In Crystal Collapse, movement is critically important in order to achieve your objectives, but also to get your character into optimal defensive or offensive positions as may be required.
Because we use a grid system, movement is simply represented by a number of squares (we refer to them as fields), and the Hero may move a number of fields up to the value of their movement allowance (it’s listed on their profile card) in their movement action each turn. Movement is not linear so you may change direction with each field moved, and diagonal movement is permitted as long as you don’t pass through a solid piece of terrain.
You can freely move up and down the different levels without penalty, as long as you only move up or down 1 level per field of movement at a time. If you want to move up or down a vertical height of 2 or more levels, you’ll need to use a climb action in addition to your movement.

At the end of your movement, you’ll need to position your hero so that they are able to see their target for their next action, but also remember that whatever position they end up in is how they’ll remain until their next activation! Don’t leave yourself open to a sneaky back attack!!
Also remember that terrain blocks movement, so any obstacles in your path will need to be negotiated (that means go around them, not ask the big rock really nicely to move!)






