Player-controlled minion movement:
- 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.
- Now find all the hexes it could end its movement on using its full movement (and considering that it can't move through units unless specified). Count from those hexes to its mark. If any are closer to its mark than its starting hex, that's 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.
- If it can't 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.
- Repeat step 3.
- If there are no hexes at all that it can move to that will get it closer to its mark, that's 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's always going to be the same # of hexes between the start of the bottleneck and its mark.
AI-controlled unit movement:
- 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.
- Now find all the hexes it could end its movement on using its full movement (and considering that it can't move through units unless specified). Count from those hexes to its mark. If any are closer than its starting hex, that's where it moves. If more than one is closer, it moves to the hex that is closest to its mark.
- If it can't 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, that's where it moves. If more than one is closer, it moves to the hex that is closest to its mark.
- Repeat step 3.
- If there are no hexes at all that it can move to that will get it closer to its mark, that's 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 (player's choice).