Erfworld is divided into a grid of hexagons, called hexes (singular: hex). Movement is the transfer of a Unit from one hex to another, or from one Zone to another.
A Unit can move only on its own Turn and this value is set just prior to starting a Turn. Each unit has a Move statistic: this value is how many hexes that Unit can enter per Turn. A unit inside a hex may freely move about that hex at no Move cost, at night and on other Side's Turns. At the end of a Unit's Turn, its Move is reduced to zero, preventing any other movement that Turn. (This prevents Movement by a Unit that becomes an ally during another Side's Turn if it allies during that Turn, while still allowing it to otherwise perform as if on Turn.)
There are two known types of movement:
Some terrain types are restricted, allowing entry to only particular types of units.
- Mountains can only be passed by Fliers. Tunnels may be created to allow passage for non-Fliers, but only for light units. Jillian and Klog 11
- Water hexes may not be entered except by fliers and water units Parson
Cities are divided into Zones. A city is treated as a single hex for the owning Side: no Move is expended for the owning Side's units when transferring from Zone to Zone, allowing the defensive units to redeploy to protect the city at will (though it still takes time to actually move the distance). Enemy sides must expend Move in order to enter a city Zone. There may be restrictions on where a Zone can be attacked from.
Known City Zones
- Outer Walls -- may only be passed if breached
- Tunnels -- may only be entered by light units, with some exceptions
- Airspace -- may only be entered by fliers
- Garrison -- must be breached like Outer Walls, but may be breached from any of the other zones above. In Gobwin Knob, Garrison is further divided into three zones
It is known that in Gobwin Knob, for purposes of attacking, Outer Walls only connects to Courtyard, Airspace connects to Tower, and Tunnels connect to Dunegon, but once an attacker enters a Garrison Zone, it may enter any other Garrison Zone to attack. Klog 13
Different Terrain types may cost more movement to enter than 1, and there may be different values for different units. Forest units may pay less than non-forest units when entering a forest hex, for instance.
It is not known if Allied units expend Move when moving from Zone to Zone inside an Allied city.
It is not known if a Zone is a small part of a single hex or is made of multiple hexes.
The size of a hex is not known.
Tunneling may be a movement type, a special ability, or both.
The existence of water units implies swimming.