Revised Edition Edited by Guy W. McLimore, and Howard Thompson Jr. Cover by Roger Stine IIlustrations by Pat Hidy, Liz Danforth and Trace Ha Ilowe II Fifth Edition Copyright
© 1981 by Metagaming

MELEE is the basic tactical combat system for Metagaming's THE FANTASY TRIP role-playing game. MELEE regularizes tactical mevement and combat actions in a realistic and playable manner.

MELEE is a two player game that stands alone. It may be played with no other game modules. It may be played solitaire or by several players. For more elaborate combats involving magic MELEE may be combined with Microgame no. 6, THE FANTASY TRIP: WIZARD.

Flavius' own swing went wild. but his opponent was forced to abandon his bow. weaving to spoil the archer's aim. They had been in this forest for three days. The bleeding German tried to sidestep. As he stepped into the little glade... The COMBAT EXAMPLE (page 20) takes the same fight and shows. MELEE is a game of man-to-man com bat with archaic weapons. The unarmored savage staggered back. he abandoned the attack for a few seconds. except to pick off an occasional scout. Glancing off the shield and through armor. Successful fighters increase their strength and dexterity by gaining experience. the barbarian moved to put his back to a tree. was angry.. .. Flavius followed quickly and struck again. If that old fool was dozing off again. Flavius felt pain. As Flavius neared. Flavius saw movement at the other end. but well able to walk. rather than saw. Flavius was hurt. Burdened as he was by helmet and greaves. Somehow. suddenly. And now Honorius was overdue from sentry duty. using the Melee rules and dice rolls. Honorius? No! He sensed. losers die. The barbarian collapsed. Players create figures and send them into combat against a variety of opponents. Slowed by his armor and shield. and the two were trading hacks. An arrow snapped. but Flavius cut him off. content to parry and wait. Then. wounding the barbarian badly. A second arrow missed. Giddy from the shock. His soldier's reflexes launched him into a charge. He moved in. Now the German tribesman had come up with an enormous broadsword. and the tactics the players choose will combine to tell which figures will survive. how Flavius bested his adversary. there'd be trouble. INTRODUCTION Flavius Marcellus. He bent over the savage. he could probably get that barbarian before . the strength and dexterity of the fighters.2 I. youngest centurion of the Legion. but the armor stopped it. The narrative above was taken from an actual game. Flavius' shortsword went under the German's wild slash and bit deeply.. The German barbarians weren't showing themselves.but he was all right. but not much. it ended. the broadsword bit into Flavius' side. His third arrow went off as the Roman swung his sword. either dead or too badly wounded to stand.. Flavius despaired of striking his agile opponent. thank the Gods for his armor. Selection of weapons and armor. In the bushes he saw what was left of Honorius .and maybe a prisoner. he did. Nevertheless. the shaggy clothing . It struck. The swords clashed and sparked.and the ready bow. the tribesman's desperate stroke hit home. He had revenge for his man . It can be used to simulate combat between single opponents or small groups in any period.

.. .. (3) One counter sheet.. . MOVEMENT AND SHIFTING. . . Fantasy Fighters . IX. . Rolling for Damage.. inside front 3 4 4 4 5 5 8 9 9 10 10 I1 11 I1 I1 12 12 13 14 15 16 16 I7 I7 I7 I7 17 18 18 18 19 . . . Pole Weapons . . .. .. and larger black-bordered "megahexes" to govern missile weapon fire.. . Miniature figures are not necessary. III. VIII. DX Adjustments . . . . Rolling for a Hit... . divided into hexagons ("hexes") to govern movement. Defending and Dodging Forcing Retreat. . . . . . You will also need pencils. . . IV. . . Strength.. .. . . .. . . Reactions to Injury. Armor and Shields . . . . . .. . . . . CREATING A FIGURE. . . Monsters and Beasts . and dropped weapons. monsters.. I. . . . . .. . .. . (2) One SY. but add interest. COMBAT EXAMPLE . Dropped Weapons. .. 20 20 II. COMPONENTS. Multiple HTH Combat. . . TURN SEQUENCING.. V. FACING.. VI. . . .. . The Left-Hand Dagger . scratch paper.. VII.. . . Quick reference chart . ATTACKS. .. . (4) One die. . EXPERIENCE . . . . . . . Disengaging from HTH Combat. . Thrown Weapons Missile Weapons ' Weapon Table Hitting Your Friends Hand-to-Hand Combat. . . . . which may be cut apart into 68 counters representing men. . . . ." x 14" arena map. .. . .. NONHUMAN FIGURES. . . .. II. . . X.. . Dexterity. . . COMPONENTS This MELEE game should contain the following components: (1) This rule booklet. Disengaging . .3 INTRODUCTION.. List of Actions . animals. . and a straightedge.

