(by clicking it), all legal squares within its range of movement are
highlighted in orange.
- Sprite means maybe. A mouse cursor that looks like your group sprite
means this square is valid. Drop here to issue the movement order. This happens
while you drag within your orange range.
- Question means maybe not. A red ?
mouse cursor means this square is currently impassable by this group.
Drop here to issue the movement order anyways. You can make the square
passable before the movement
phase, e.g. by casting a spell.
- Red means no. A red Ø
mouse cursor means you're dragging beyond your group's speed,
and the square is invalid. Dropping here simply cancels the drag, without
further effect.
Persistent Feedback (While
You Watch). All of your current movement orders for this turn are
drawn on the board itself.
- Yellow means maybe. Ayellow arrow means
the movement order is currently legal.
- Red means maybe not. A red arrow means
the movement order is not yet legal.
- Both of these conditions might become false during turn execution, in
which case your movement arrows (if still being displayed) are automatically
redrawn in the appropriate color.
Movement Spell Effects
moves twice.
Some spells allow a group to move twice in 1 turn.
- Two legs. It is executed as two separate movement sub-phases. The
group does move its full speed in each sub-phase.
- Non-cumulative. Moves twice effects do not stack. No
matter how many of them you get in the same turn, you will move only twice
total. (This is because there are only two
movement sub-phases.)
- Layover. The group must survive all effects of both moves
separately. If the first move causes the group to die, it won't get the second
move.
Moves 2.
Some monsters state Moves 2 in their card text. This means they
move at speed 2, i.e. 2 squares per turn.
- 2 or 1.414. These groups can move 2 squares in a straight line, or
1 square diagonally.
- Leaps tall buildings. A speed 2 move ignores the square
in the middle. The group doesn't check any on
enter or on exit
effects for the square in the middle. The group can slide right through any
intervening terrain,
structure, or group
in the middle square, as if it wasn’t there. However, a speed 2
group does trigger all on
enter events normally in its destination square, so it is not
a teleportation.
- Some spells cause a monster
group to become player-controlled.
If you gain control over a moves 2 monster group, you can give
it 2-square and diagonal movement orders.
- Some spells allow a recruit group to move diagonally, which counts as
speed 2.
- When a “moves 2” monster group also gets a “moves twice” effect, it can
move a total of 4 squares in 1 turn!
Spells that Move Us
Which spells move twice?
- Amok, Eat and Run, Fleetness, Forced March, Gale Force: These spells
are manifestations, which means
they cannot be dispelled. (Even if you cast Forced March + Cleansing
Light or similar on a group, it will still move twice!)
- Flying Carpet: This spell is a conjuration,
so it can be dispelled.
Which spells can move a group
diagonally?
Which monster types have Moves
2?
- Alabaster Guardian: This monster does not have Flight
or any other terrainwalk.
It can get stuck in swamps,
especially if it moves diagonally into them.
- Fiend, Pegasus, Tindelhunden: These monsters have Flight
in addition to Moves 2.
v2.20.00 Last updated 2009/03/22
|