- Obstacles may make you lose one Move on 5+ (1d6).
- You can try one dirty trick per turn: opponent rolls 5+ on 1d6 or loses one Move.
- Certain tricks (like tripping) require you to also roll 5+ on 1d6 or lose one Move.
- Push your limits: +1 Move that turn, but get tired/very tired/exhausted if you roll 5+ on 1d6.
Ability scores can modify the 1d6 rolls:
- Int or Wis modifies distractions or chance of taking wrong route;
- Dex modifies chance of slipping, tripping, or running into an obstacle;
- Str modifies forcing your way through underbrush or knocking over containers behind you;
- Con modifies pushing your limits.
Being tired is a 1-point penalty (-1 to target number, or +1 to roll, whichever seems easier.) Double penalty for very tired. Being exhausted means total collapse, unable to move further.
First one to make a total number of Moves equal to the goal wins.
Chases will be up next.