Manual

Flee

Runs for a base instead of fighting — an enemy base while healthy, one of its own to heal once worn down. It refuses to enter a zone of control, so chasing it head-on never catches it. You have to cut it off or seal the route with a belt.

Activation

Always — active from the first turn.

Action Rules

  1. It can capture and there is a base not its own in Move Range

    → Move to the nearest base by Hex Distance and capture it

  2. Attrition is at or past the Retreat Threshold and it stands on a base hex of its own side

    → Enter the base

  3. Attrition is at or past the Retreat Threshold and a base of its own side has a measurable Detour Distance

    → Flank toward the nearest such base by Detour Distance

  4. Attrition is below the Retreat Threshold and a base not its own has a measurable Detour Distance

    → Flank toward the nearest such base by Detour Distance

It has no attack rule at all. It never initiates, though it still counters when struck, and it never casts.

Every move is a flank, running clear of your zones of control. Seal every direction and it stops; with no route left it waits. Let it reach a base and it heals back to full, which is what makes deciding where to finish it a real question.