Moving up and down: When you move to a higher level, count the side of each higher level as one space. When you move to any lower level, you don’t need to count sides on the way down. Examples 4 and 5 show how to move up and down.

EXAMPLE 4: Moving up

Count four spaces for your Zettian Guard to move up onto this ledge.

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EXAMPLE 5: Moving down

To get down from this ledge, the Zettian Guard counts only one space on his move.

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Moving into water: When you move onto a water space from any other space (even from another water space), you must end your move there. See Example 6A.

EXAMPLE 6A: Moving into water

When he moves onto the water space, your Zettian Guard must stop after moving only two spaces.

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Moving from water to land: For water spaces that are lower than their adjacent land spaces, the “moving up” rule applies. When moving from water

to land, count the side of each land space as you move. See Example 6B.

EXAMPLE 6B: Moving out of water

When moving from the water space to the adjacent land space, the Zettian Guard must count two spaces.

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Moving double-space figures: Some figures, like Grimnak and Mimring, take up two spaces. When moving a double-space figure, decide which end to lead with (for example, the front end or the back end). Then move the figure so that the other end follows the same spaces that the leading end just left. Always end a double-spaced figure’s move on two same-level spaces. Example 7 shows how to move a double-space figure.

Double-space figures do not have to stop when moving over one water space between two land spaces; but they do have to stop when moving down onto two adjacent water spaces.

EXAMPLE 7: Moving double-space figures

From his starting spaces (top picture), Mimring moves six spaces headfirst, with his back section following along the same spaces (middle picture). Notice that Mimring counts the side of the land space when moving up from the water space. His move ends across the water on two spaces of the same level (bottom picture).

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Action 3: Attack with Figure(s) on the Army Card

Now it’s time for your Hero or Squad to attack any figures in your opponent’s Army that they can.

Who can attack? Any figure(s) on your chosen Army Card within Range of an opponent’s figure, and with a clear Line of Sight, can attack. If no figure on your Army Card meets these two conditions, you can’t attack and your turn is over.

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Hasbro AGES 8+ Example 4 Moving up, Example 5 Moving down, Example 6A Moving into water, Example 6B Moving out of water