--- melee-3.txt	2021-10-21 12:17:27.000000000 -0700
+++ melee-3a.txt	2021-10-26 13:44:03.000000000 -0700
@@ -5,17 +5,17 @@
 MAN-TO-MAN COMBAT WITH ARCHAIC WEAPONS
 
 Game Design by Steve Jackson
-Cover by Roger Stine
-Illustrated by Pat Hidy & Liz Danforth
-Published by Metagaming
-(c) 1979 by Steve Jackson
+Cover by Brandon Moore
+Illustrations and counters by Liz Danforth
+Third Edition Copyright (c) 1977, 1979, 2018 by Steve Jackson Games
+Incorporated. All rights reserved.
 
 Credit for this game must be shared (in general) with everyone who has ever
 designed or played a fantasy game, written about other and stranger days, or
 simply dreamed...and (specifically) with a number of excellent playtesters --
 namely Howard Thompson, Robert Taylor, Ben Ostrander, Kenneth Schultz, Robert
-Schultz, Patrick McLaughlin, Ed Hack, Jay Rudin, Michael Sienkiewicz, Richard
-Boriskie, Buell Jannuzi, and Drew Pritsker.
+Schultz, Patrick McLaughlin, Edmund Hack, Jay Rudin, Michael Sienkiewicz,
+Richard Boriskie, Buell Jannuzi, and Drew Pritsker.
 
 I. INTRODUCTION
 
@@ -27,19 +27,19 @@
 As he stepped into the little glade, Flavius saw movement at the other end.
 Honorius? No! He sensed, rather than saw, the shaggy clothing -- and the ready
 bow. His soldier's reflexes launched him into a charge. Burdened as he was by
-helmet and greaves, he could probably get that barbarian before...
+his armor, he could still probably get that barbarian before...
 
-An arrow snapped. Flavius felt pain, but not much; thank the Gods for his armor.
-He moved in, weaving to spoil the archer's aim. A second arrow missed. As
+An arrow snapped. Flavius felt pain, but not much; thank the Gods for that
+armor. He moved in, weaving to spoil the archer's aim. A second arrow missed. As
 Flavius neared, the barbarian moved to put his back to a tree. His third arrow
-went off as the Roman swung his sword. It struck, but the armor stopped it.
-Flavius' own swing went wild, but his opponent was forced to abandon his bow.
+went off as the Roman swung his sword. It glanced off Flavius' armor. His own
+swing went wild, but his opponent was forced to abandon his bow.
 
 Now the German tribesman had come up with an enormous broadsword, and the two
 were trading hacks. Slowed by his armor and shield, Flavius despaired of
-striking his agile opponent. Nevertheless, he did, wounding the barbarian badly.
+striking his agile opponent. Somehow, he did, wounding the barbarian badly.
 
-The bleeding German tried to sidestep, but Flavius cut him off. Somehow, the
+The bleeding German tried to sidestep, but Flavius cut him off. Then the
 tribesman's desperate stroke hit home. Glancing off the shield and through
 armor, the broadsword bit into Flavius' side. Giddy from the shock, he abandoned
 the attack for a few seconds, content to parry and wait. The swords clashed and
@@ -49,7 +49,7 @@
 and bit deeply. The unarmored savage staggered back; Flavius followed quickly
 and struck again. The barbarian collapsed, either dead or too badly wounded to
 stand. Flavius was hurt, but well able to walk. In the bushes he saw what was
-left of Honorius -- but he was all right. He had revenge for his man...and maybe
+left of Honorius -- but he was all right. He had revenge for his man, and maybe
 a prisoner. He bent over the savage...
 
 MELEE is a game of man-to-man combat with archaic weapons. It can be used to
@@ -61,44 +61,45 @@
 Successful fighters increase their strength and dexterity by gaining experience;
 losers die.
 
-The narrative above was taken from an actual game. The COMBAT EXAMPLE (page 20)
+The narrative above was taken from an actual game. The COMBAT EXAMPLE (page 23)
 takes the same fight and shows, using the Melee rules and dice rolls, how
-Flavius bested his adversary.
+Flavius bested his foe.
 
-MELEE can also be used as a tactical aid to the various fantasy role-playing
-games. Players will find that the Melee system meshes easily with most rules,
-allowing tactical combat to be worked out in a logical manner. The Melee system
-lets gamemasters regularize movement and attacks on a small scale, taking one of
-the biggest headaches out of fantasy gaming.
+MELEE can also be used as a tactical aid for fantasy roleplaying. Players will
+find that the Melee system meshes easily with most rules, allowing tactical
+combat to be worked out in a logical manner. Melee lets the Game Master
+regularize movement and attacks on a small scale, taking one of the biggest
+headaches out of fantasy gaming.
 
-MELEE is basically a two-player game, but solitaire and multi-player games are
+MELEE is basically a two-player game, but solitaire and multiplayer games are
 possible. Each player may control any number of figures; the only limit to the
 possible scenarios is your imagination.
 
 II. COMPONENTS
 
-This MELEE game should contain the following components:
+This MELEE game contains:
 
 (1) This rule booklet.
 
-(2) One 8 1/4" x 14" arena map, divided into hexagons ("hexes") to govern
-movement, and larger black-bordered "megahexes" to govern missile weapon fire.
+(2) One arena map, divided into hexagons ("hexes") to govern movement, and
+larger dark-bordered "megahexes" to govern missile weapon fire.
 
-(3) One counter sheet, which may be cut apart into 68 counters representing men,
-animals, monsters, and dropped weapons.
+(3) Over 70 counters representing men, animals, monsters, and dropped weapons.
 
-You will also need pencils, dice, scratch paper, and a straightedge. Miniature
-figures are not necessary, but add interest.
+(4) Three six-sided dice.
+
+You will also need pencils, scratch paper, and a straightedge. Miniature figures
+are not necessary, but add interest.
 
 III. CREATING A FIGURE
 
-MELEE is a game of man-to-man combat, in which one of the most important factors
-is the ability of the individual fighters. Each counter in Melee represents a
-"figure" with its own capabilities, determined by the player before the game
-begins. A fighter's basic attributes are Strength (ST) and Dexterity (DX).
+MELEE is a game of man-to-man combat, in which the most important factor is the
+ability of the individual fighters. Each counter in Melee represents a "figure"
+with its own capabilities, chosen by the player before the game begins. A
+fighter's basic attributes are Strength (ST) and Dexterity (DX).
 
-When a figure is first created, the player determines its ST and DX as follows:
-A human figure starts with 8 ST, 8 DX, and 8 extra points to be allotted as the
+When a figure is first created, the player sets its ST and DX as follows: A
+human figure starts with 8 ST, 8 DX, and 8 extra points to be allotted as the
 player chooses. Thus, each figure begins with a total of 24 points -- 13 to ST
 and 11 to DX, or any other combination adding to 24. Neither ST nor DX may begin
 at less than 8 for a human figure. (Animals and monsters go by other rules,
@@ -107,16 +108,16 @@
 STRENGTH governs:
 
 (1) how many hits a figure can take. "Hits" represent combat damage. The hits a
-figure takes are subtracted from its ST; when ST reaches 1 a figure collapses
-and cannot fight, and when ST reaches zero, that figure is dead.
+figure takes are subtracted from its ST; when ST reaches 0 a figure collapses
+and cannot fight. When ST reaches -1, that figure is dead.
 
 (2) what weapons a figure can use. Each weapon (shown on the WEAPON TABLE, page
-13) has a ST number. Only a figure whose strength BEGINS at or above that number
+14) has a ST number. Only a figure whose strength BEGINS at or above that number
 can use that weapon. (Reduction of ST during a fight does NOT affect weapon
 use.)
 