but reduce its DX and movement allowance (MA). a shield coun ts as a weapon. A table of DX adjustments is given under A IT ACKS Once a figure's 24 beginning points are divided between ST and DX. govern how much damage it can do.and a clumsy figure can improve its chances by getting a positive DX adjustment. Once a figure's ST and DX has been determined. ARMOR AND SHIELDS are covered on page 11. that figure is dead. When a figure is first created. A figure's ST and DX must be considered carefully when weapons are chosen. or any other combination adding to 24. "Hits" represent combat damage. in which one of the most important factors is the ability of the individual fighters. However. The weapons a figure chooses. Neither ST nor DX may begin at less than 8 for a human figure. Thus. (3) how quickly a figure can strike. The hits a figure takes are subtracted from its ST. page 13) has a ST number. the ADJUSTED DX is what is meant. each figure begins with a total of 24 points . (3) how well the figure does in unarmed combat (see HAND-TOHAND COMBAT.see EXPERIENCE. and in time become much more powerful . CREATING A FIGURE MEl. They offer a figure protection. A figure may only carry two weapons (plus a dagger) at a time. if any. DEXTERITY governs: (1) how likely a figure is to hit an enemy it attacks. which will be discussed later. Each counter in Melee represents a "figure" with its own capabilities. Dexterity is ADJUSTED for several factors. 8 DX. wounds. the player should decide what armor. determined by the player before the game begins. a figure who gains experience by surviving combat may gain strength and dexterity. (Animals and monsters go by other rules. and what weapons and/or shield he or she will carry. A fighter's basic attributes are Strength (ST) and Dexterity (DX).13 to ST and 11 to DX. the player determines its ST and DX as follows: A human figure starts with 8 ST. Only a figure whose ST begins at or above that number can use that weapon. and when ST reaches zero.4 III. they cannot be shifted. A figure with a high basic DX may have a very small chance of hitting if its ADJUSTED DX is low . etc. such as armor. (2) what weapons a figure can use. and 8 extra points to be allotted as the player chooses. a strong but clumsy fighter will use arms and tactics totally different from those of a dextrous but weak one.) STRENGTH governs: (1) how many hits a figure can take. . of course. (The fact that ST is reduced during a fight does not affect weapon use. when ST reaches 1 a figure collapses and cannot fight. the figure will wear. Each weapon (shown on the WEAPON TABLE.EE is a game of man-to-man combat. When these rules refer to DX. (2) how easily a figure can disengage from an enemy.

SHIEI-Q "'i-'HI""-P The rust is 11.E"TJlI<~ ". especially when miniature figures are being used as counters. which is his E. parentheses after his basic DX). which is just enough to let him carry the spear. When Ragnar goes into combat. which is his DX when he uses the shield. when he uses the shield he can take 4 hits/attack.c..Nte" POII'll" > £0 adjusted DX without the shield. Giving each figure a name and background adds interest.p-". ~fOI"S 2.. but it may pick up or drop weapons as long as it never carries more than two (plus a dagger) at once. His ST is 11. although it is usually . A figure may not put on or take off armor during a combat. since he will take time to recover before another fight. L. as in the example below: Ragnar is a Viking..lIl'Eftl.ER. He can withstand 2 hits per attack without loss of ST due to his leather armor. He also carries a large shield which takes 1 hit per DK attack. Once each player's figures are ready.. the hits he took can be erased. He wears ~~~NAR 'ftit:: IfIIl'fTUOU~ leather.Gt. 5. the second is 10.. which takes 2 hits per attack. the hits he takes should oe shown as tally marks next to his ST.~ 8 slung on his back because he SPEAR I·'_ needs both hands for his spear.. III1S. you may begin the combat.A record sheet or card should be made up for each figure. a figure may freely change weapons and armor. if he survives. Between combats. ON. I-I His card is complicated because he has two adjusted DX (in L.II I- "'"13 (11)(10) LiJ fi X\ 5 1: .


