Exploration Moment
Used when traversing dangerous or unknown terrain, navigating ruins, solving environmental puzzles, or investigating sites of mystery. Action Points reflect how much each character can contribute in a given Round. Round length is not fixed — the GM sets it to match the scene, whether that’s an hour of travel or a few focused minutes searching a room (see Round Structure for the full rule).
Most Exploration Moments need nothing beyond this — the GM ends the Moment the instant the fiction says it’s resolved, the same way Combat ends the instant the GM says the enemies are defeated or routed. A locked door is open or it isn’t; a collapsing tunnel either traps you or doesn’t. Some Exploration Moments — chases and infiltration among them — can’t be read off the fiction this cleanly, and use a dedicated tool instead. See Chases and Suspicion.
Exploration Actions
The full list of available Exploration actions lives in /moments/exploration/actions/ — Strive, Study, Scout, Headlong, Endure, Assist, and Use a Skill. Quick Action and Retrieve Item carry over unchanged from Combat, as shared inventory actions rather than pillar-specific ones. Chases use Strive and Headlong exactly as written in that collection, tracked against the Gap — see Chases for the chase-specific rules layered on top (Obstacles, Speed disparity, Reduced Speed, chasing a hazard).