 (3) how well the figure does in unarmed combat (see HAND-TO-HAND COMBAT, page
-16).
+17).
 
 DEXTERITY governs:
 
@@ -127,24 +128,26 @@
 (3) how quickly a figure can strike.
 
 Dexterity is ADJUSTED for several factors, such as armor, wounds, etc. When
-these rules refer to DX, the ADJUSTED DX is what is meant. A figure with a high
-basic DX may have a very small chance of hitting if its ADJUSTED DX is low --
-and a clumsy figure can improve its chances by getting a positive DX adjustment.
-A table of DX adjustments is given under ATTACKS.
+these rules call for a roll against DX, the ADJUSTED DX (adjDX) is what is
+meant. A figure with a high basic DX may have a very small chance of hitting if
+its ADJUSTED DX is low -- and a clumsy figure can improve its chances by getting
+a positive DX adjustment. A table of DX adjustments is given under ATTACKS.
+
+To hit, you must roll 3 dice and get your adjDX or less. This is a "3/DX" roll.
 
 Once a figure's 24 beginning points are divided between ST and DX, they cannot
 be shifted. However, a figure who gains experience by surviving combat may gain
-strength and dexterity, and in time become much more powerful -- see EXPERIENCE.
+strength and dexterity, and in time become more powerful -- see EXPERIENCE.
 
 Once a figure's ST and DX have been determined, the player should decide what
 armor, if any, the figure will wear, and what weapons and/or shield he or she
 will carry. A figure may carry only two weapons (plus a dagger) at a time; a
-shield counts as a weapon. ARMOR AND SHIELDS are covered on page 11. They can
+shield counts as a "weapon." ARMOR AND SHIELDS are covered on page 10. They can
 provide protection, but reduce DX and movement allowance (MA). The weapons a
 figure chooses, of course, govern how much damage it can do. A figure's ST and
 DX must be considered carefully when weapons are chosen; a strong but clumsy
-fighter will use arms and tactics totally different from those of a dextrous but
-weak one.
+fighter will use arms and tactics totally different from those of a dexterous
+but weak one.
 
 A record sheet or card should be made up for each figure, as in the example
 below:
@@ -160,17 +163,17 @@
 Experience Points = 50
 
 Ragnar is a Viking. He wears leather, which takes 2 hits per attack. He also
-carries a large shield which takes 2 hits per attack, although it is usually
-slung on his back because he needs both hands for his spear. His card is
-complicated because he has two adjusted DX (in parentheses after his basic DX).
+carries a large shield which takes another 2 hits from any frontal attack,
+although it is usually slung on his back because he needs both hands for his
+spear. His card has two adjusted DX stats (in parentheses after his basic DX).
 The first is 11, which is his adjusted DX without the shield; the second is 10,
 which is his DX when he uses the shield. He can withstand 2 hits per attack
 without loss of ST due to his leather armor; when he uses the shield he can take
 4 hits/attack. His ST is 11, which is just enough to let him carry the spear.
 
 When Ragnar goes into combat, the hits he takes should be shown as tally marks
-next to his ST; if he survives, the hits he took can be erased, since he will
-take time to recover before another fight.
+next to his ST; if he survives, the hits can be erased, since he will take time
+to recover before another fight.
 
 A figure may not put on or take off armor during a combat, but it may pick up or
 drop weapons as long as it never carries more than two (plus a dagger) at once.
@@ -188,7 +191,7 @@
 include movement, attack, defense, or some combination.
 
 The options available to a figure will depend on whether or not it is "engaged,"
-"disengaged," or in hand-to-hand combat. An engaged figure is one that is
+"disengaged," or in "hand-to-hand combat." An engaged figure is one that is
 adjacent to an enemy figure, in one of that figure's front hexes. See page 9 for
 diagrams and more details.
 
@@ -196,33 +199,33 @@
 next one. Each turn goes through these stages:
 
 (1) Roll for initiative. Each player rolls a die. The winner may choose either
-to move his figure(s) first that turn, or to have the other player(s) move their
-figure(s) first.
+to move their figure(s) first that turn, or to have the other player(s) move
+first.
 
 (2) Movement. The first player to move chooses ONE option for EACH of his/her
 figures, and executes the MOVEMENT part (if any) of that option for each figure.
 How far each figure may move depends on its movement allowance (MA) and the
 option chosen.
 
-(3) The second player then chooses options and moves all his figures the same
-way. (If there are more than two players, the third, fourth, and so on then pick
-options and move.)
-
-(4) All attacks are carried out. No figure may attack unless it chose an option
-including the word "attack." Figures attack in the order of their ADJUSTED DX,
-highest first; ties are resolved each turn by a die roll. When figures are
-firing two arrows per turn, they fire their second arrows (again in order of
-adjDX) AFTER all figures have made their first attack. If a figure is killed or
-takes 8 or more hits in one turn BEFORE its time to attack comes, it does not
-get to attack that turn.
-
-(5) If any figure inflicted hits (except with a missile or thrown weapon) on an
-enemy, and took no hits itself, it may retreat that enemy one hex in any
-direction and EITHER advance to the hex vacated by the enemy OR stand still
-(thus possibly becoming disengaged).
+(3) The second player then chooses options and moves all his/her figures the
+same way. (If there are more than two players, the third, fourth, and so on then
+pick options and move.)
+
+(4) Combat phase. All attacks are carried out. No figure may attack unless it
+chose an option including the word "attack." Figures attack in the order of
+their ADJUSTED DX, highest first; ties are resolved each turn by a die roll.
+When figures are firing two arrows per turn, they fire their second arrows
+(again in order of adjDX) AFTER all figures have made their first attack. If a
+figure is killed or takes 8 or more hits in one turn BEFORE its time to attack
+comes, it does not get to attack that turn.
+
+(5) Force Retreats. If any figure inflicted hits (except with a missile or
+thrown weapon) on an enemy, and took no hits itself, it may retreat that enemy
+one hex (see p. 20) and EITHER advance to the hex vacated by the enemy OR stand
+still (thus possibly becoming disengaged).
 
 (6) Counters for thrown or dropped weapons are placed in the appropriate hexes,
-and counters for slain or unconscious figures are flipped upside down.
+and counters for slain figures are flipped upside down.
 
 If both sides still have figures able to fight, begin the next turn.
 
@@ -243,62 +246,77 @@
 (a) MOVE up to its full MA.
 
 (b) CHARGE ATTACK. Move up to 1/2 its MA and attack with any weapon except a
-missile weapon. (A figure can never attack if it moved more than 1/2 its MA.)
+missile weapon, or HTH. (A figure can never attack if it moved more than 1/2 its
+MA.)
 
-(c) DODGE. Move up to 1/2 its MA while dodging (see p. 18).
+(c) DODGE. Move up to 1/2 its MA while dodging (see p. 20).
 
 (d) DROP. Move up to 1/2 its MA and drop to a prone or kneeling position.
 
 (e) READY NEW WEAPON. Move up to 2 hexes, re-sling (NOT drop) its ready weapon
 and/or shield, and ready a new weapon and/or shield, OR pick up and ready a
-dropped weapon and/or shield in the hex where movement ends.
+dropped weapon and/or shield from the hex where movement ends or from an
+adjacent hex.
+
+(f) MISSILE WEAPON ATTACK. Move up to 1 hex and/or drop to prone/kneeling
+position and/or fire a missile weapon.
+
+(g) STAND UP. Rise from prone, kneeling, or knocked-down position at the end of
+the combat phase, or crawl 2 hexes during the movement phase; take NO other
+action. A downed figure MUST take a turn to stand up before attacking, running,
+etc.
 
-(f) MISSILE WEAPON ATTACK. Move up to 1 hex and fire a missile weapon.
+* (h) CAST SPELL. Move one hex or stand still, and attempt any spell.
 
