The Map, Movement, and Scouting
The Map:
empty terrain map
the map with grids:
Turn Length
Each turn is one season long. There are four seasons per year; the island is a temperate zone.
Scouting
Entering a hex you have not previously entered is a
scout action. You cannot enter an unscouted hex without taking the
scout action. Based on your
sneak dice results you may find resources, items, or other goodies Failure to
scout means the villager returns to the hex it started in and the targeted hex remains unscouted. A critical fail (all 1s on the
scout roll) will result in an animal attack (resisted with the scouts
brawl, and if applicable a friendly villager’s
brawl if that villager is set to
patrol).
The highest number of successes on a scouting roll will be tracked for each hex, that way a competing scout (or you if you repeat the
scout attempt) can find more goodies if they roll a higher number of
scout successes. To clarify further, a villager may
scout a hex that has already been scouted by an enemy villager to gain access but must roll more successes than previously rolled to find new goodies.
Animal Attacks
When attacked by an animal, the defending villager (and if applicable, a friendly villager set to
patrol) rolls
brawl against difficulty 4 (usually) and the animal rolls their
brawl (usually but not always 2 dice) against difficulty 4.
Resolution occurs in multiple rounds. Every round the villager rolls
brawl and each success reduces the animal’s
brawl by one. Every animal’s success reduces the villager’s
brawl by one. If
brawl is reduced to 0, the villager or animal with
brawl of zero dies (there is no incapacitation with animals).
The second phase of the round is a morale check. The villager and animal both roll
charm; they need successes equal to or more than the enemy’s
brawl successes (damage done) or they rout.
If neither side routs, a second round of
brawl rolls ensues.
Any damage to a villager’s
brawl is temporary and the attribute returns to base if they survive.
If the scouting villager dies or is routed, the hex remains unscouted.
Multiple villagers scouting a target hex together, or a villager set to
patrol and the scout, may use their combined
brawl attribute. Any damage to the combined villagers is applied individually one point at a time to their
brawl, applying damage randomly. Only living villagers contribute their charm to any morale roll.
Hex Resources:
The difficulty to
gather raw resources from a hex is always a base of 4+ unless there are particular modifiers to the hex (indicated by a +-2, -1, +1, or +2). An example might be pearls which could reduce the difficulty to gather shiny to 3 or abundant hardwood which might reduce
gather difficulty for lumber to 3. Negative modifiers may increase the difficulty to 5 or more.
Note that buildings can have a negative impact on a hex’s resources.
Location and Movement:
Villagers may move anywhere on the map that you have scouted as long as there is a scouted path between the hexes.
Moving into an unscouted hex requires a
scout action.