A character facing multiple opponents can use movement to limit the number which can attack him at any one moment in time. This works by constantly shifting position, forcing some foes to start running around the flanks of their companions to re-establish reach or lines of attack, generally causing them to interfere with one another. Outmaneuvering requires that the character has room to move about, and is not pinned in a confining area. It also assumes that the character is engaged with the entire group of foes, rather than a specific individual.
An example of outmaneuvering in action would be a group of guards trying to arrest a drunken barbarian in a tavern. The warrior could maneuver around the tables, chairs, and roof supports to block the majority of his foes whilst he whittles them down one by one.
Outmaneuvering requires that the character engages his opponents in a group opposed roll of Evade skills. Every participant, both the maneuvering character and those foes who wish to corner him, must spend an Action Point. Then they each roll once, and those who fail to beat the maneuvering character’s roll cannot attack him for the remainder of that Combat Round, being blocked by their allies or terrain features.
If the maneuvering character beats all of his opponents he has the choice of safely engaging a single foe for the rest of the round or Withdrawing from the fight completely.