-(g) STAND UP. Rise from prone, kneeling, or knocked-down position during
-movement phase; take NO other action. A figure MUST take a turn to stand up
-before attacking, running, etc.
+* (i) DISBELIEVE. Move one hex or stand still, taking NO other action, and
+attempt to disbelieve one figure.
 
 OPTIONS FOR ENGAGED FIGURES
 
 A figure which is engaged with an enemy (see definition, p. 9) WHEN ITS TURN
 COMES TO MOVE may perform any ONE of the following options:
 
-(h) SHIFT AND ATTACK. Shift one hex (or stand still) and attack with any
+(j) SHIFT AND ATTACK. Shift one hex (or stand still) and attack with any
 nonmissile weapon.
 
-(i) SHIFT AND DEFEND. Shift one hex (or stand still) and defend (see page 18).
+(k) SHIFT AND DEFEND. Shift one hex (or stand still) and defend (see p. 20).
 
-(j) ONE-LAST-SHOT MISSILE ATTACK. If the figure had a missile weapon ready
-BEFORE it was engaged, it may get off one last shot. The missile weapon MUST be
-dropped next turn. (This option reflects the fact that you can almost always
-release an arrow at a charging enemy.)
+(l) ONE-LAST-SHOT MISSILE ATTACK. If the figure had a missile weapon ready
+BEFORE it was engaged, it may get off one last shot. (This option reflects the
+fact that you can almost always release an arrow at a charging enemy.)
 
-(k) CHANGE WEAPONS. Shift one hex (or stand still) and drop ready weapon (if
+(m) CHANGE WEAPONS. Shift one hex (or stand still) and drop ready weapon (if
 any), and ready a new NONMISSILE weapon. (An engaged figure cannot ready or
 reload a missile weapon.)
 
-(l) DISENGAGE. See page 17 for an explanation of disengaging.
+(n) DISENGAGE. See page 19 for an explanation of disengaging.
 
-(m) ATTEMPT HAND-TO-HAND ATTACK. During the movement phase, the figure stands
+(o) ATTEMPT HAND-TO-HAND ATTACK. During the movement phase, the figure stands
 still or shifts; when its turn to attack comes, it moves onto the hex of any
 adjacent enemy, and attempts to hit with bare hands or (if it was ready) its
 dagger.
 
-(n) STAND UP. Same as (g) above.
+(p) STAND UP. Same as (g) above.
 
-(o) PICK UP DROPPED WEAPON. "Bend over" (not moving), drop your ready weapon
-and/or shield (if any), and pick up and ready a dropped weapon in your hex.
+(q) PICK UP DROPPED WEAPON. "Bend over" (not moving), drop your ready weapon
+and/or shield (if any), and pick up and ready a dropped weapon in your hex or an
+adjacent hex.
+
+* (r) CAST SPELL. Shift one hex or stand still, and attempt any spell.
+
+* (s) DISBELIEVE. Same as (i) above.
 
 OPTIONS FOR FIGURES IN HAND-TO-HAND COMBAT
 
-(p) HTH ATTACK. Attempt to hit an opponent in the same hex with bare hands or,
-if dagger is readied, with the dagger.
+(t) HTH ATTACK. Attempt to hit an opponent in the same hex with bare hands or,
+if dagger is ready, with the dagger.
+
+(u) ATTEMPT TO DRAW DAGGER. See page 18.
 
-(q) ATTEMPT TO DRAW DAGGER. See page 16.
+(v) ATTEMPT TO DISENGAGE. Disengaging while in HTH combat is not automatic; it
+requires a die roll. See page 20.
 
-(r) ATTEMPT TO DISENGAGE. Disengaging while in HTH combat is not automatic; it
-requires a die roll. See page 18.
+* This option involves magic and is only relevant if Wizard is being used.
 
 V. MOVEMENT
 
@@ -306,9 +324,9 @@
 of the arena.
 
 Each figure has a movement allowance (MA) of a certain number of hexes. An
-unarmored human has an MA of 10 -- that is, he can move 10 hexes per turn. Armor
-reduces MA; leather armor = MA 8, chainmail = MA 6, and plate armor also = MA 6.
-MAs for nonhumans are given under NONHUMAN FIGURES (page 19).
+unarmored human has an MA of 10 -- that is, he/she can move 10 hexes per turn.
+Armor reduces MA: leather armor = MA 8, chainmail = MA 6, and plate armor also =
+MA 6. MAs for nonhumans are given under NONHUMAN FIGURES (page 21).
 
 SHIFTING
 
@@ -321,16 +339,20 @@
 MOVING ONTO OTHER FIGURES
 
 Normally, only one figure occupies a hex; a figure may never move through a
-standing or kneeling figure. A figure may move into a hex with a fallen
-(unconscious or dead) figure and stop, or move into another figure's hex for HTH
-combat and stop. A figure may "jump over" an unconscious, dead, or prone figure
-at a cost of 3 from its MA. Whenever a figure moves into a hex with another
-figure (except for HTH), it immediately rolls 3 dice against its adjDX, as
-though it were trying to hit something. If this "saving roll" is missed, the
-figure falls down in that hex.
+standing or kneeling figure, friend or foe.
+
+A figure may move into another figure's hex for HTH combat and stop.
+
+If someone dies, flip their counter to the skull side. Fallen bodies are
+obstacles. To leap over one, spend 3 MA and move into the hex beyond it.
+
+To move into the hex with a body, either spend 3 MA to move cautiously, or take
+a move-one-hex option, or follow a retreat, or, if you insist on moving quickly
+onto the body, spend only one MA but make a 3/DX roll to stay afoot. If you
+fail, you fall in that hex.
 
 A FIGURE MUST STOP ITS MOVEMENT when it enters any front hex of an enemy figure,
-thus becoming engaged. See FACING.
+thus becoming engaged. See Facing, below.
 
 VI. FACING
 
@@ -345,7 +367,7 @@
 he/she may fire.
 
 Example: Astrid is facing the hex directly "above" her in the diagram. The three
-hexes marked "f" are her front hexes; the "s" hexes are her side hexes; the "r"
+hexes marked "f" are her front hexes. The "s" hexes are her side hexes. The "r"
 hex is her rear hex.
 
 Facing determines which figures are engaged. A figure is ENGAGED if it is in an
@@ -357,7 +379,7 @@
 figures "in front" of you may be attacked, as shown below.
 
 In this diagram, Tark is not engaged. Bjorn is engaged (he is in Rolf's front
-hex), but Rolf is not engaged (he is in Bjorn's rear hex). Karl and Astaroth are
+hex), but Rolf is not engaged (he is in Bjorn's rear hex). Karl and Astrid are
 both engaged; each is in one of the other's front hexes. Jon and Grath are not
 engaged; they are not enemies.
 
@@ -376,9 +398,9 @@
 one weapon and/or shield (specified by the player) ready when it enters the
 arena. A weapon stays ready after an attack, unless it is thrown or dropped
 (except a crossbow, which takes time to reload). In order to change weapons, a
-figure chooses option (e) or (k) to ready a new weapon. This takes up a turn;
-the new weapon can be used on the NEXT turn. A shield, like a weapon, is "ready"
-or not. An unready shield is slung on the figure's back.
+figure chooses option (e) or (m) to ready a new weapon. This takes a turn; the
+new weapon can be used on the NEXT turn. A shield, like a weapon, is "ready" or
+not. An unready shield is slung on the figure's back.
 
