Hi, first of all, I love the premise of this game so much. Currently in the middle of an Ironsworn campaign, and eyeing Iron Valley as a second game, something chill to play whenever I don’t feel up for the harsh Ironlands ;) So I’m reading the material, getting acquainted.
One question. Move sheet, last page, Root Around.
[…]
On a weak hit, you find what you’re
looking for but lose track of time. Gain
(1) of that resource. If this brings you
closer towards fulfilling a promise, mark
1 tick on it. Then Time Passes. Then,
Time Passes.
On a miss, your search is fruitless.
Envision what went wrong or how you
lost track of time, then Time Passes.
Note the duplicate call for Time Passes in weak hit, as compared to the single one in miss.
Is this intended? (edit: formatting)