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Coup-De-Grace: Rules of Conflict
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==Spending Movement Points== <br>On each activation, a mini can spend movement points up to but not exceeding its movement allowance. At any given time, a mini must occupy a single square, and have one of four facings (towards one of the edges of the square, but not towards the corners). The following common actions are available: * For ONE movement point a mini can move into one of its four adjacent squares (not including diagonals) and change irs facing to any of the four directions. * For ONE movement point a mini can remain in his current square and change his facing to any of the four directions. * For ZERO movement points, a mini with a melee weapon can make a melee attack against an adjacent opponent in his front facing. Don't forget that you can only attack with each held weapon once per round. * For FOUR movement points, a mini with a ranged weapon can make a ranged attack against an opponent that is within range, and within his front 90 degree arc. * Spells cast from Mage Foci have varying movement costs. If no cost is stated, assume ZERO movement cost. Some additional rules apply: * For each enemy adjacent to you, movement costs are doubled. For example, it will cost 2 movement points to move a square if that move starts next to one enemy, 4 movement points if that move starts next to 2 enemies and 8 movement points if that move starts next to three enemies. If a mini doesn't have enough mini points to pay the cost, he can't take that action. * You may never move into or through a square occupied by another mini with normal movement. This includes both allies and opponents. * You may never move through walls or other blocking obstacles. Note that it is frequently possible to move squares as a result of special effects. These bonus moves don't cost movement points, and are described in the appropriate race and weapons rules. <br><br>
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