THE last tutorial left our budding and garishly-coloured adventurers - Human Knight Sir Pubert and Dwarf Barbarian Ardkill - about to get up-close-and-personal with a couple of Orc Warriors in some noisome catacomb, and introduced readers to the basic concepts surrounding the Exploration phase in Trapdoor. New readers are encouraged to follow the aforementioned link where they will not only be able to retrace the steps that led our adventurers thus far, but also find an introduction to and overview of the system so that they may make sense of what follows. Without further ado, let us continue:
Recap: At the end of the last tutorial the plucky heroes opened a door which revealed a couple of Orc Warriors and established that the heroes would go first. As previously mentioned as soon as any enemies are uncovered the Exploration phase ends and an Encounter phase begins: any remaining movement or actions relating to the turn in which the GMinions were discovered are lost. Note that during Encounter phases the heroes may break from the strict order of march required in the Exploration phase. Encounter phases consist of alternating turns (heroes>monsters>heroes>et cetera) which last until all of one side has been slain. As soon as there are no longer any monsters on the uncovered playing area the Encounter phase ends and a fresh Exploration phase starts.
I hope this provided a helpful insight into how Melee works in Trapdoor; I like to think the system yields a fast yet satisfying result. Note that there are no bonuses for 'ganking' (outnumbering): the extra attacks garnered by ganking are considered sufficient and a weak, outnumbered opponent will quickly perish. Next we shall look at some advanced concepts relating to the Exploration phase and also Ranged Attacks! Again, if there any questions please get in touch here or via email (see my profile, top-right).