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    A character can move as many squares as indicated by their Movement 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.

    DUN Movement Example.png

    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 Movement.


    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 Shooting Skill is affected by moving with of a modifier.


    If a character wants to swim forward, he will be able to advance a number of squares equal to his Agility 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 Agility is negative at the end of his activation, he will suffer 3 Damage Damage dice against his Natural Armor 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 Agility after swimming.

    If your Agility Agility drops to 0 while Swimming (e.g. you are getting Wounded), you are not able to advance a square anymore.[1]

    Borgron has an Agility Agility attribute of 4, so he could advance by swimming a total of 4 squares. At the start of his activation, he rolls 2D6 and does not get a Critical Failure, so he can advance normally. He advances 2 squares swimming and then reaches the shore. He may use the 2 remaining Agility Agility points to advance normally.


    See Flying

    Large and Huge Characters

    See Movement of Large Characters


    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 Movement point in this case.

    No character will be able to finish his movement 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 Movement point for each square he advances, and suffers various penalties for his tests.

    See Difficult Terrain

    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 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 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


    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 Dark Player must reveal the following section in full detail (rooms or new corridors, furniture, walls, even monsters).

    Characters of the Dark Player Dark Player, Mercenaries and Pets are not able to visualize unexplored sections therefore only heroes are allowed to do.

    Exploration Arrows

    DUN Exploration Arrow.png

    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 Dark Player and Artificial Dark Player 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]

    The elf Taeral (1) advances 3 squares until he steps on the exploration arrow and changes his facing so he's looking to the right. At this point, he stops his movement and the Dark Player displays the new section (A). Taeral won't be able to move any further during his activation. Borgron (2), on the other hand, starts his activation adjacent to the double door. He uses his action to open it and, after revealing the new section (B), decides to advance.


    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 Dark Player Obstacle Obstacles Deck Card.

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