 REMEMBER: A figure may not attack during a given turn unless it chose one of the
 options whose title includes the word "attack." Figures which change weapons,
@@ -389,7 +411,7 @@
 
 ROLLING FOR A HIT
 
-When an attack is made, the attacker rolls three dice to see whether he hit the
+When an attack is made, the attacker rolls three dice to see whether it hits the
 enemy. To hit, a figure must roll its ADJUSTED DX or LESS on 3 dice. Thus, a
 figure with adjDX 8 must roll 8 or less.
 
@@ -397,23 +419,23 @@
 
 ATTACKER'S ARMOR, SHIELD, ETC.
 
+Cloth armor -1
 Leather armor -2
 Chainmail -3
-Plate armor -6
+Half plate armor -4
+Plate armor -5
 Large shield (when ready) -1
-Main-gauche as shield only -2
-Main-gauche as 2nd weapon -4
 
 FACING
 
 Attacking from enemy's side +2
-Attacking from enemy's rear +4
+Attacking from enemy's rear, or attacking prone enemy +4
 NOTE: Missile weapon attacks don't get DX adds for facing!
 
 WOUNDS
 
-A figure that took 5 or more hits last turn is DX -2. A figure reduced to ST 3
-or less is DX -3.
+A figure that has taken 5 or more hits since its own last attack is DX -2. A
+figure reduced to ST 3 or less is DX -3.
 
 THROWN WEAPON RANGE
 
@@ -430,67 +452,94 @@
 
 Crossbowman lying prone +1
 Pole weapon user standing still, against charging enemy +2
-Missile/thrown attack against figure sheltering behind body -4
+Missile/thrown attack against figure sheltering behind fallen body -4
+Standing in a hex with a fallen body -2
 
 Adjustments are figured before each attack. The adjDX represents the chance to
 hit the enemy, as stated above. Attacks come off in order of adjDX counting
 everything BUT missile and thrown weapon range; a distant target makes you less
 accurate but no slower.
 
-The roll to hit is adjDX or less on 3 dice, as stated above. BUT:
-A roll of 3 always hits, regardless of DX, and does triple damage.
-A roll of 4 always hits, regardless of DX, and does double damage.
-A roll of 5 always hits, regardless of DX.
-A roll of 16 always misses, regardless of DX.
-A roll of 17 always misses, and the attacker drops that weapon in his own hex.
-(A thrown weapon drops in the target hex instead.)
-A roll of 18 always misses, and the attacker's weapon is broken.
+The roll to hit is adjDX or less on 3 dice, as stated above. BUT: A roll of 3
+always hits, regardless of DX, and does triple damage. A roll of 4 always hits,
+regardless of DX, and does double damage. A roll of 5 always hits, regardless of
+DX. A roll of 16 always misses, regardless of DX. A roll of 17 always misses,
+and the attacker drops that weapon in its own hex. (A thrown weapon drops in the
+target hex instead.) A roll of 18 always misses, and the attacker's weapon is
+broken.
 
 ROLLING FOR DAMAGE
 
-When an attacker rolls his DX or less on 3 dice, he hits the enemy. How much
-damage he does is determined by another dice roll. How many dice are rolled
-depends on the attacker's weapon, as shown on the WEAPON TABLE (p. 13). For
+When an attacker rolls his DX or less on 3 dice, it hits the enemy. How much
+damage it does is determined by another dice roll. How many dice are rolled
+depends on the attacker's weapon, as shown on the WEAPON TABLE (p. 14). For
 instance, a broadsword gets 2 dice. If a figure attacks with a broadsword and
-hits, he then rolls 2 dice. The result is the number of hits the enemy takes
-(although his armor will take some of those hits for him). Some weapons have
-pluses and minuses. A small ax gets 1 + 2, which means you roll 1 die and add 2
-to the result. If you hit with a small ax and roll 3, the enemy takes 5 hits. A
-dagger gets 1 - 1; if you roll a 3, the enemy only takes 2 hits.
+hits, it rolls 2 dice. The result is the number of hits the enemy takes
+(although armor can stop some of those hits). Some weapons have pluses and
+minuses. A small ax gets 1 + 2, which means you roll 1 die and add 2 to the
+result. If you hit with a small ax and roll 3, the enemy takes 5 hits. A dagger
+gets 1 - 1; if you roll a 3, the enemy only takes 2 hits.
 
 ARMOR AND SHIELDS
 
-Armor and shields take hits for you, thus protecting you. For instance, plate
-armor takes 5 hits/attack. If your enemy attacks with a broadsword (2 dice) and
-rolls 7, you should take 7 hits -- but your armor stops 5 of these, and you only
-check off 2 hits. If a figure in plate is hit by 3 different attacks in one
-turn, the armor takes 5 from each attack.
-
-Shields work just the same way, except that if a shield is "ready" it protects
-against attacks from the 3 front hexes, and if it is not ready, it protects
-against attacks from the rear hex (and does not subtract from your DX).
+Armor and shields take hits for you. For instance, plate armor takes 5
+hits/attack. If your enemy attacks with a broadsword (2 dice) and rolls 7, you
+should take 7 hits -- but your armor stops 5 of these, and you only check off 2
+hits. If a figure in plate is hit by 3 different attacks in one turn, the armor
+takes 5 from each attack.
+
+Shields work the same way, except that if a shield is "ready" it protects
+against attacks from the 3 front hexes. If it is not ready, it protects against
+attacks from the rear hex (and does not subtract from your DX).
 
-A left-hand dagger, or main-gauche, acts as a shield to parry 1 hit/attack
-(non-missile weapons only) from your front hexes.
+The left-hand dagger, or main-gauche, acts as a shield to parry 1 hit per
+attack, from non-missile, one-handed weapons only, from your front hexes.
 
 POLE WEAPONS
 
-The javelin, spear, halberd, and pike axe are "pole weapons." A figure which
-charge-attacks (option b) with a pole weapon does double damage if it hits. A
-figure which uses a pole weapon against a charge-attacking enemy also does
-double damage if it hits. If a figure with a pole weapon stays in the same hex
-on the turn an enemy charges him, he gets +2 DX with his pole weapon against
-that enemy. If he changed facing, he does not lose the +2 DX.
+Pole weapons can strike an enemy not in an adjacent hex, and they are especially
+good against a charging foe -- or when being used in a charge.
+
+A charge attack is defined as an attack in which the attacker moves from a
+non-adjacent hex to a hex adjacent to his target.
+
+On any turn when a pole weapon is being used in a charge attack or against a
+charge attack (or both), roll all the pole-weapon results first, in order of
+adjDX, before resolving any other attacks. Thus, a polearm user has a chance to
+kill (or knock down) a figure with a shorter weapon before the other can strike
+-- even if the other figure has a higher DX.
+
+A figure who stands still (or simply changes facing) and uses a pole weapon
+against a charge attacker gets a +2 DX.
+
+If a pole weapon is being used in a charge attack, and the attacker moved three
+hexes or more in a straight line (see diagram), the polearm does one extra die
+of damage if it hits. If a pole weapon is used against a charge attack, it also
+gets the extra die of damage, whether or not the enemy moved in a straight line.
+
+When one polearm user charges another, both results will be rolled before any
+other combats are resolved. The one with the higher adjDX will strike first --
+then (if he lives), the other one.
+
+JABBING WITH A POLE WEAPON
+
+A pole weapon can strike at a figure two hexes away. This is a "jab." There is
+no DX penalty. A polearm user has a "jab" area as shown. Javelins are too short
+to jab.
+
+The polearm user (Ragnar again) may jab at a foe in hex Y only if there is no
+one in hex X. He may jab at a figure in either of the Z hexes, regardless of
+intervening figures, because he is jabbing along a line between hexes. A
+spearman working from between and behind two swordsmen is a dangerous foe.
+
+A jab is a regular attack. A polearm user may not "charge" to a hex 2 hexes away
+from his victim and jab for extra damage; a jab only does normal damage, no
+matter how anyone had moved.
 
