Player Movement Choice:
- A) Walk (4) Max 2 diagonal, 1 straight ; Max 4 straight
- B) Run (6) Max 4 diagonal ; Max 6 straight
- C) Sprint (8) Max 5 diagonal, 1 straight ; Max 8 straight
- D) Ambush (0) - Only applies to those who have already prepared an Ambush.
- Successful Ambush allows FIRST STRIKE
- Walk = +1 combat due to extra caution
Diagonal = 1.4 movement points
Straight = 1 movement point
Player Action Choice:
- 1) Defend (+1 combat)
- 2) Hide (Stealth mode) = Allows you to Ambush those who have failed to spot you in the next Interactive Phase.
- 3) Search
Player Combat Choice:
- X) Escape (Flee Combat Immediately)
- Y) Non-Lethal (Fight until sustain X amount of damage, then Flee)
- Z) Lethal
Player Target Choice:
- 1) Attack All
- 2) Attack Strangers
- 3) Attack Non-Humans only
- 4) Attack Zombies only
- 5) Self-defense only
- 6) Attack X (specific known target)
Movement rules:
You cannot move through river tiles (that is to say, crossing through them) you must move around them. If you send an order that is illegal, I'll move you as close to your target location as legally allowed.
Note that your movement can be interrupted by a successful ambush that causes you to flee. Often times, you'll flee in the opposite direction. Maybe you get lucky and flee in the right direction. The trouble is, it's not up to you which way you flee! It is random.
If you move into the zone of control of someone who has prepared an ambush, and they elected to engage you, and you don't spot them, the ambush is successful.
If their ambush fails, you gain the first strike, and if you flee immediately, you'll flee in the
correct direction (where you intended to go). If you
do not flee immediately, but later flee from battle, it means your opponent gained the upper hand and you lost your chance to move in the correct direction. Your flee direction is randomized.
If you do not flee and your opponent does flee or is defeated by you, you'll move in the right direction.
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