A character may decide to run to increase the number of spaces they will advance that turn. The controlling player must declare that they run before starting the move. They will then roll 2D6 and advance as many squares as their Movement plus the result obtained. However, the distance covered may not exceed twice their Movement attribute. In other words, at most you can move twice as many spaces as you normally move. If a character gets a result of double 1 when trying to run, they will only advance half of their normal Movement that turn (it will be understood that they have stumbled slightly or felt some muscle or joint pain).
If the character is required to take a Perception test at any time during their movement in the turn they decide to run, they will suffer a -2 penalty (for example, when detecting traps or rolling Initiative against new enemies that appeared in unexplored zones).