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[edit | edit source]
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 
Running[edit | edit source]
Movement and Actions[edit | edit source]
Casting Spells[edit | edit source]
Ranged Attacks[edit | edit source]
Shooting is affected by moving with of a modifier.
Swimming[edit | edit source]
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.
Flying[edit | edit source]
Large and Huge Characters[edit | edit source]
Terrain[edit | edit source]
Differnet types of Terrain will affect the movement of a character.
Occupied Squares[edit | edit source]
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.
See Occupied Squares
Difficult Terrain[edit | edit source]
Higher Ground[edit | edit source]
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[edit | edit source]
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.
Vertical Ladders[edit | edit source]
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[edit | edit source]
See Deep Waters
Exploration[edit | edit source]
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).
Exploration Arrows[edit | edit source]
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.
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. 
Doors[edit | edit source]
Safe Zone[edit | edit source]
- Official FAQ 2020-04-06: https://dungeonuniversalis.com/wp-content/uploads/2020/04/DUN-ENGLISH-FAQS-2020-04-06.pdf