Thanks for the feedback! I think having Beth and I both working on this as a team allowed us to get a bit more work done together that we couldn't have otherwise accomplished alone. But it was still A LOT of editing, playtesting, rewriting and tweaking down to the very last minute of our allotted time.
No, you cannot move into undiscovered hexes.
I went back for a quick read through and looks like we have an edit to make! (thanks for bringing that up)
In the actions section Move should read as:
Move: Move to an adjacent hex (touching the hex you’re in). Mountain hexes without a shelter (cave) require two energy as they’re more difficult terrain. You cannot move into water, undiscovered, or destroyed hexes.
For Event 19 the only exclusion is the spreading destruction phase. So yes if your first encounter of destroying a hex is say rolling a 13 while exploring and you discover a swampland, you wouldn't have to destroy one of the water hexes.
"the discovery process itself was a bit abstract" Was there anything in particular that could use clarifying to make it feel less abstract?
It was our intention to express that you roll a d20, consult the below table, and color in hexes equal to what is designated in that section. If you are in a corner and there are only say 2 available undiscovered hexes and you roll something saying to color in 3 you'd just color in what is available instead. When coloring in hexes you can pick one adjacent to you and color in hexes chaining to it, that can also be other hexes adjacent to you or other hexes adjacent to that first colored in hex.
Someone else had pointed out a confusion with the first "discoveries" section which also includes a d6 roll to find out how many hexes to fill in. We will be editing that to:
~Angel