 THE LEFT-HAND DAGGER
 
-A fighter may use a main-gauche, or left-hand dagger, with any other one-handed
-weapon. It may be used in two ways: (1) On any turn the fighter uses it only as
-a shield, it stops one hit from any non-missile attack, and adjusts his DX by
--2. (2) On any turn he uses it as a shield AND weapon, it still stops one hit
-from any non-missile weapon. It also lets him make TWO attacks that turn
-(against the same enemy); one with the main-gauche and one with the other
-weapon. BOTH attacks are at DX -4.
+If you take an attack option, you can also make a separate dagger attack against
+the same enemy. It is rolled at -4 DX.
 
 A main-gauche gets 1 - 1 in HTH combat. A fighter may NOT use two daggers, or a
 main-gauche and dagger, in HTH combat.
@@ -507,12 +556,10 @@
 In order to make a shield-rush, you must have a shield (either large or small)
 ready. Make your attack by rolling as usual. If you fail to make your "to hit"
 roll, nothing happens. If you DO make your roll, your ENEMY must now make a
-saving roll to stay afoot.
+saving roll against adjDX to stay standing.
 
-To stay afoot after being hit with a shield rush, your foe must make a saving
-roll against his adjDX. If the figure who hit him is AS STRONG or STRONGER, this
-is a regular 3-die roll. However, if the figure who hit him is WEAKER, only TWO
-dice are rolled.
+If your figure is AS STRONG as or STRONGER than the enemy, this is a regular
+3-die roll. However, if your figure is WEAKER, only TWO dice are rolled.
 
 Since it is fairly easy to roll your adjDX or less on two dice, a shield rush by
 a weaker figure is not too dangerous. (A roll of 12, though, is an automatic
@@ -521,14 +568,14 @@
 
 When comparing strengths for a shield-rush, use original ST, not wounded ST.
 Also, note that a rush against a figure more than twice your ST will have no
-effect. Shield-rushing a giant is pointless...
+effect. Shield-rushing a giant is pointless.
 
-The shield-rush NEVER puts hits on a foe; it ONLY floors him.
+The shield-rush NEVER puts hits on a foe; it ONLY floors them.
 
 THROWN WEAPONS
 
-Some weapons may be thrown (see WEAPON TABLE, page 13). A thrown-weapon attack
-is treated exactly like a regular attack, but there is a DX adjustment of -1 for
+Some weapons may be thrown (see WEAPON TABLE, page 14). A thrown-weapon attack
+is treated exactly like a regular attack, but there is a DX penalty of -1 for
 every hex of distance to the target. A target 3 hexes away is attacked at -3 DX.
 
 It is possible for other figures to block the path of a thrown weapon. If a line
@@ -536,9 +583,8 @@
 passes through any hex containing a standing figure, that figure is "in the
 way." A line passing along the edge of a hex does NOT go through that hex. When
 a weapon is thrown, the attacker must FIRST "roll to miss" each figure between
-him and his target. The attacker makes his DX roll as usual, but if he rolls his
-adjDX or below, he MISSES, and the weapon flies past; otherwise, it hits. You
-may not "roll to miss" an enemy.
+him and his target. The attacker makes a DX roll as usual, but on a roll of
+adjDX or below, the weapon MISSES and flies past; otherwise, it hits.
 
 When you are "rolling to miss," a 14 becomes an automatic hit, a 15 is a
 double-damage hit, and a 16 is a triple-damage hit. 17 means the weapon drops in
@@ -552,6 +598,11 @@
 or to miss, as appropriate), until the weapon hits, goes 10 hexes, or strikes a
 wall and stops.
 
+Exception: If you roll to miss an enemy (for instance, to hit a more important
+foe) and fail the roll, you do not hit the enemy you tried to miss...instead,
+the weapon falls to the ground in his hex, unless you roll a 14 or above. (This
+keeps a clumsy figure from "trying to miss" and hitting easily.)
+
 Whether the attacker is trying to hit or to miss, his DX is always adjusted by
 -1 for each hex distance to the figure rolled for.
 
@@ -559,13 +610,13 @@
 miss B (DX -2) before rolling to hit D (DX -3). He may throw at E (DX -2), but
 if he misses, must then roll to hit (or miss) F (DX -3). If he misses F, he must
 roll for G (DX -4). If he wanted to hit G, he would have to roll and miss both E
-and F. He CANNOT throw at H, who is in the shaded area -- BEHIND him.
+and F. He CANNOT throw at H, who is in the shaded area BEHIND him.
 
 MISSILE WEAPONS
 
 Generally, only a disengaged figure may attack with a missile weapon (option f).
 However, a figure with a missile weapon ready can get off one shot if suddenly
-engaged (option j), but must then drop the missile weapon on the next turn.
+engaged (option l).
 
 Missile weapon fire calls for a DX adjustment based on the number of MEGAHEXES
 (MH) distance to the target. If the target is in the same MH or is 1 or 2 MH
@@ -580,7 +631,7 @@
 necessary. A roll of 17 or 18 on any target but the first breaks the ARROW but
 does not affect the bow.
 
-Missile weapons never get adds for the target's facing.
+Missile weapons never get a bonus for the target's facing.
 
 The DX adjustments for missile and thrown weapon distance are NOT considered
 when determining which figure attacks first.
@@ -627,32 +678,32 @@
 
 A disengaged figure picks option (b) to initiate HTH combat; he moves onto the
 enemy's hex during movement and attacks during combat. An engaged figure picks
-option (m), stands still or shifts, and enters an enemy hex and attacks during
+option (o), stands still or shifts, and enters an enemy hex and attacks during
 COMBAT.
 
-If the attacker had his dagger ready already, he may use it in HTH combat.
-Otherwise, he drops his ready weapon and shield in the hex he started from and
+If the attacking figure had a dagger ready already, it may use it in HTH combat.
+Otherwise, it drops any ready weapon and shield in the hex it started from and
 attacks bare-handed.
 
 When a figure is attacked HTH, it immediately rolls one die to determine its
 defense against the HTH attack, as follows:
 
-On a roll of 1 or 2, the defender drops his ready weapon and/or shield (unless
-ready weapon is a dagger) and fights bare-handed. Both figures fall to the
+1 or 2 -- the defender drops any ready weapon and/or shield (unless ready weapon
+is a dagger) and fights bare-handed. Both figures fall to the ground in the
+defender's hex.
+
+3 or 4 -- the defender drops any ready weapon and/or shield, but has time to
+ready a dagger. It can be used in the next attack. Both figures fall to the
 ground in the defender's hex.
 
-On a roll of 3 or 4, the defender drops his ready weapon and/or shield, but has
-time to ready his dagger if he has one. He will be able to use it in his next
-attack. Both figures fall to the ground in the defender's hex.
-
-On a roll of 5, the defender does not drop his weapon, and the attacker
-immediately backs up to the hex from which he entered the defender's hex. HTH
-combat does not take place.
-
-On a roll of 6, the defender does not drop his weapon, and AUTOMATICALLY gets a
-hit on the attacker (even if the defender had already attacked that turn!) The
-attacker must retreat one hex as above. HTH combat does not take place. (If the
-attacker jumped the defender from behind, ignore a 6 and roll again.)
+5 -- the defender does not drop its weapon, and the attacker immediately backs
+up to the hex from which it entered the defender's hex. HTH combat does not take
+place.
+
+6 -- the defender does not drop his weapon, and AUTOMATICALLY gets a hit on the
+attacker (even if the defender had already attacked that turn!) The attacker
+must retreat one hex as above. HTH combat does not take place. (If the attack
+was from behind, ignore a 6 and roll again.)
 
