Resolve Hex
When you enter a new Hex, check whether its Region and Area have already been discovered.
Undiscovered Region
The Hex has no Region and no Area.
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Roll d12 and d6.
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Mark the Hex with its Region.
- Each Region consists of 6 Hexes.
- Mark the 5 surrounding Hexes as belonging to that Region.
- If a Region would be placed where a Region, Area or Special Hex has already been marked, roll the Compass Die. Follow that direction until you reach the first empty Hex where that Region can be placed.
- You always place 6 Hexes when you discover a new Region.
- Discover the Area of the Hex you entered.
- If you enter a Hex that belongs to a discovered Region but does not yet have a discovered Area, Discover the Area.
△ Regions
In the full game, the d12 determines which of the 12 Regions you discover. This introductory scenario uses only Regions E and O.
If all Regions and Areas available in the game have been discovered, roll once on the Unknown Area Table instead.
On Tabletopia, there are double-sided Hex tiles for you to use. One side shows Areas, and the other shows Regions.
Undiscovered Area
The Hex already has a Region, but no Area.
Roll d6.
Example d6 = 2 → Area E.2
If that Area has already been discovered, reroll.
After discovering an Area, first check the Region you entered. Each Region has its own Hazard and Mutation. Then read the corresponding Area Entry.