E.3.5
- Water 0 → Gain Delirium.
- Otherwise → ⊙ Water.
This Hex becomes a Mist Hex.
Mist Hex
Mark Mist Hex: Mark this Hex with an M. It becomes a Mist Hex. It is no longer E.3. Erase/Remove E.3 from this run.
Then check each of the 6 surrounding Hexes:
- If the Hex is Undiscovered (has no Region, Area or Special Hex) → Mark Mist Hex (M).
- If the Hex is Discovered and has a Region or Area, roll the Compass Die. Starting from that Hex, follow the indicated direction until you reach the first empty Hex → Mark Mist Hex (M).
A total of 7 Hexes will be a Mist Hex.
Each M Hex is a standalone Special Hex. It cannot be assigned a Region or Area.
Whenever you leave a Mist Hex:
- Water 0 → Gain Delirium.
- Otherwise → ⊙ Water.