 Since figures in HTH combat are on the ground and/or grappling with their
 foe(s), they always get the +4 "rear hex" DX adjustment.
@@ -663,22 +714,23 @@
 hands against a weaker enemy get 1 - 2.
 
 A figure engaged in HTH combat may try to draw and ready its dagger (if it has
-one) by picking option (q). On a roll of 1, 2, or 3, the dagger was drawn and
-readied; otherwise, nothing happened.
+one) by picking option (u). On a roll of 1, 2, or 3, the dagger was drawn and
+readied; otherwise, nothing happened. You may use only one dagger (or
+main-gauche) in HTH.
 
 MULTIPLE HTH COMBAT
 
 When two figures are rolling around fighting, any other figure can move onto
-that hex and join the brawl, using option (b) or (m), without rolling to see if
+that hex and join the brawl, using option (b) or (o), without rolling to see if
 the attempt is successful. If two or more figures are fighting one enemy, the
 lone fighter's strength is compared to the total enemy strengths to see how many
-dice he gets. If he is stronger than all put together, he gets 1 - 2, etc...
+dice he gets. If he is stronger than all put together, he gets 1 - 2, and so on.
 When there are two or more figures on the same side in a HTH brawl, all figures
 on a side get 1 - 3.
 
 Figures on the ground in HTH combat can ONLY attack the enemies they are in HTH
 combat with. They may attempt to disengage according to the disengagement rules
-on page 18.
+below.
 
 If a standing figure attacks an enemy who is down in HTH combat with other
 figures, and misses, he then rolls for each other enemy in the HTH combat, and
@@ -689,11 +741,11 @@
 the ground, it counts as a rear attack), plus Bjorn's other DX adjustments, if
 any. If Bjorn misses the goblin, he rolls again -- same DX adjustments -- to see
 if he hit the other goblin. If he misses again, he rolls -- same adjustments --
-to see if he hit Ragnar. See HITTING YOUR FRIENDS, page 15.
+to see if he hit Ragnar. See HITTING YOUR FRIENDS, p. 17.
 
 If a missile or thrown weapon is aimed at a pile of figures in HTH combat, FIRST
 roll to see if it hit, and then roll RANDOMLY to see WHO it hit. It is not a
-good idea to fire arrows into a brawl...
+good idea to fire arrows into a brawl!
 
 DISENGAGING
 
@@ -705,9 +757,8 @@
 that same turn.
 
 Note that an enemy with a DX higher than yours will be able to strike at you on
-the turn you disengage, since his attack phase comes before yours. An enemy with
-a lower DX will not have a chance to strike at you if you disengage away from
-him.
+the turn you disengage, since his attack comes before yours. An enemy with a
+lower DX will not have a chance to strike at you if you disengage away from him.
 
 A figure engaged with more than one enemy may disengage from some while
 remaining engaged with others, but may NEVER attack on the turn it disengages.
@@ -717,7 +768,7 @@
 DISENGAGING FROM HTH COMBAT
 
 A figure in HTH combat may not automatically disengage, but must pick option
-(r), the attempt to disengage. During the movement phase it does not move, since
+(v), the attempt to disengage. During the movement phase it does not move, since
 figures in HTH remain in the same hex. During its attack phase, it does not
 attack, but rolls 1 die instead. If its DX is superior to the enemy's, it needs
 a 1, 2, or 3; if its DX is the same or less, or if there are more than one
@@ -727,48 +778,50 @@
 DEFENDING AND DODGING
 
 The "dodge" option (for disengaged figures) and the "defend" option (for engaged
-figures) have exactly the same effect. A figure which dodges or defends will
-never do any damage to the enemy. However, a figure attempting to hit a dodging
-figure (with a missile or thrown weapon) or a defending figure (with any other
-type of attack) must roll its adjDX on FOUR dice, rather than three, to hit.
-There are no automatic hits; a roll of 20 or better is a miss.
+figures) have the same effect. A figure which dodges or defends cannot attack.
+However, a figure attempting to hit a dodging figure (with a missile or thrown
+weapon) or a defending figure (with any other type of attack) must roll its
+adjDX on FOUR dice, rather than three, to hit. 4 and 5 are automatic hits with
+triple and double damage; 20 and above are automatic misses; 21 and 22 are
+dropped weapons, and 23 and 24 are broken weapons.
 
-A figure may NOT defend without a non-missile weapon ready, to parry with. Any
+A figure may only defend with a non-missile weapon ready, to parry. Any
 disengaged figure may dodge.
 
 FORCING RETREAT
 
 A figure which hit an enemy figure (missile or thrown weapon hits, or hits taken
-by the enemy's armor, don't count) and is NOT hit itself, may force the enemy to
+by the enemy's armor, don't count) and is not hit itself, may force the enemy to
 retreat one hex at the end of the turn. The victorious player moves the enemy
-figure one hex in any direction, into any hex which is vacant or contains only a
-fallen figure. He may then choose EITHER to stay still OR to move into the hex
-from which the enemy retreated. If there is no vacant or fallen-figure hex
-adjacent to the foe, you cannot force a retreat.
+figure one hex farther from the attacker, into any hex which is vacant or
+contains only a fallen figure. The victor may then choose EITHER to stay still
+OR to move into the hex from which the enemy retreated. If there is no vacant or
+fallen-figure hex adjacent to the foe, you cannot force a retreat.
 
 REACTIONS TO INJURY
 
-A figure which takes 5 or more hits in one turn has its DX adjusted -2 for the
-NEXT turn ONLY.
+A figure which takes 5 or more hits in one turn has its DX adjusted -2 for its
+NEXT attack ONLY.
 
-A figure which takes 8 or more hits in one turn IMMEDIATELY falls down. If it
-has not already attacked, it may not attack that turn. It may do nothing NEXT
-turn except stand up (or stay down). If it is in HTH combat it may do NOTHING
-next turn.
+A figure which takes 8 or more hits in one turn IMMEDIATELY falls down. Place a
+PRONE marker on it. If it has not already attacked, it may not attack that turn.
+On the next turn it may use option (g) to stand or crawl. If it is in HTH combat
+it may do NOTHING next turn.
 
 A giant loses 2 DX for 9 hits in one turn, and falls down on 16.
 
-Any figure whose ST is reduced to 3 or less has an extra -3 DX for the remainder
-of the game. Any figure whose ST is reduced to 1 falls unconscious, and any
-figure whose ST is reduced to 0 dies.
+Any figure whose ST is reduced to 3 or less has an extra -3 DX for the rest of
+the game. Any figure whose ST is reduced to 0 falls unconscious, and any figure
+whose ST is reduced below 0 dies. Flip the counter over; it is now an obstacle.
 
 DROPPED WEAPONS
 
-A dropped weapon counter should be placed in a hex where (a) a thrown weapon
-lands, (b) a figure is standing when it drops its weapon to ready a new one
-(engaged figures MUST drop their ready weapon to ready a new one; disengaged
-figures may re-sling their ready weapon as they ready a new one), or (c) a
-figure drops its weapon when it rolls a 17 on the "to hit" roll.
+A dropped weapon counter should be placed in a hex where a weapon falls for any
+reason such as (a) a thrown weapon lands, (b) a figure is standing when it drops
+its weapon to ready a new one (engaged figures MUST drop their ready weapon to
+ready a new one; disengaged figures may re-sling their ready weapon as they
+ready a new one), or (c) a figure drops its weapon when it rolls a 17 on the "to
+hit" roll.
 
