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

 

 

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?

  • Lienna's Steed.

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

 

 

 

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