The Hotness
Games|People|Company
Dominion: Dark Ages
Fantastiqa
Mage Knight: Board Game
Total War
Descent: Journeys in the Dark (Second Edition)
Eclipse
Mice and Mystics
Dungeon Fighter
Collapsible D: The Final Minutes of the Titanic
Lords of Waterdeep
Agricola: All Creatures Big and Small
Libertalia
Android: Netrunner
Virgin Queen
The Lord of the Rings: Nazgul
A Game of Thrones: The Board Game (Second Edition)
Dominion
Star Wars: X-Wing Miniatures Game
Infiltration
The Lord of the Rings: The Card Game
Among the Stars
Twilight Struggle
The Swarm
Agricola
1989: Dawn of Freedom
Goa
7 Wonders
Glory to Rome
Arkham Horror
Village
Ora et Labora
Battles of Westeros: House Baratheon Army Expansion
Through the Ages: A Story of Civilization
Thunder Road
Trajan
Zombicide
The Castles of Burgundy
7 Wonders: Cities
Ace of Spies
War of the Ring
Skyline
Space Alert
Sherlock Holmes Consulting Detective
City of Horror
Race for the Galaxy
Dungeon Command: Sting of Lolth
Twilight Imperium (third edition)
Kingdom Builder
Le Havre
Battlestar Galactica
Michael Yang
United States
Fresno
California
mbmbmbmb
If you are traveling mounted, which allows you to move two hexes per day, and you get lost on your first move...
Does this prevent you from using your second movement for the day?

r205 Lost
Each time you attempt to leave a hex (travel to a new hex) there is a danger of becoming lost. Consult the Travel Table (r207) and find the terrain type you are leaving. Read across to the "Lost" column entry. Roll two dice. If the dice total equals or exceeds the number there, your party is lost. If you move more than one hex in the day, you must check for getting lost before each move (before you enter each hex). If you get lost, you cannot further that day

I am guessing from the rules, that you must end movement for the day.
 
 Thumb up
 tip
 Thumb up
Darrell Pavitt
United Kingdom
Unspecified
Unspecified
Avatar
mbmbmbmbmb
You roll to leave each hex, including the one you start in. If you get lost, that ends your move. That might mean you are stuck in the same hex you started in, even if mounted.

When you are flying, the chance of getting lost is very small (12+) and if you do get lost, you check for drift:

Quote:
Airborne & Lost (r205c): if your party is flying (using an airborne move), use the airborne line on the Travel Table (r207) instead of the normal terrain line, to see whether you are lost. If you get lost while making airborne travel, there is danger of extra "wander" and "drift." Roll one die, if the result is 4 or more, roll one die again and move one hex in that direction (1-N, 2-NE, 3-SE, 4-S, 5-SW, 6-NW) before landing.
2 
 Thumb up
 tip
 Thumb up
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.