 The counter for a dead or unconscious figure is assumed to include a dropped
 weapon counter for each weapon it was carrying when it fell.
@@ -777,141 +830,140 @@
 
 WEAPON TABLE
 
-Weapon                  Dice    ST      Notes
+Weapon               Dice    ST  Notes
 
-Dagger *                1 - 1   -       1 + 2 in HTH combat.
-Main-Gauche             1 - 1   -       See main-gauche rules, p. 8.
-Rapier                  1       9
-Club *                  1       9
-Hammer *                1 + 1   10
-Cutlass                 2 - 2   10
-Shortsword              2 - 1   11
-Mace *                  2 - 1   11
-Small ax *              1 + 2   11
-Broadsword              2       12
-Morningstar             2 + 1   13
-2-handed sword #        3 - 1   14
-Battleaxe #             3       15
+Dagger *             1 - 1   -   1 + 2 in HTH combat
+Main-Gauche          1 - 1   -   See main-gauche rules, p. 13
+Rapier               1       9
+Club *               1       9
+Hammer *             1 + 1   10
+Saber                2 - 2   10
+Shortsword           2 - 1   11
+Mace *               2 - 1   11
+Small ax *           1 + 2   11
+Broadsword           2       12
+Morningstar          2 + 1   13
+2-handed sword #     3 - 1   14
+Battleaxe #          3       15
 
 Pole Weapons
 
-Javelin *               1 - 1   9       See Pole Weapon rules.
-Spear * #               1 + 1   11      "
-Halberd #               2 - 1   13      "
-Pike axe #              2 + 2   15      "
+Javelin *            1 - 1   9   See Pole Weapon rules, p. 12
+Spear * #            1 + 1   11  "
+Halberd #            2       13  "
+Pike axe #           2 + 2   15  "
 
 Missile Weapons
 
-Thrown rock             1 - 4   -       A figure can always pick up a rock.
-Sling                   1 - 2   -
-Small bow #             1 - 1   9       2 shots/turn if adjDX = 15+
-Horse bow #             1       10      2 shots/turn if adjDX = 16+
-Longbow #               1 + 2   11      2 shots/turn if adjDX = 18+
-Light crossbow #        2       12      Fires every other turn, or every turn if
-                                        adjDX = 14+
-Heavy crossbow #        3       15      Fires every 3rd turn, or every other
-                                        turn if adjDX = 16+
+Thrown rock *        1 - 4   -   You can always pick up a rock!
+Sling #              1 - 2   - 
+Small bow #          1 - 1   9   2 shots/turn if adjDX = 15+
+Horse bow #          1       10  2 shots/turn if adjDX = 16+
+Longbow #            1 + 2   11  2 shots/turn if adjDX = 18+
+Light crossbow #     2       12  Fires every other turn, or every turn if
+                                 adjDX = 14+
+Heavy crossbow #     3       15  Fires every 3rd turn, or every other
+                                 turn if adjDX = 14+
 
 * This weapon may be thrown -- see THROWN WEAPONS.
 
 # This is a two-handed weapon. If the fighter has a shield, it must be slung on
-his/her back while the weapon is ready.
+    his/her back while the weapon is ready.
 
 ARMOR
 
-Plate armor takes 5 hits/attack; wearer's MA = 6; -6 to DX.
+Plate armor takes 5 hits/attack; wearer's MA = 6; -5 to DX.
+Half-plate takes 4 hits/attack; wearer's MA = 6; -4 to DX.
 Chainmail takes 3 hits/attack; wearer's MA = 6; -3 to DX.
 Leather armor takes 2 hits/attack; wearer's MA = 8; -2 to DX.
+Cloth armor takes 1 hit/attack; wearer's MA = 10; -1 to DX.
 No armor: MA = 10, no hits stopped, no DX penalty.
 
 SHIELDS
 
-Large shield takes 2 hits/attack (to front); -1 to DX.
-Small shield takes 1 hit/attack (to front); no DX penalty.
-Main-gauche parries 1 hit/attack; -2 DX, or -4 if used as weapon.
+Large shield takes 2 hits/attack (to front); -1 to DX. Small shield takes 1
+hit/attack (to front); no DX penalty. Main-gauche parries 1 hit/attack (to
+front); see p. 13.
 
 REMEMBER: A FIGURE MAY CARRY ONE DAGGER OR MAIN-GAUCHE, AND TWO OTHER WEAPONS. A
 SHIELD COUNTS AS A WEAPON.
 
-VIII. NONHUMAN FIGURES
+VIII. NONHUMANS
 
-In order to simulate fantasy combat or gladiatorial contests, you may wish to
-use nonhuman figures in Melee.
+To simulate fantasy combat or gladiatorial contests, you may use nonhuman
+figures in Melee.
 
 MONSTERS AND BEASTS
 
 A BEAR has a MA of 8. It normally does 2 + 2 damage, or 3 dice in HTH combat.
-Its fur acts as armor, taking 2 hits/attack. Suggested ST = 30 (this is a BIG
-bear). Suggested DX = 11.
+Its fur acts as armor, taking 2 hits/attack. Suggested ST 30 (this is a BIG
+bear). Suggested DX 11.
 
-A WOLF has a MA of 12. Its bite does 1 + 1 damage, and its fur stops 1
-hit/attack. Suggested ST = 10 (more for dire wolves); suggested DX = 14.
+A WOLF has a MA of 12. Its bite does 1 + 1; its fur stops 1 hit/attack.
+Suggested ST 10 (more for dire wolves); suggested DX 14.
 
-A GIANT SNAKE has MA = 6. Its bite does 1 + 1 damage. It is very hard to hit; -3
-off your DX for any attack on it. Suggested ST = 12; suggested DX = 12. Its side
+A GIANT SNAKE has MA 6. Its bite does 1 + 1 damage. It is very hard to hit; -3
+off your DX for any attack on it. Suggested ST 12; suggested DX 12. Its side
 hexes are considered front hexes for all purposes, because it can strike so
 quickly.
 
 Other animal figures can be set up along similar lines.
 
-A GIANT (say, 9-12 feet tall) occupies 3 hexes; see sketch for which sides are
-"front." His MA is 10 unless he is in armor; count the number of hexes his FRONT
+A GIANT (say, 9-12 feet tall) occupies 3 hexes; see diagram for which sides are
+"front." His MA is 10 unless he is in armor; count the number of hexes his front
 moves. His ST will be AT LEAST 24; it might be 40 or 50 if he's a tough one. His
 DX will be low -- rarely more than 9, even without armor. A giant uses big
-weapons, like a spiked club worth (1 + 1) for every 10 ST he starts with. A
-giant gets 2 - 1 in HTH combat.
+weapons, like a spiked club worth 1 + 1 for every 10 ST he starts with. A giant
+gets 2 - 1 in HTH combat. A giant must be in the front hexes of two foes to be
+"engaged."
 
-A GARGOYLE (see cover) has DX = 11, ST = 20. Its stony flesh stops 3
-hits/attack, and its rocklike hands do 2 dice damage in regular or HTH combat.
-It uses no weapons. Its MA is 8 on the ground, 16 if flying. It lands to attack,
-but may land ON you for HTH...
+A GARGOYLE has DX 11, ST 20. Its stony flesh stops 3 hits/attack, and its
+rocklike hands do 2 dice damage in regular or HTH combat. It uses no weapons.
+Its MA is 8 on the ground, 16 if flying. It lands to attack, but may land ON you
+for HTH.
 
-An ORC is just like a human figure -- except evil.
+An ORC is just like a human figure -- but most are evil.
 
-A HOBGOBLIN fights like a man, but its ST and DX total to only 20, with a
-minimum of only 6 each.
+A HOBGOBLIN has min ST 7, min DX 6, totaling 20.
 
-A GOBLIN also fights like a man, but is even smaller; minimum ST and DX 4 each,
-totaling only 18.
+A GOBLIN has min ST 6, min DX 8; total 22.
 
