Moving and Attacking
On your turn you may do two things: Move and Act. In brief:
Move: you may move each of your pieces a number of spaces equal to their Speed. You may partially move a piece, act, then finish moving.
Act: you may "do" one thing each turn. You may attack, use an item, throw a bomb, or access a console.
Each piece has a speed value (see All These Icons for an image and description of this). You may move your piece a number of spaces each turn equal to its speed value. Some rules apply. First, you may not move your piece through another piece. You must go around. You may not move your piece through furniture or a wall. Finally, in order to get from one room into another, you must use the door. You must do all of this while only moving you piece from one adjacent space to another. You may never go diagonally.
Some pieces have Flying Speed (you followed the link above, right?) A piece that can fly is allowed to move over other pieces or furniture. It must still end its move on an empty space, though. Furthermore, in order to Act, the piece must also be in an empty space.
Sometimes, the board is so obscured by art (see the Dueling Garden for an example of this) that you cannot tell what is and what is not a space. When confused, follow this rule of thumb: if you can see more of the space than not (51% or more), then it is a legal spot to walk through.
One final note, I will touch upon this point later though, when you move a piece into a space adjacent to a Node (round orb-looking thing with a large number in it), you may flip a card or evolve into an alien. This is not an Action, though.
As an action you may:
Use an Item or Bomb
Access a Console
It must be noted here, that only humans may Use Items, Bombs, or Consoles. All aliens may do is attack.
Your primary action is to attack. Each piece has an attack. For your default human, this attack will be your punch (see left). Your punch is a Crash Attack with Heart Break One and Range One.
When you want to attack an enemy piece (you may not attack friendly pieces, except with the Medkit, that is), you must first move into range (more on this shortly). Once your foe is in range, you roll three dice (these should be standard six-sided dice, note). Take this number and add your Attack Bonus to it. Each attack has a bonus, though many are +0.
Now look carefully at your enemy. Every human and alien has three armor values (driods have All Armor), one for each kind of attack (note the Icon List). When you have found your target's Crash armor, compare it to your attack roll. If you met or rolled higher than their armor, you have scored a hit.
When you hit another piece, you move the paper clip one point lower (assuming that you break only one heart). Some weapons and aliens break as many as three hearts in one hit. When you have moved the paper clip past the 1 mark, remove the piece from the board, it is defeated.
The images above illustrate how to use Range. In the first picture, a Human with Range 1 wants to attack some Glooplings. One Gloopling is in range, while the other is too far away. His range is represented by a patch of red on the map, in this photograph.
In the second image, the human has Range of 2 (he is using a Hologram Remote, perhaps). After counting two spaces, one alien is found to be in range. The other, though, is a bit more mysterious. It taunts him, saying that he cannot hit it, while even the most novice player can see that it is within two spaces of the attacker. In this example, the human is attacking through a door from one room into another. When doing this, your attacks must travel in a straight line. You may not shoot around a corner.
Other Range Rules: You may not attack through another piece. You may not attack over furniture. You may ignore both of these rules if you are using a Flying Attack (see the Icon List).