Convert all of your remaining ⚑ AP into ⚑ MAP. You will have 0 AP after using Sprint.

Every 2 ⚑ AP converted gives you an extra 1 ⚑ MAP.

You must have at least 6 ⚑ AP remaining to use this action.

You must be 🧍 Standing to use this action, and all 🚢 Move actions after πŸ’¨ Sprint is used must be done while 🧍 Standing.

🚢 Move actions made as part of a πŸ’¨ Sprint provoke 🀺 Opportunity Attacks from creatures whose threatened squares you pass through, including creatures other than your Charge target.

Charge

Charge

If the final 4 or more tiles of your πŸ’¨ Sprint movement are in an uninterrupted straight line and end adjacent to a hostile creature, you may make one πŸ—‘ Melee or πŸ‘Š Unarmed attack against that creature as part of the πŸ’¨ Sprint action. The straight-line segment must be the last leg of the Sprint β€” you cannot run straight, then curve, then strike.

The Charge attack:

Your πŸ’¨ Sprint ends when the Charge attack is resolved. Any unspent ⚑ MAP is lost β€” you cannot continue moving after the attack.

You may only Charge once per turn.