Running Away

Running Away from the Fight

Run Away

A combatant may run from the battle. To do so, they must declare their intentions to all players. Then they must go unhurt for 2 rounds. (Can’t take even a single point of damage or they must wait another 2 rounds. Though this may vary if there are abilities, talents, etc. in play that help them out). Once the time has passed, the player declares they are running at the beginning of their round. They cannot draw any new cards this turn. The opponent may “chase” the runner and try to catch them to deal damage. To do so, simply declare chase and put the chaser’s speed against the runners speed. If a single point is dealt, the runner remains in the battle. Should the user be using a projectile weapon and deal a point of damage the runner can still get away. All other weapons deal damage and the runner is stopped. (Note: The runner can use creatures to defend just as before.) If the runner gets away, the game is ended in a draw. 

Note: This will not work in Platform and Battle Field Modes. To get out of a fight in either of those modes, see Negotiations and Diplomacy. Also, there are ways to call a draw in a fight. (See Draw.)