Here is a brief example of how a single day might play out in The Ronin’s Remedy:
Day 1: The Search Begins
- Phase A (Travel): You leave Home and move to an adjacent, unexplored hexagon. You mark off Day 1 on your tracker.
- Discovery: Since it is a New Hex, you roll 1d6. You roll a 5, discovering a Hidden Glade.
- Phase B (Event): You decide to use your action to Scavenge for Herbs.
The Scavenge Roll
- The Roll: You roll 1d6 + your Survival skill (Level 1).
- The Result: You roll a 3, totaling 4 (3 + 1 = 4). This is a failure.
- The Choice: You spend 1 Zanshin (Focus) to re-roll. Your Zanshin drops from 6 to 5.
- The Re-roll: This time you roll a 5, totaling 6. You have found your first Rare Herb!.
Day 2: The Ambush
- Phase A (Travel): You move to another new hex. You roll a 2 on the Discovery Table: a Bandit.
- Phase B (Combat):
- Stance: You choose Earth Stance to play it safe, giving you a chance to block hits.
- Speed: You roll 1d6 + your Iaijutsu (Level 1). You roll a 4, totaling 5. This beats the Bandit’s speed of 4, so you strike first.
- Attack: You roll 1d6 + Kenjutsu (Level 1). You roll a 6, totaling 7. In Earth Stance, your damage is -1, so you deal 1 Damage (2 - 1 = 1).
- Enemy Turn: The Bandit is still alive (5/6 HP) and strikes back for 2 HP damage. Your Health drops from 12 to 10.