7 .

leather armor = MA 8. chainmail = MA 6. Whenever a figure jumps over another figure. or prone figure at a cost of 3 from its MA that turn. and moves 4 hexes during the movement phase of the tum. See FACING. SHIFTING Only disengaged figures have options which let them move their full MA. Figures in HTH combat may not move at all until they successfully disengage. If he had moved only two hexes.that is. or ends its move in a hex with a fallen figure. An unarmored human has an MA of 10 . Armor reduces MA. . MAs for nonhumans are given under NONHUMAN FIGURES. He may not perform any other actions because he has moved too far. A figure may perform only ONE action per tum. Normally. this is called a "shift" in the list of options. He is not engaged at the start of the movement phase. thus becoming engaged. he can move 10 hexes per turn. dead. V. Moving on to other figures. so he may perform any of the actions (a) through (d). An engaged figure may move only one hex during movement. it stumbles and immediately falls down in the hex with the other flgure.8 EXAMPLE: Ragnar the Impetuous is disengaged and has an MA of 8. and plate armor = MA 4. On a roll of 6. it immediately rolls one die. A FIGURE MUST STOP ITS MOVEMENT when it enters any front hex of an enemy figure.MOVEMENT Figures begin the game in any of the 4 entrance hexes (starred) at opposite ends of the arena. and must stay adjacent to all figures to which it is engaged. he could have performed any action (a) through (f). a figure may never move through a standing or kneeling figure. A figure may "jump over" an unconscious. only one figure occupies a hex. Each figure has a movement allowance (MA) of a certain number of hexes. or move into another figure's hex for HTH combat and stop. A figure may move into a hex with a fallen (unconscious or dead) figure and stop.

: si~:rh~r~e~~ f . only at figures in these hexes. and may always change its facing at the end of its movement turn. unless it is thrown or dropped (except a crossbow. ~~~e~'s~~r. but Rolf is not engaged (he is in Bjorn's rear hex). it has no front. or one bending over to pick up a weapon. r Facing also determines which figures may be attacked. and HTH. This takes up a turn. In order to attack (except HTH). An unready shield is slung on the figure's back. is considered to face "rear" in all six directions. Attacking from an enemy's side hex adds +2 to your DX. below. fI ~ The unshaded hexes are "in front of' Tark. a figure must have a READY WEAPON. _ In this diagram. is "ready" or not. ATTACKS. even if it stayed in the same hex. Jon and Grath are not engaged. or throw weapons. . A weapon stays ready after an attack. An "attack" is an attempt to hit an enemy. they are not enemies. He can fire missile weapons. A figure on the ground. the front figure is engaged.: the "r" hex is her rear hex. . as shown by the direction the counter is turned. VII. However. but the rear one is not. the new weapon can be used on the NEXT turn. There are several types of attacks: regular.I F acing determines which figures are engaged. A player may change the facing of a figure whenever it MOVES. A shield.xee~ . attacking from his rear adds +4. which takes time to reload). If a figure is S behind an enemy. a figure chooses option (c) or (k) to ready a new weapon. Bjorn is engaged (he is in Rolfs front hex). In order to change weapons. missile-weapon. a prone or kneeling archer has normal "front" hexes for purposes of determining where he/she may fire. See ATTACKS. For missile and thrown weapons. Tark is not engaged. The ) ~~~e:s. each is in one of the other's front hexes. like a weapon. A figure is ENGAGED if it is in an ENEMY's front hex. Example: Astrid is facing the hex di\ f rectly "above" her in the diagram.9 VI. ONLY AN ENEMY IN ONE OF YOUR THREE FRONT HEXES MAY BE ATTACKED. Karl and Astaroth are both engaged. FACING Each figure faces one side of its hex. as shown below. A figure has one weapon and/or shield (specified by the player) ready when it enters the arena. thrown-weapon. only figures "in front" of you may be attacked.

