Move, Facing & Visibility

It can be helpful to count your Move score as Move points.
You can almost always move at least 1 hex.

Direction of Travel
Forward: 1 point per hex
Sidestep or Backward: 2 points per hex

Some terrain may cost more to move on.

Facing Changes
Change Facing at the end of a move:

Wild Swings
A Melee attack against a target at your side or back, or a target you can't see.
At -5 to hit, or the current visibility penalty (whichever is worse) with a max total effective skill of 9 (after modifiers).

Visibility
Blindness or Total Darkness allows for a Hearing-2 roll or other methods to find a target.
Visibility Modifiers range from 0 to -10.
You may always attack blindly at -10 (or -6 if accustomed to being blind)

Invisible Target

Location Known, Still Unseen

Invisible Attacker

Torches
Within its limited range/radius a torch or light reduces Total Darkness -10 to -3 instead.
Treat as a Baton that also does 1 point of burning damage.
Can parry, but will smash if used to parry a weapon 3x its weight or more.