> For the complete documentation index, see [llms.txt](https://rulebook.dawnofthetyrant.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://rulebook.dawnofthetyrant.com/rules/movement.md).

# Movement

### Moving Your Character

In the player turn phase, you may move your character one hex in any direction, as long as the adjacent hex tile is not impassable terrain, such as ocean.

Moving one hex requires <mark style="color:yellow;">**3 Action Points**</mark>, meaning that the movement action will take the entire turn.

{% hint style="warning" %}
You may not move if your character is Knocked Down, has the *<mark style="color:orange;">**Frozen**</mark>* keyword, or if you have incomplete assignments.
{% endhint %}

The GM also has the ability to move the warband together. If they do this, they will choose a hex tile to move the players in the warband to. Any characters that would be able to move into the chosen hex tile will be moved. Any characters that are too far away, or are unable to move for any reason, will remian where they are.

{% hint style="info" %}

#### A note on world size

A hex tile represents an area of the map equal to a little over 20 square km or just under 8 square miles. The distance from one hex to the next is around 5 km or 3 miles. At a normal walking pace, it would take one hour to travel between adjacent hexes.
{% endhint %}
