Move
When your adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. performs a move action, they move a number of hexes up to the value of their StaminaStaminaRepresents an adventurer's capacity to move and roll dice for physical skills.. An ability that gives additional hexes of free movement to an adventurer outside of their move action is not treated as a move action.
For each hex of movement your adventurer is allowed, you may move to 1 unoccupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not., adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. hex.
A move action (or ability) ends when you cannot or choose not to move additional hexes. You may perform move actions up to twice per turn, but there are limitations on the move action.
- If you perform no engageEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both. actions on your current turn, you may take a second move action. If you have taken a second move action in a turn, you cannot perform any engage actions that turn.
- You cannot perform a move action if you have performed an exploreExploreThis action is only available during delves. When you perform this action, you count the distance to an explorable hex in sight. If it is equal to or less than your Stamina, you trigger an exploration on that hex. action that turn; you also cannot perform an explore action if you have performed a move action.
- Your adventurer's movement cannot be interrupted by other actions, but it can be interrupted by abilities or events; if this happens, the interruption is resolved after the adventurer moves into the hex where the interruption is triggered. For example, if you move into a hex and trigger an exploration or lockpickLockpickingAdventurers frequently need to pick locks in order to open caches or disarm traps. To do so, the adventurer makes a lockpick check against the mechanism's difficulty code. check, you must resolve that event before continuing your move.
Movement - you can engage, then move, then engage again
On pg. 59 of the rulebook, in the Engage section, it says: "You may perform a move action before or after you perform an engage action, but not both."
This text is meant to reinforce the rule that you cannot take two move actions in a single turn if you engage, nor can you interrupt a move action with an engage action. However, you are allowed to engage, then move, then engage again.
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