Your pace is how fast you can move in a round…the trick being (and the one annoying part of the system)is that you divide that movement as evenly as possibly across each action card you are dealt. If you end up with an odd #, the remainder is used on your last action. Such as a Pace 7 and 3 actions you move 2 on your first and second action and 3 on your last. If you don’t move on an action, that portion of your pace is lost for the round.
On second thought, going to try the revised rules as it is much easier. It is kinda irksome in that it can be slightly more abusive, but I think we will deal for now.
(Basic) movement is simple. For each round (not turn) you may move up to your pace as turns. How you divide up that movement is up to you. For example, if your pace is 6 and you end up with 3 cards you can split up the movement as moving all 6 during your first action and not being able to move during actions 2 and 3… or you could move 2 on each card. Any movement not used during a round is not carried over.
Running, anyone can do it. Chewing gum or other things while running…now you are talking a challenge. Running gives you double movement for anyone one action, but anything else done that turn takes a -4 penalty.
Picking up the pace
When you have to get gone, you can spend a card on movement only and add 1d4 more yards of movement, the catch is (beyond taking your entire action) you will take 1 point of wind damage. (Aces / Going bust don’t count on this die roll)
You can pick up the pace while running.
The more you carry, the slower you go. Simple enough. Most times you won’t have to worry about it, but sometimes you have to drag something or someone of importance away and quickly.
No penalty | up to 3x(Str die type)
75% Pace | up to 6x(Str die type)
50% Pace | up to 10x(Str die type)
25% Pace | up to 20x(Str die type)