 FANTASY FIGHTERS
 
-An ELF is like a man, except his MA without armor is 12. In leather, he moves
-10. His movement in other armor is the same as a man's. Minimum ST = 6; minimum
-DX = 10; total = 24.
-
-A DWARF is also like a man, except min DX = 6, min ST = 10; total = 24. Dwarves
-do an extra +1 damage when they hit with hammers or axes.
-
-A HALFLING has ST and DX adding to 20. Min ST = 4; min DX = 12. Halflings get an
-extra +3 DX adjustment with missile or thrown weapons, and do an extra +1 damage
-when they hit with them.
+An ELF is like a man, except his MA with cloth or no armor is 12. In leather, he
+moves 10. His movement in other armor is the same as a man's. Min ST 6; min DX
+10; total 24.
+
+A DWARF is also like a man, except min DX 6, min ST 10; total 24.
+
+A HALFLING has min ST 4, min DX 12, with only 6 points added; total 22. A
+Halfling gets a +2 DX bonus whenever he throws something. He may also throw any
+weapon on the same turn he readies it.
 
 IX. EXPERIENCE
 
 Figures which survive combat gain experience, which can increase their strength
 and dexterity. The experience a fighter gains depends on the type of combat, and
-whether the enemy was superior or inferior in total attributes (ST + DX). In
-multi-figure combats, the AVERAGE superiority is considered.
+whether the enemy was superior or inferior in total combined attributes (ST+DX).
 
 COMBAT TO THE DEATH. Continues until all on one side are slain. 50 experience
-points (EP) to each survivor, or 70 if the enemy averaged more than 3 superior
-in ST + DX.
+points (XP) to each survivor, or 100 if the enemy averaged more than 3 superior
+in ST+DX.
 
-ARENA COMBAT. Continues until all on one side are dead OR escape from the "door"
+ARENA COMBAT. Continues until all on one side are dead or escape from the "door"
 from which they entered. Unconscious figures may not be slain. Winners get 30
-EP; defeated survivors get 20 EP (unless they ran away unhurt, in which case
-they lose 10 EP). If one side averaged 3 or more weaker in total attributes,
-survivors on that side get 10 extra EP each.
-
-PRACTICE COMBAT. No missile weapons. All weapons are blunted and do 1/2 damage.
-A figure drops out when its ST goes to 3 or less. (It is possible to get killed
-in practice -- but difficult.) Those still on their feet when one side is
-eliminated get 10 EP each. Others get nothing but bruises.
-
-When a figure gets 100 EP, he/she may "trade them in" for one additional point
-added to EITHER basic ST OR basic DX. There is no limit to how high a fighter
-can raise his or her attributes, with enough experience.
+XP; defeated survivors get 20 XP (unless they ran away unhurt, in which case
+they lose 10 XP). If one side averaged 3 or more weaker in total attributes,
+survivors on that side get 10 extra XP each.
+
+PRACTICE COMBAT. No missile weapons. All weapons are blunted and do 1/2 damage
+(round down). A figure drops out when its ST goes to 3 or less. (It is possible
+to get killed in practice -- but difficult.) Those still on their feet when one
+side is eliminated get 10 XP each. Others get nothing but bruises.
+
+A figure with 100 XP may "trade them in" for one additional point added to
+EITHER basic ST or basic DX. Up to 8 attribute points may be added. After
+that...see In The Labyrinth.
 
 X. COMBAT EXAMPLE
 
@@ -943,21 +995,21 @@
 basic and adjusted DX are the same.
 
 TURN 1. The two enter from opposite sides of the board. Flavius wins the
-initiative roll. Seeing that his enemy has a bow, he runs toward him his full MA
+initiative roll. Seeing that his enemy has a bow, he runs his full MA toward him
 -- 6 hexes. Wulf moves up 1. Flavius cannot attack, but Wulf can fire, and does.
 He rolls 9 on 3 dice, which is less than his DX of 10, so he hits (Flavius was
 close enough that there was no DX adjustment for range). A longbow does 1 + 2
 damage. Wulf rolls 1 die, getting a 5, so Flavius takes 7 hits. His armor and
-shield stop 5 -- so only 2 hits are marked against Flavius.
+shield stop 5 -- so only 2 hits are marked against the Roman.
 
 TURN 2. Wulf wins the initiative roll, and tells Flavius to go first. Flavius
-decides to move 1/2 his MA (3 hexes) and dodge. Wulf backs up 1. Flavius cannot
-attack. Wulf can fire again. Since Flavius dodged, Wulf has to roll on FOUR dice
+decides to move half his MA (3 hexes) and dodge. Wulf backs up 1. Flavius cannot
+attack. Wulf can fire again. Since Flavius dodged, Wulf has to roll on four dice
 to see if he hits. He rolls a 16, which is not nearly good enough, so he misses.
 
 TURN 3. Wulf wins the initiative roll again, and tells Flavius to move first.
 This lets Flavius run the 5 hexes to where Wulf is standing -- so Wulf is
-engaged when his chance to move comes. Wulf shifts one hex so his back won't be
+engaged when his chance to move comes. Wulf shifts one hex so his back will be
 to the wall. Flavius can't attack; he moved more than 1/2 his MA. Wulf can fire
 his bow one last time, since he wasn't engaged at the start of the turn. He
 rolls an 8 on 3 dice, which hits -- but when he rolls for damage, he only rolls
@@ -977,24 +1029,24 @@
 a retreat.
 
 TURN 6. Wulf's DX is -2 this turn, because of the injury last turn, so his adjDX
-is 8 -- the same as Flavius'. They roll to see who strikes first; Wulf wins. He
-rolls a 4, which is a hit with double damage. His sword is a 3 - 1 weapon; he
-rolls 3 dice, and gets a 6. 6 minus 1 is 5, which is doubled: 10 hits on
-Flavius. The armor and shield take 5; Flavius takes the other 5. Now he, too, is
-badly hurt.
+is 8 -- the same as Flavius'. They roll to see who strikes first; Flavius wins,
+but his strike misses. Wulf attacks and rolls a 4, which is a hit with double
+damage. His sword is a 3 - 1 weapon; he rolls 3 dice, and gets a 6. 6 minus 1 is
+5, which is doubled: 10 hits on Flavius. The armor and shield take 5; Flavius
+takes the other 5. Now he, too, is badly hurt.
 
 TURN 7. The players don't bother with initiative. Wulf's DX is back up to 10,
 but Flavius' is -2...so it is only 6 this turn. Flavius knows his chance to hit
-is bad, so he picks option (i) and defends. This means Wulf must roll 10 or less
+is bad, so he picks option (k) and defends. This means Wulf must roll 10 or less
 on FOUR dice. He fails. Flavius, of course, has no chance to hit, since he is
 defending.
 
 TURN 8. Both figures now have their DX back to normal. They ignore initiative
-and hack at each other. Wulf, with the better DX, hacks first; he rolls a 13,
-which misses. Flavius rolls a 6 to hit. He rolls two dice for his shortsword and
-gets a 7 -- so he puts 6 more hits on Wulf. Wulf has now taken 12 hits. 13 will
-knock him out, and 14 will kill. Flavius retreats him one hex and follows.
+and hack at each other. Wulf, with the better DX, goes first; he rolls a 13,
+which misses. Flavius rolls a 6 to hit. He rolls two dice and gets 8 -- so he
+puts 7 more hits on Wulf. The German has now taken 13 hits. 14 will knock him
+out, and 15 will kill. Flavius retreats him one hex and follows.
 
 TURN 9. Wulf's injured DX is only 5 (-2 for taking 5 hits last turn, and -3 more
-because his ST is down to 2). Flavius rolls a 7, which hits; since his sword
+because his ST is down to 2). Flavius rolls a 7, which hits. Since his sword
 will do at least 1 damage, Wulf is a goner.
