Overland Phase
The party plans its movement across the overland map and checks for any encounters or events.
1. Start of Phase
Trigger any effects with this timing.
2. Move party
Your party has a base overland movement of 3, which means the party can move its token up to 3 adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. hexes. Note that some provinces'ProvincesEach province is represented by an overland map and gazetteer. effects—such as Black MarshBlack Marsh [BM]Native Skill - Storm Seer's—can modify the party's base overland movement.
- Day 1: If this is the first day of your session, the party must remain in its starting location and resolve a townTownThese encounters are described in the gazetteer and are triggered when the party ends its overland movement in a town or rolls a
result on the unstable die while at an unstable landmark (see Traveling Caravans). encounter. This does not apply during an endgame session.
- Fatigue Movement: After using its base overland movement, the party may continue to move by gaining fatigueFatigueThese dice are placed in your adventurer's cooldown track when they gain fatigue. There are 2 types of fatigue (light fatigue and overfatigue). for each additional hex of movement. For each additional hex of movement, each adventurer must gain 1 light fatigue. If no light fatigue dice are available, they gain 1 overfatigue instead. The number of additional hexes moved cannot exceed the party's base movement rate. The party must stop if 1 or more adventurers' cooldown tracks are full.
Can you choose to stay at the same hex as the prior day?
Yes, movement is optional - so you may stay at the same hex as a previous day.
Can you end a day on a hex without an icon?
Yes, it is possible for the party to end its movement in a hex with no icon and trigger no encounter; these hexes without icons have no game effect.
Can you move through landmarks?
You are permitted to move through landmarks on the overland map without triggering them. A landmark is triggered if the party ends its movement on it, same as townsTownThese encounters are described in the gazetteer and are triggered when the party ends its overland movement in a town or rolls a result on the unstable die while at an unstable landmark (see Traveling Caravans)..
3. Trigger Encounter
By ending its movement in specific hexes on the map, the party triggers 1 of the following types of encounters in descending order of priority below. The party does not resolve this encounter until the next phase, the Encounter Phase.
Quest Encounter
These are triggered as described by the party's current quest step in the gazetteer, or by a side quest card. This typically happens when the party moves into a specific hex or fulfills some other requirement. Quest encounters take precedence over town or overland encounters, meaning that you must resolve the quest encounter that day rather than a town or overland encounter. If multiple quest encounters would trigger at the same time, guild quest encounters take precedence over side quest encounters.
Town Encounter
These are triggered when the party ends its move in a town'sTownThese encounters are described in the gazetteer and are triggered when the party ends its overland movement in a town or rolls a result on the unstable die while at an unstable landmark (see Traveling Caravans). (
) hex on the overland map. Each town is described in its own entry in the gazetteer. During the encounter, each adventurer can take 2 town actions to use the town's features, such as its trainer or shop.
Overland Encounter
These are triggered when the party moves into a hex with a landmark. In this case, the party must draw an overland card which describes an encounter that occurs in the wilds of Tamriel. The landmark at that location determines the type of overland card it draws as described below.
Peaceful landmark
Draw a peaceful encounter card.
After the party resolves a peaceful encounter card, set that card aside until the end of the day so its icon can be referred to when activating the provinces'ProvincesEach province is represented by an overland map and gazetteer. effect during the End of Day PhaseEnd of Day PhaseActivation of any province effect on the overland map is resolved. Then, the party rests and may trade items..
Conflict landmark
Draw a conflict encounter card.
Unstable landmark
Roll the unstable die and draw the type of overland card matching the icon result. If the result is , trigger a town encounter with a traveling caravanTraveling CaravanEach province has a caravan entry in its gazetteer. When the party encounters a caravan, it is resolved as a town encounter using that entry. instead.
If a choice icon on the back of the overland card is the "unstable" version of itself ( /
/
), it is an unstable choice. If the party is at an unstable landmark, they must resolve that choice (that choice is optional if not at an unstable landmark). After the party completes an encounter at an unstable landmark (regardless of whether the encounter was successful), each adventurer gains 2 tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. during the Reward PhaseReward PhaseThe party gains any rewards from the encounter it resolved during the previous phase..