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Sanctum | Strategy, Sorcery, SubterfugeSanctum | Strategy, Sorcery, Subterfuge
 

 

 

Group Movement Orders


Movement Rules

Movement Limits

Giving Movement Orders

Movement Orders Feedback

Movement Spell Effects

“moves twice”

“Moves 2”

Spells that Move Us

What spells “move twice”?

What spells can move a group diagonally?

What monster types have “Moves 2”?


Movement Rules

Movement Limits. All recruit groups, and most monster groups, normally move 1 square per turn, in the 4 orthogonal directions only.

Giving Movement Orders.

  • You order a group to move by dragging it to the desired destination square.
  • To cancel a movement order, double-click on the group.
  • Every turn, you can order as many of your player-controlled groups to move as you like.
  • Your movement orders will be executed in the sequence that you give them. Plan ahead wisely!

Movement Orders Feedback. As you drag a group around the board, the mouse cursor changes to show whether the movement order is in range or out of range.

  • Dropping a group beyond its movement range simply cancels the dragging operation.
  • When you drop a group within its movement range, it shows its movement order graphically.
  • If the move is legal, a yellow arrow appears on the board from the group's square to its destination square.
  • If the move is “not yet legal”, a red arrow appears on the board. You can still issue this movement order.
  • If a red arrow move becomes legal before it executes, e.g. because you cast a spell or moved a blocking group out of the way, then it will change to a yellow arrow, and succeed.
  • Conversely, if a yellow arrow move becomes illegal before it executes, then it will change to a red arrow, and bounce (fail).

Movement Spell Effects

“moves twice”. Some spells allow a group to “move twice” in 1 turn.

  • This is executed as two separate movement phases, of 1 square each.
  • All “moves twice” effects are non-cumulative. 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 phases.)
  • 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.

  • These monster groups can move 2 squares in a straight line, or 1 square diagonally.
  • A 2-square move ignores the square in the middle. A “moves 2” monster can slide right through any intervening terrain, structure, or group in the middle square, as if it wasn’t there.
  • 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

What 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.

What spells can move a group diagonally? Lienna's Steed.

What 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”.

 

 

 

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