Hex Control
| Control Status | Long Rest Check | Short Rest Check | Travel Check | Idle Check | Can Start In? | Can End In? | Intel Requirement? |
|---|---|---|---|---|---|---|---|
| Inhabited | 2x Advantage | None | None | None | Yes | Yes | Monitored |
| Controlled | 1x Advantage | None | None | None | Yes | Yes | Monitored |
| Patrolled | Normal | 2x Advantage | 2x Advantage | 2x Advantage | Yes^ | No | Surveyed |
| Occupied | 1x Disadvantage | 1x Advantage | 1x Advantage | 1x Advantage | Yes* | Yes* | Trailblazed |
| None | 2x Disadvantage | Normal | Normal | Normal | No | No | None |
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-
- If an Occupied hex is disconnected from a continuous path of Patrolled / Controlled / Inhabited hexes, players who End a session in the hex must Start their next session in that hex.
- Facilitates “away bases” for longer-term expeditions
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- ^ - If adjacent to a Controlled or Inhabited hex, and have escort
Inhabited. - A hex with a substantial population of both permanent civilian residents as well as a guard / military presence.
Controlled. - A hex with a guard / military presence. Guard towers, barracks, fortifications, etc.
Patrolled. - A hex that is regularly patrolled for threats and intel, but maintains no permanent force.
Occupied. - A hex containing a small, highly fortified site within it. Typically used for the purposes of temporarily expanding expedition duration or distance.
Hex Intel
| Intel Status | Travel Rate | Navigation DC Modifier |
|---|---|---|
| Monitored | 1.5x | -5 |
| Surveyed | 1.5x | |
| Trailblazed | 1.5x | |
| Traversed | 1.25x | |
| Known | Normal | |
| Unknown | Normal |