Commands
Run
Run lets a unit move up to twice its normal Move distance. The unit gains the Run restriction after the command and must follow the normal limits on running through Cover.
When you can use this
Run may be declared during the unit’s normal activation.
When it happens
Run resolves using the normal command timing rules.
Choosing a target
Run does not require a target.
How to resolve it
When Run resolves:
- Resolve movement using the Run rules in Movement.
Restrictions after use
After Run resolves, apply:
- Run
When you cannot use it
Run cannot be declared if:
- the unit already has the Run restriction
- the unit is otherwise ineligible to perform Run
Notes
- Run does not redefine the movement rules.
- Use Movement for Run distance, pathing, Cover interaction, and any other movement-specific restrictions or permissions.
- If movement is only partially possible, resolve as much movement as possible using the normal movement rules.
Example
A player gives an eligible unit the Run command. When Run resolves: Resolve movement using the Run rules in Movement. Once those steps are complete, play continues normally.
Frequently asked questions
- When can I declare Run?
-
Run may be declared during the unit’s normal activation.
- What is the main result of Run?
-
Run lets a unit move up to twice its normal Move distance. The unit gains the Run restriction after the command and must follow the normal limits on running through Cover.
- What limits should I remember for Run?
-
Choosing a target Run does not require a target. Restrictions after use After Run resolves, apply: Run When you cannot use it Run cannot be declared if: the unit already has the Run restriction the unit is otherwise ineligible to perform Run Notes Run does not redefine the movement rules.
- What happens after Run is resolved?
-
Finish any remaining steps of the current command, attack or timing window, apply the restrictions or lasting effects stated in Run, and then continue play.
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