Tokens
Tokens represent Creatures, characters, locations, and other effects on the HexMap.
If you enter a Hex containing a Token, or a Token enters your Hex, resolve that Token.
| Token | Resolution |
|---|---|
| The Hum | End Travel. Remove the Hum Token and Discover Ruin. |
| Anomaly | If Undiscovered, Discover Anomaly. |
| Portal | Does not trigger an Encounter. You may use it as a Fast Travel point. |
| Creature | Trigger an Encounter, unless otherwise specified. |
| Raiders, Vendors and NPCs | Check the relevant section to determine whether an Encounter is optional or mandatory. |
Token movement
During the Rest Phase, some Tokens move or act. Resolve each Token according to its rules.
If a Token enters your Hex, resolve it before continuing Token Movement.
| Token | Movement |
|---|---|
| Creature | Active Creatures in your Region move 1 Hex toward you, unless specified otherwise. |
| Raiders | Active Raiders move 1 Hex toward you. |
| NPCs and Vendors | Follow their individual rules. |
The Hum
The Hum is your objective. You may travel directly toward it or explore the Regions for side quests, Vendors, Creatures, clues, and supplies.
Place the Hum
Roll the Compass Die and 2d4+3.
| Roll | Determines |
|---|---|
| Compass Die | Direction of the Hum |
| 2d4+3 | Distance in Hexes |
Place the Hum Token that many Hexes away in the indicated direction.
An empty Hex has no Region, Area, Special Hex mark, or Token.
If the destination is not empty, roll the Compass Die again. Starting from that Hex, follow the indicated direction until you reach the first empty Hex. Place the Hum Token there.
Ruin Hex
The Hex containing the Hum Token is a Ruin Hex.
No Area can be placed on a Ruin Hex.
When you enter the Ruin Hex:
- End Travel.
- Remove the Hum Token.
- Discover Ruin.
- Read the Ruin Entry.