
A character can move as many squares as indicated by their Movement attribute. Once a player finishes moving a character, this player will not be able to rectify the move (as would happen in a chess game, the decision has already been made).
He can move in any direction (horizontally, diagonally). Diagonal moves cannot be made if their trajectory is partially obstructed by a wall's or an obstacle’s corner.
Change Facing
A character can change his facing
- on the square where he stands without moving to perform an Action (e.g. turn around fighting an enemy in his back)
- each time he moves to a new square
- when being pushed by a non-attack [1]
Change of facing, by itself, will not be regarded as Movement .
Running
Running is an Action a Character can perform to reach further destinations.
Movement and Actions
Each hero may perform one Action and one move, in any order he wishes. In addition, a character can perform a Quick Action even while moving (but not while Running).
Casting Spells
A Spellcaster cannot cast a Superior Spell if he is moving within the same turn.
Ranged Attacks
Shooting is affected by moving with of a modifier.
Swimming
If a character wants to swim forward, he will be able to advance a number of squares equal to his Agility attribute. He will have an extra penalty of -1 if he wears a Shield or Heavy Armor (-2 if he wears both), in addition to the usual penalties. If his Agility
is negative at the end of his activation, he will suffer 3 Damage
dice against his Natural Armor
.
In addition, he will have to roll 2D6 at the start of his Activation if he declares that he wants to advance by Swimming. With a Critical Failure the character will not advance at all.
If a swimming character reaches a shore, he will be able to continue his movement by advancing as many squares as his remaining Agility after swimming.
If your Agility drops to 0 while Swimming (e.g. you are getting Wounded), you are not able to advance a square anymore.[1]



Flying
See Flying
Large and Huge Characters
See Movement of Large Characters
Terrain
Differnet types of Terrain will affect the movement of a character.
Occupied Squares
A character will not be able to move through a square occupied by an enemy or an impassable obstacle. They can move through squares occupied by allies though (as long as they are not engaged in combat), but spending 1 extra movement point in this case.
No character will be able to finish his movement in an occupied square.
See Occupied Squares
Difficult Terrain
If a character enters or remains in a square considered difficult terrain he must spend 1 extra Movement point for each square he advances, and suffers various penalties for his tests.
Higher Ground
If a character advances to a square occupied by an ascending staircase or on an element of lesser height than himself (i.e., when climbing over a surface), he will have to spend one extra Movement point for each square he moves through in this way.
See Higher Ground
Impassable Terrain and Obstacles
A character may not pass through elements of a height equal to or greater than his own height, unless he is able to climb through them and circumvent them.
See Impassable Terrain and Obstacles
Vertical Ladders
A character may climb or descend a vertical ladder as if making a normal Movement (Running is not allowed), but the entire length of that ladder will be regarded as Difficult Terrain if he his using some object that requires at least one of his hands.
See Vertical Ladders
Deep Waters
There will be areas where the water will be so deep that it will require swimming instead of simply regarding it as Difficult Terrain.
See Deep Waters
Exploration
Any move that causes a hero to visualize an unexplored part of the scenario (such as stepping on an Exploration Arrow or being adjacent to a Door) must be completed just before entering the unexplored area, finishing the move adjacent to it. At that time, the Dark Player must reveal the following section in full detail (rooms or new corridors, furniture, walls, even monsters).
Characters of the Dark Player , Mercenaries and Pets are not able to visualize unexplored sections therefore only heroes are allowed to do.
Exploration Arrows
When a hero steps on a square where there is an Exploration Arrow he will see the unexplored section beyond as long as he is facing in the same direction as the arrow. Once the section to which an Exploration Arrow leads has been revealed, that arrow (and adjacent ones) will be removed from the board.
Exploration will be made within Combat Turns too.[1]
The Dark Player and Artificial Dark Player
are able to play Obstacle Cards when a hero or ally is entering a square with an Exploration Arrow, even if he is within a Safe Zone on the target square. [1]

Doors
The doors and accesses are elements of separation between sections. See dedicated article about Doors.
Safe Zone
A hero or allied character who steps out of a Safe Zone is in danger of getting affected by a Dark Player's Obstacle
Card.
- ↑ 1.0 1.1 1.2 1.3 Official FAQ 2020-04-06: https://dungeonuniversalis.com/wp-content/uploads/2020/04/DUN-ENGLISH-FAQS-2020-04-06.pdf