We are missing Skoops6 but as we wait I might as well give a basic outline of how the rules work.
So there are two kinds of turns.
- Exploration
- Combat
These are governed by different sets of rules.
Exploration.
You can more up to 12 spaces.
You cannot move diagonally.
You can move "through" other heroes without penalty.
If you open a door or round a corner your exploration turn ends if you spot any monsters.
If you end your movement in a new corridor you will automatically try to Spot any traps in the newly discovered space. You cannot search for traps, treasures or hidden doors in corridors.
If you are in a room with no creatures you can either search for traps, hidden doors or treasures.
Only one search for treasures can be performed per room, not once per hero.
Searching for treasures can result in nothing, treasure or something nasty. Be aware.
You can also retrieve lost thrown weapons and arrows, but the chances are not fantastically high. Things break when you shoot them at stuff.
If you enter a space where creatures are present and placed on the board I will roll for surprise and if you win (and you get a bonus for having an elf in your group) you get an advantage in placement. If you lose the monsters gain that advantage.
Combat
You can move up to your current Speed spaces.
You cannot move diagonally.
You cannot move "through" other heroes.
You may still open and close doors, explore new spaces, and so on, but you cannot search for anything while in combat.
If you come within 1 space of a creature that could attack you (that is, not in on its diagonal axis, but before, behind, or to the side) then you have entered its Death-zone and must stop. You cannot proceed passed it. The creature and you are Locked. Others can now pass the creature if there is space, as it is focused on you.
You may move and attack, or attack and move, but not move, attack, move.
You may not move and shoot, unless your weapon specifically permits it (like thrown weapons). Some weapons also require a turn of standing still and reloading, like crossbows. You can, however, shoot and then move.
You can only shoot things you can see, but you can shoot passed your friends, but with a risk of shooting them if your aim is not true. The closer you are to the target (but you need to be at least one space away) the easier you will hit your target.
You can move and use magic. Some magic requires you to be in the death zone of the target (healing, for instance, works like this). Many spells also require that the target is not in the deathzone of another at the time (you cannot heal a person still locked in combat, for example).
As GM I will handle the dicerolls to hit, fumble, critical, and wound, either way.
I will use your Fate-points to save your character's life if you have any left. You can also choose to enter combat saying "I will use a Fate-point in this combat to maximise my damage/minimize any damage I take". I will then spend a Fate-point if possible during the combat to do just that. Fate is restored once the adventure is over. getting additional Fate (above your starting 2) is hard.
Magic
Flames of the Phoenix - restores a target you can touch (and which is not engaged in combat) to its starting wounds.
Flames of Destruction - Target a space within your line of sight. All adjacent spaces (up to 3x3 squares) are engulfed in flame. Anything in these, creatures and heroes alike, suffer horrific damage.
Using magic uses a spell component. These are not super-costly, but cost about as much as a sword. Use only when needed.
A dwarf magician needs test against his/her Intelligence to cast spells and it is more expensive for him/her to learn new spells. This is countered by the fact that a dwarf magician can use some additional weapons and armour as opposed to the others, who can only use dagger and staff (and the runesword, but chances of finding one of those is about 0.00008333% per given room.
Sneak
A halfling (and some monsters) can use a Speed-test to sneak through the deathzone of a creature, passing through it as if the creature was already locked in combat. If the test fails the halfling is spotted and engaged in combat. A halfling can pass "through" heroes in combat without tests.
Did I miss anything in this initial briefing?