Movement on the Grid

Battles can be visualized with miniatures on a grid of 1-inch squares, but it is a breeze to stage fights in the "theater of the mind" if you want a more story-focused experience. Hipsters might prefer hexes.

Entering a Square: To enter a square, you must have at least 1 square of movement left. If a square costs extra movement, you must have enough movement left to pay for entering it.

Diagonal Movement: A diagonal move costs the same as an orthogonal move, but any obstacle that prevents you from entering a square also prevents you from crossing the corner of that square (the quoin of a dungeon wall, the space of a hostile orc, and so on).

Snap to Grid: An area expressed as a cube should be aligned to the grid. An area that is centered on a "point" is centered on a vertex.