Movement

Core Rules v2 p. 10

A character’s Speed is how fast they can move, which, unless otherwise noted, is 6. Often play is done on a grid with 1 inch squares or hexagons representing roughly 5 ft. or 1.5 meters each. So a hero with a Speed of 6 can travel up to 6 spaces horizontally or diagonally.

You can move through ally spaces (or enemy spaces if they are at least 2 sizes bigger or smaller), as long as you don’t end movement in an occupied space.

Alternative Options

shaka = 6 spaces

For a quicker, more loose game, you can forego counting spaces and measure typical movement roughly from pinkie to thumb. Slightly less for players with large hands (or slower characters), a bit more for our tiny-handed friends (or faster characters).

Official Variants

1

Retreat

Variant

Core Rules v2 p. 55

The world is dangerous, and some fights may be unwinnable. Any hero may call for a retreat on their turn. If the party agrees—unless there is a good reason story-wise that a party can’t escape (e.g., they are trapped in nets and completely surrounded by a band of nasty kobolds)—the GM allows them to flee. Each hero describes their escape (e.g., casting a spell, using equipment, or making a skill check). Consequences may follow, such as taking damage, suffering a Wound, or failing a quest. If the escape is particularly clever, the GM may allow the party to escape without additional consequence. After all, the shame of retreating is often punishment enough!

Related Rules

7
ConditionsReference / Indexes
Falling and Forced MovementAdventuring / Movement, Range & Space
Measuring SpacesAdventuring / Movement, Range & Space
MoveCombat / Actions
Opportunity AttackCombat / Reactions
Range & ReachAdventuring / Movement, Range & Space
SizeAdventuring / Movement, Range & Space