Feeble and incompetent leaders may only move one map route per seasonal turn. Skilledand rash leaders may move up to two map routes per season. Possible movement directionsare subject to the following restrictions:
Feeble leaders will not voluntarily move beyond their own borders or into combatwith another nation. Feeble leaders will retire from invading aggressors towardtheir capital, and may not move forward into a province adjacent to a foreign armyfor fear of provoking a conflict. Otherwise movement will be determined byrandom die roll.
Incompetent leaders will always invade the nearest available city/territory,regardless of its strength or weakness. If there is more than one option, determinemovement by random die roll. Foolish leaders will not hestitate to use sea or mountain routes in Fall or Spring.
Skilled leaders will always seek to gain territory and avoid battle, by invading thenearest undefended city/province or weakest available opponent (choosing thenearest if there is more than one option). The weakest foe is determined bycomparing the size of the respective armies in number of elements (regardless of composition and without accounting for possible allied contigents). Skilled leaderswill use sea or mountain routes only in Summer.
Rash leaders will always seek battle by invading the nearest available city/provincegarrisoned by an opponent's army, regardless of strength or weakness, and willcross sea/mountain routes in Fall or Spring.Where there is more than one movement option or direction, assign equal probability toeach option and resolve by random die roll.
When invading a non-player leader's nation, roll 1D6 and consult the following table todetermine the non-player leader's reaction:
1-4Abandons his province to seige, retiring hisarmy directly to his capital5-6Abandons his province to seige, retiring hisarmy to the nearest adjacent province onroute to the capital, otherwise does not moveif already in another province.
1-2Stands seige (retiring his army to the nearestadjacent province, otherwise does nothing.)3-5Stands seige (without retiring army if present, otherwise does nothing.)6Gives battle (regardless of odds)