For player-controlled
minion movement: First, count the hexes in valid
terrain, usually
path unless your
minion can move on other
terrain, between its starting
hex and its
mark, using the shortest route possible. Count through units, but not landmarks or spires. Second, find all the hexes it could end its
movement on using its full
movement, considering that it cannot move through units unless specified, and count from those hexes to its
mark. If any are closer to its
mark than its starting
hex, that is where it moves. If more than one is closer to its
mark than its starting
hex, it is your choice which of those hexes the
unit moves to. Third, if it cannot get closer using its full
movement, subtract 1 from your
movement and find the hexes it can now end its
movement on. See if any of them are closer than its starting
hex. If so, those are now its ending
hex options. Fourth, repeat the third step as needed. Fifth, if there are no hexes at all that it can move to that will get it closer to its
mark, that is when you can start looking at hexes that get it no closer and no further away, using any amount of
movement. This is considered a lateral move. It can move to one of those hexes, or it can stay where it is. Also, a tip for counting to your minions'
mark: if the
path bottlenecks down to a single
path on the way to its
mark, you can just count to the entrance of that bottleneck, because it is always going to be the same number of hexes between the start of the bottleneck and its
mark. AI-controlled
unit movement follows the same five steps, with one difference. Where a player would get a choice between multiple equally valid ending hexes, the AI
unit instead moves to the
hex that is closest to its
mark. On a lateral move, it can move to one of those hexes or stay where it is, at the player's choice.