a figure must roll its ADJUSTED DX or LESS on 3 dice. Thus. as stated above. ROLLING FOR A HIT When an attack is made. Adjustments to DX are as follows: ATTACKER'S ARMOR.10 REMEMBER: A figure may not attack during a given turn unless it chose one of the actions whose title includes the word "attack. SHIELD. -I if target is 3 Or 4 MH distant. Leather armor -2 Chainmail -3 Plate armor -5 Large shield (when ready) -1 Main-gauche as shield only . . stand up.2 Main-gauche as 2nd weapon -4 FACING Attacking from enemy's side +2 Attacking from enemy's rear +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 .. To hit. CANNOT attack that turn. against charging enemy +2 Missile/thrown attack against figure sheltering behind body -4 Adjustments are figured before each attack. disengage. -2 if target is 5 or 6 MH distant . THROWN WEAPON RANGE -I DX for every HEX distance to the target. Only one figure may be attacked per turn (exception: a figure which fires two arrows can fire at two different targets). etc.2. the attacker rolls three dice to see whether he hit the enemy." Figures which change weapons. The adjDX represents the chance to hit the enemy. ETC. a distant target makes you less accurate but no slower.and so on. in bigger arenas. OTHER ADJUSTMENTS Crossbowman lying prone + I Pole weapon user standing still. move more than Y2 their MA. a figure with adj DX 8 must roll 8 or less. A figure reduced to ST 3 or less is DX -3. MISSILE WEAPON RANGE No penalty if target is in same megahex or 1 or 2 MH distant. Attacks come off in order of adjDX counting everything BUT missile and thrown weapon range.

as shown on the WEAPON TABLE. a broadsword gets 2 dice. A roll of 5 always hits. THE LEFT-HAND DAGGER A fighter may use a main-gauche. or main-gauche. A dagger gets 1 . acts as a shield to parry 1 hit/attack (non-missile weapons only) from your front hexes. ROLLING FOR OAMAGE When an attacker rolls his OX or less on 3 dice. Action b) for Disengaged figures. and if it is not ready. or left-hand dagger. and you only check off 2 hits. as stated above. Shields work just the same way. except that if a shield is "ready" it protects against attacks from the 3 front hexes. and the attacker drops that weapon in his own hex. if you roll a 3. regardless of OX. It may be used in two ways: (l) On any . with any other one-handed weapon. you should take 7 hits . A roll of 16 always misses. the enemy takes 5 hits. If a figure in plate is hit by 3 different attacks in one turn. If your enemy attacks with a broadsword (2 dice) and rolls 7. and the attacker's weapon is broken. POLE WEAPONS A figure which charge attacks. The result is the number of hits the enemy takes (although his armor will take some of those hits for him). regardless of OX. he then rolls 2 dice. If a figure attacks with a broadsword and hits. BUT: A roll of 3 always hits. How many dice are rolled depends on the attacker's weapon. with or without a facing change. If you hit with a small ax and roll 3.but your armor stops 5 of these. A roll of 4 always hits. thus protecting you. and does double damage. regardless of OX.) A roll of 18 always misses. If a figure with a pole weapon stays in the same hex. A small ax gets I + 2. the armor takes 5 from each attack. For instance. and does triple damage. The figure's last three hexes of movement must be in a straight line and without a facing change or the double damage bonus does not apply. A roll of 17 always misses. it protects against attacks from the rear hex (and does not subtract from your OX). with a pole weapon does dou ble damage if the target is hit. the enemy only takes 2 hits. which means you roll I die and add 2 to the result. regardless of OX.I. Some weapons have pluses and minuses. ARMOR AND SHIELDS Armor and shields take hits for you. then the pole weapon figure gets +2 OX against that enemy on his to hit roll as well as the double damage bonus if he hits. plate armor takes 5 hits/attack. he hits the enemy. A left-hand dagger. on the tum an enemy figure charge attacks him. How much damage he does is determined by another dice roll.11 The roll to hit is adjOX or less on 3 dice. (A thrown weapon drops in the target hex instead. For instance.

