More Escarmouche is played on a board measuring 4′ by 4′ which is divided into a squared grid of 8 by 8 – just like an oversized chess board.

Figures do not measure distance when they move, nor do you measure range with a tape measure when shooting. Instead, figures move from square to square, and you count the number of squares from the shoorter to target to calculate range.

Terrain can be placed in a square and the terrain is assumed to occupy all of that square, right up to the edge.

Now it is vitally important to understand that the square and the terrain that it contains is an abstraction. The men we are modelling are not moving from a 60’x60′ square region into another similar region any more than men are moving from hex to hex if we were to divide the board that way. Any more, indeed, than it makes sense for us to measure up to the ‘edge’ of a hill on an open layout game table.

We divide the board into this 8×8 grid for familierity (just like chess), to regularise movement and range determination (there can be no measurement ‘generousity’), and to simplify the definition of a ‘unit’ or maneouvre element (everything in a square comprises a single object and can be moved as a single action, period).

Squares were chosen over hexes to give a simpler, classical feel. The problem of movement where a path cannot be as direct with squares as it can be hexes is overcome: firstly by allowing cavalry to count every third movement step as being diagonal (just like a regular knight in Chess), and secondly by allowing all figures to attack diagonally (like pawns in chess) as well as orthogonally. Incidentally, the ‘two steps orthogonally and one step diagonally’ method gives a lineer distance that is very close to the distance covered if we were using hexes.