The Travel tool (T) answers two questions: how long does it take to get from here to there, and how far can the party get from here. It is available in the Hex and Combined views. It is a planning aid for you alone: players never see it, it is not exported, and it does not move the party marker or add anything to the travel log.
Plan a route
Pick Route in the tool’s panel. Click the starting hex, then the destination. Hexer draws the quickest route and shows the total under Journey, in watches and hours: one watch is 4 hours. Before you pick the destination, a dashed line follows the mouse from the starting hex.
Click again to choose a different destination; the start stays. Right-click to clear both. On a touch screen, tap to set the start and the destination. To clear them, press and hold the map, or use the x next to each in the panel.
What makes a route quick or slow
- Terrain. Each terrain has its own cost per hex. With the tool active, the status bar shows the cost of the hex under the pointer.
- Roads and trails. A Road or Trail path (Jump Route or Trade Lane on a space map) makes every hex it crosses cheaper. Rivers, borders and walls drawn with the Path tool change nothing. See the Path tool.
- Walls on hex edges. A hex edge you block with the Edge tool cannot be crossed. A Wall drawn with the Path tool does not block travel; use the Edge tool for that. See the Edge tool.
- Impassable hexes. Some terrain cannot be crossed at all, and neither can unpainted hexes.
- Other layers. A route can go up or down through a connection, such as a cave entrance. The total then notes how many layers it crosses. See the Connection tool.
If no route exists, no line is drawn and no total appears.
How far can the party go (Pro)
Heatmap mode colors every hex the party can reach from one starting hex, from green (close) to red (far), with the cost written on each hex. Click a hex to set the start, and set Watches (1 to 8) under Pace & watches to choose how far to look.
Pace (Pro)
Pace under Pace & watches scales every cost: Fast takes three quarters of the time, Slow one and a half times, Exploration twice. On the free plan, the pace stays at Normal.
When the result goes away
The start, destination and heatmap are cleared when you switch to another tool or to another scale level. On a detailed level, the costs are scaled to that level’s smaller hexes.