Choose one of your undepleted armies and move it a few hexes, up to the number of its movement points. If it is a combined arms army, then its movement points equal to the movement points of its slowest unit.
You have to spend 2 movement points (instead of one) to move to the mountains, the swamp, or on the unexplored province (no matter what terrain type the destination hex is). You spend 0 movement points to move into your city or your castle (once per your maneuver).
Army can move 0 hexes, remaining on the same hex.
You cannot move through or finish your movement in hexes with enemy objects.
Vessels may move only through sea or ocean hexes. Peasants may move onto a sea hex by spending 2 movement points. Other units may move onto sea or ocean hexes only if your vessels are nearby — see the ferry rules for details.
Once your army lands on the destination hex, put 1 depletion cube on it. The army with a depletion cube on its hex is called the depleted army, and all its units are depleted units.
You can attack an enemy object now, if only:
In this case the battle is started.
The army may perform the march to move further than usual. The army receives one extra movement point. But it gets 2 depletion cubes instead of 1, thereby becoming weaker (strength bonus -1).
You can split your army - take some units from your army on one hex and move it to another hex, this way forming a new army. The units remaining in the initial army are not depleted, therefore, they can move this round.
Or, you can part a few units while moving and drop them on hexes along the way. All the newly formed smaller armies are marked with depletion cubes.
Mike splits 2 cavalrymen units, moves them to the adjacent hex, and puts a depletion cube on this new army. The initial army with 1 cavalrymen unit and 1 archer unit does not get a depletion cube.
You can combine your armies - move your army to the hex with your another army and merge the units of the same types in separate piles. Or you pick up your undepleted units along the way of your army, and combine them on the destination hex. Make sure to move no further than the movement points of the slowest unit among the moved ones. Usually those are the units that start the movement.
Imagine the movement of your army and put it straight onto the destination hex. That implies your army can move through the hexes with 4 units, temporarily exceeding the army size limit.
If your army lands on the hex with a depletion cube (there is a depleted army there), add a depletion cube (or two cubes, if you marched there) anyway. In this case, this army cannot attack.
Nadia starts the movement with her army of 2 cavalrymen units and moves through the hexes with her other armies. She picks up 1 cavalrymen unit from each hex along the way. As a result, her new army of 4 cavalrymen units land on the destination hex, receives a depletion cube and is ready to attack.
You can move a couple of your armies at once and attack the enemy with all of them. For that you need to have the size limit of your corps greater than 1.
Laura has 2 castles built. Thus, her corps size limit is 3. She decides to attack the city of Alex. So she maneuvers her 3 armies at once, splits the army A along the way and drops a unit of spearmen (it becomes the army B) to cover her army C. Once she is done moving, she declares an attack of her armies A, C and D on the purple city.
Vessels can be placed at and move through the sea and ocean hexes only.
Mike maneuvers his galley, moving it 5 hexes away. The first two hexes are through the ocean, followed by movement through the sea on an explored province tile, and finishing in the ocean. From that spot, it attacks a swordsman unit that is within its attack range.
Your vessels can ferry your land units across seas / oceans (even if vessels are depleted).
During a maneuver, you can move your land units:
Land military units must end their maneuver on land.
Each vessel has a capacity of 2, meaning that 1 vessel can ferry up to 2 units during a maneuver. Thus, ferrying an army of maximum size, consisting of 4 units, requires 2 vessels. For ferrying a corps of two armies, each consisting of 4 units, you need 4 vessels.
Each player starts with a starting province with the capital. You need to explore new territory in order to expand your realm.
Only military units can explore and move onto the new provinces.
In order to move onto the unexplored province, choose the army to maneuver and claim the exact hex where you would like to land on. Then flip the
province tile and decide exactly how you want to place it on the map. If there are sea hexes on the tile, then
If those two conditions are impossible to meet at once, fulfill one at least (first is of higher priority).
If your army cannot move onto the claimed destination hex, it stays in its current position.
Once explored a province, you also place the relic token there and draw the
event card:
Place the relic token on the explored province with the relic symbol, if:
1. This symbol is solid. At the same time, there are relics that are not placed on the map yet.
2. This symbol is outlined. Meanwhile, the number of unexplored provinces is 1 smaller than the number of relics that have not been placed on the map yet.
In total, the number of relics that should be placed on the map during the game is 1 greater than the number of players.
Use the battle bag to draw a random relic.
Flip the top card from the event deck and place it in a row of up to three cards. If the row of three cards is completed - begin another row.
Take one of your voting cubes from the bank and place it on the new event card.
Alex maneuvers his swordsmen unit onto the unexplored province. He claims he would like to move it to the hex A, and flips the province tile.
Alex considers different options while placing a tile, and decides he needs to obtain a relic more than to have an access to the forest. Therefore, he rotates the tile, places a relic on a hex with its symbol, moves his swordsmen and puts a depletion cube there.
Alex draws a top card of the event deck and puts it face up next to the previous event card. After that, he places his voting cube from the bank on this new event card.