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Movement

How far a unit can move, what it costs, and when a move asks you a question.

Every unit gets the same action point (AP) budget each turn: 2 AP, whatever the match size. Moving, attacking, attacking a base, and using an ability each spend AP — check the action’s own page for its cost. A Deadlocked (stunned) unit can’t act at all, even with AP to spare.

AP refills at the start of each round. Holding an Overclock Tower adds 1 AP; some class abilities and debuffs add or remove AP; and a random Standup event can freeze a player’s highest-Surge units for a round.

A unit with 0 AP left can’t act again until its next turn.

Moving costs 1 AP, whether or not the move is gated by a question.

A unit moves 1 hex per action by default.

Source Effect
UI/UX Engineering class’s Hot Reload (passive) +1 Movement range on all hexes.
UI/UX Engineering class’s Sprint (active) Move without a question this turn, with extra move range (+1 on tutorial and small maps, +2 on medium and large). Bonus range: 1 hex on tutorial and small maps, 2 hexes on medium and large maps.
Velocity (a single-player campaign decision reward) +1 movement range while active.
Mobile Engineering class’s Force Update (ultimate) Enemies within 1 hex lose 1 AP and gain +2 to all ability cooldowns. This unit then moves up to 3 hexes, ungated.

These are the platform’s built-in classes — a dimension with custom units may grant range differently. See Abilities and classes.

You can’t move onto a hex that’s occupied, impassable, or out of range.

Most moves ask a question at the hex’s tier. Two triggers always ask one, in every mode, unless the move is made free by an ability (see below):

  • Moving into an enemy base’s defense zone — see Bases and HQ danger. A wrong answer here destroys the unit.
  • Moving onto an uncaptured point of interest — the move’s own question becomes mandatory, and a separate capture question follows if you land there. See Points of interest.

Outside those, multiplayer/hot-seat and single-player play the standard move differently:

  • Multiplayer and hot-seat — the move happens first, free. A question then appears as an optional chance at bonus Brain Power; you can answer it or skip it (see Brain Power and Surge for what skipping costs).
  • Single-player (VS AI and campaign) — every move is gated: you must answer correctly before the unit moves. Answer wrong and the unit stays put, loses 0.5 HP (shown as half a heart), still spends the AP, and its Surge is halved.

A move made free by Sprint, Hot Deploy, or Force Update skips the move question and the enemy base-zone question. Landing on a point of interest still asks the capture question.