A flag may not be placed in a hex which none of that player's units can reach with one move. For instance, the Boer player could not place a flag on Durban on the first turn because none of his units could rally to it. Once placed, a flag cannot be moved that turn. Moving to Flags Starting with flag 1, players in turn concentrate their units. The right-hand number at the bottom of each counter shows how many movement points a unit may spend during each move.
Clear terrain costs one movement point to enter and hills two.
If a river needs to be crossed to enter a hex, it raises the movement point cost by one. This means it requires two movement points to cross a river to enter a clear hex and three to enter a hill. The following rules apply to both concentration and dispersion moves. The six hexes surrounding a combat unit are its Zone of Control. Units must stop immediately upon entering an enemy Zone of Control and may leave only as the result of combat.