User Guide

88
ZONES OF CONTROL
Ground units cannot move directly from one square adjacent to an enemy army or city to
another such square. The squares that surround a unit are in that unit’s zone of control
the same holds true for a city. Neither ground troops nor Settlers units can move directly
from one rival’s zone of control into another square within a rival’s zone of control. The
prohibited square might be adjacent to the first enemy army, to another army (even one
from a different civilization), or to any enemy city. Ground units can only move into such
a controlled square if a friendly unit or city already occupies the square, or if you have
formed an alliance with a rival player (which we’ll explain fully in Diplomacy).
Some units have special abilities which allow them to ignore zones of control. Air units
have the whole sky in which to maneuver; naval units have the open sea. Diplomats and
Spies use social convention and diplomatic immunity with equal aplomb, and Caravans
and Freight units can argue neutrality and engineer special deliveries. Partisans use
intimate knowledge of the local terrain to good effect. Explorers’ solitary nature and
singleness of purpose get them out of tight places, and Engineers’ training includes
techniques to infiltrate and bypass enemy positions. The Movement Restrictions diagram
offers a graphic representation of a unit confronted by enemy zones of control.
Movement Restrictions Diagram
Enemy Army
Enemy City
Friendly Army
Friendly City
Moves not allowed
Moves allowed
X
Y
1. X moves are OK if those squares already contain an army from your civilization.
2. Movement restrictions do not apply to ships, air units, diplomats, and caravans.
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