Journey
The game cycle in RESIDUE is divided into two phases:
TRAVEL PHASE = Move - Discover - Encounter
REST PHASE = Tokens Move - Strain Check - Rest
TRAVEL PHASE
1. COMMIT MOVE
Commit Move. Generate Move ★.
2. MOVE
- Spend 1 Move ★.
- Move to an adjacent Hex.
- ⊙ Gear.
-
Resolve Hex.
→ Discovered Hex?
- Check any Special Hex rules.
- Resolve Tokens:
- Encounter triggered → End Travel
- No Encounter → Resume Move
→ Undiscovered Hex?
Moving into an Undiscovered Hex always ends Travel.
- Discover and resolve its Area Entry.
- Check any Special Hex rules.
- Resolve Tokens.
- End Travel.
3. RESUME MOVE
- If Move ★ remain → Move or End Travel.
- If no Move ★ remain → End Travel.
4. END TRAVEL
- Lose any remaining Move ★.
- Proceed to the Rest Phase.
REST PHASE
1. TOKEN MOVEMENT
Resolve Tokens on the HexMap that move or act.
- Creatures: Creatures in your Region move 1 Hex toward you, unless specified otherwise.
- Raiders, Vendors & NPCs: Follow their current Status.
If a Token enters your Hex, check its rules and resolve any Encounter.
2. CHECK STRAIN
After all Token movement and resulting Encounters, check your Strain.
- At or above Strain Threshold (ST) → Rest.
- Below Strain Threshold (ST) → Choose:
- Return to Travel Phase
- Rest
3. REST
Complete Rest Steps. Then start the Travel Phase.
TOKENS
If you enter a Hex containing a Token, or a Token moves into your Hex, resolve that Token.
| Token | Resolution |
|---|---|
| The Hum | Remove the Hum Token. Discover Ruin. |
| Anomaly | If Undiscovered, Discover Anomaly. |
| Portal | Portals do not trigger Encounters. You may use them as Fast Travel points. |
| Creature | Trigger an Encounter, unless otherwise specified. |
| Raiders, Vendors & NPCs | Check their section to determine whether an Encounter is optional or mandatory. |