COR is played on a system of square spaces arranged in a grid. Most spaces are denoted by elevated plates of 1x2 or 2x2 studs, with spaces typically being 4 studs away from each other. Furthermore, each separate piece in a ladder or rope is a single space.
Based on their relationship to one another, spaces may be considered neighboring and adjacent. Neighboring spaces are spaces that are nearby one another, and this relationship is employed when moving units or measuring range. Adjacent spaces are spaces that are virtually touching one another, and this relationship is employed when attacking units in melee or injuring an attacker on a defensive roll. All adjacent spaces are neighboring, but not all neighboring spaces are adjacent.
The space system is based on the measurement of 6 pegs. As such, any two spaces within 6 pegs of each other are considered to be neighboring. Without any obstacles in the way, most spaces typically have 8 neghboring spaces.
Likewise, any neighboring spaces that are on the same axis (not diagonal) are considered to be adjacent. Without any obstacles in the way, most spaces typically have 4 neighboring spaces.
Some units have spaces on them, and these spaces do not always perfectly align with the spaces on the terrain. As a result, any space within 6 pegs of a space on a different surface is considered to be not only neighboring, but also adjacent. This applies even when spaces seem to be diagonal to each other.