A move is the transfer of a ship from one intersection to another intersection. There are only two different paths during a move. A ship may move along a diameter, or a ship may move along a ring. When moving along a ring, a ship must maintain its direction either clockwise or counter clockwise. A ship should only move in one direction along a diameter with the exception that if a ship moving along the diameter reaches the third ring—and still has not completed its move—it must continue moving in the opposite direction to complete its move.
Each ship may move an exact distance and this distance is determined by the number of ships in the group the ship is in. Adjacent ships are considered linked; linked ships can form a pair or a group.
Moving to an occupied intersection is called bumping or knocking. A ship may only move to an occupied intersection if it is of a higher order than the occupying ship. The highest order is the first order. The second highest order is the second order and so on. The occupying ship is then bumped out of its intersection and must continue moving along the same path and come to rest upon the first unoccupied intersection. Note that the piece that is bumped may be the kraken or a ship belonging to either the owner or the opponent.
If a ship moving along a diameter reaches the third ring and has not completed its count, it must continue moving in the opposite direction; if after changing direction, the ship knocks another piece then the knocked piece must continue moving in the second direction and occupy the first vacant intersection in that direction.