Hi! Sorry for the late reply, I just got the notification of your comment today. Anyway, the intention was that the hex will always contain turbulence and be a permanent hazard. However, if it makes more sense to you or makes a better game to roll again on the Hex Map (like, narratively the turbulence subsided by the next time you return to that hex), then I would say do that instead. I may decide to revisit the rules for Turbulence and Thunderstorms some time in the future (I do have plans to release expansion rules at some point), so if you have an opinion please do let me know! Thanks for commenting, and I'm glad you're enjoying the game!
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As a matter of fact, I am working on an expansion that would allow for co-operative play (or a single player with multiple characters). Unfortunately, progress is SLOW (my plans include factions, mass combat, infiltrating enemy castles, new ancestries, new monsters, a magic system, just all kinds of stuff and while a lot of it is either written or at least sketched out, it's still far from finished).
However, you can play co-op with the game as-is. If you and the other player want to act autonomously, you can each take turns moving around the map wherever you like. If your friend is fighting for his life in one hex, you might come to his rescue and swoop into the same hex. Of course, maybe you'll decide that you have to roll for an encounter too, or maybe not. It really is up to you.
The other option is to act more like a party, and move simultaneously instead of each player taking turns, rolling just once for the party whenever you land in a new hex. In that case you may want to double-up on the enemies, or maybe some of those monsters are tough enough all by themselves! Or if you are challenged to a joust, you can depute one player to act for the party (being the most chivalrous solution).
Hopefully this gives you some ideas! If you decide to try co-op, please feel free to comment to tell me how it went or to ask questions. I'm happy to help!
I still have a few copies left over from the Kickstarter campaign, so you can certainly get a physical zine. I don't currently have an online shop, but you can email me at lowspiritspress@gmail.com for the details. Anyone else interested is also welcome to write, but I really do only have a handful of copies left!
This is exceedingly cool! Thanks for posting this. I thoroughly enjoy hearing about people's experiences playing FO&FC. Exploring the castles may be my favorite aspect of the game -- I always get sucked into checking out just one more room. Anyway, I'm glad you're having fun with the game, and please feel free to post more of your adventures!
Typos -- my eternal bane. I read that manuscript a million times, fixed all the typos, then made a million changes and put those typos right back in. Anyway, you can reach me here in the comments section for clarifications, or email me at lowspiritspress@gmail.com. Thanks for the typo list -- please do send any more you find. I will fix them on the printable versions in short order, but I may hold off on revising the hyperlinked PDF just because it is currently beyond my means to do so. However, if you find anything absolutely inexcusable I will certainly make the effort. Thanks again for spotting those!
Thanks for your question! You're basically correct; any time you reach "3" you would reset the track (there's multiple bubbles only so you don't have to erase so much). So at "3" you would have an encounter, and the extra "1" would roll over to the next set of three. Then, like you said, you would have an encounter on multiples of "3", and each room you backtrack adds "1" to the track. Hopefully I've explained that well enough! Feel free to alter any rule to suit your preferences, but it sounds like you're doing what I intended. I'm glad you're enjoying the game!