BOTH attacks are at OX -4. must then roll to hit (or miss) F (DX -3). it falls to the ground in that hex. Roll for each standing figure whose hex the line passes through (rolling to hit or to miss. It is possible for other figures to block the path of a thrown weapon. It also lets him make TWO attacks that turn (against the same enemy). goes 10 hexes. only a disengaged figure may attack with a missile weapon. and a 16 is a triple-damage hit. However.12 turn the fighter uses it only as a shield. He CANNOT throw at H. A target 3 hexes away is attacked at -3 DX. but there is a DX adjustment of -1 for every hex of distance to the target. but if he misses. he must roll to miss B (DX -2) before rolling to hit D (DX -3). A may throw a weapon at B (OX -2) or C (OX -3). If he misses F. (2) On any turn he uses it as a shield ANO weapon. in HTH combat. . A thrown-weapon attack is treated exactly like a regular attack. 18 means it breaks. If a line drawn from the center of the attacker's hex to the center of the target hex passes through any hex containing a standing figure. it stops one hit from any non-missile attack. If a thrown weapon misses its intended target." a 14 becomes an automatic hit. otherwise. THROWN WEAPONS Some weapons may be thrown (see WEAPON TABLE). or strikes a wall and stops. he MISSES. that figure is "in the way. and adjusts his OX by -2. until the weapon hits. To throw at D. You may not "roll to miss" an enemy. the attacker must FIRST "roll to miss" each figure between him and his target." A line passing along the edge of a hex does NOT go through that hex. 17 means the weapon drops in that hex. When you are "rolling to miss. If he wanted to hit G. a 15 is a double-damage hit. A fighter may NOT use two daggers. MISSILE WEAPONS Generally. as appropriate). but if he rolls his adjDX or below. one with the main-gauche and one with the other weapon. a figure with a missile weapon ready can get off one shot if suddenly engaged. When a weapon is thrown. who is in the shaded area BEHIND him. He may throw at E (DX -2). his DX is always adjusted by -1 for each hex distance to the figure rolled for. Whether the attacker is trying to hit or to miss. or a main-gauche and dagger. but must then drop the missile weapon on the next turn. The attacker makes his OX roll as usual. it hits. When a thrown weapon hits. it continues along the line drawn between the attacker's hex and the target hex for 10 hexes past the target hex. A main-gauche gets 1 . he would have to roll and miss both E and F. he must roll for G (DX -4).1 in HTH combat. it still stops one hit from any non-missile weapon. and the weapon flies past.

Leather armor takes 2 hits/attack. See main-gauche rules. wearer's MA = 6. No armor: MA = 10. -2 OX. Main-gauche parries I hit/attack.4 I.1 1+2 2 2+1 3. -6 to OX. no hits stopped. or -4 if used as weapon. -4 to OX.13 WEAPON TABLE Weapon Dagger" Main-Gauche Rapier Club" Hammer' Cutlass Shortsword Mace' Small ax" Broadsword Morningstar 2-handed sword t Battleaxe t Javelin" Spear't Halberd t Pike axe t Thrown rock Sling Small bow t Horse bow t Longbow t Ligh t crossbow t Heavy crossbow t Oice 1. p. wearer's MA = 4.I I 1+2 2 3 ST 9 9 10 10 11 11 Notes I + 2 in HTH combat. 2 shots/turn if adjOX = 15+ 2 shots/turn if adjOX = 16+ 2 shots/turn ifadjOX= 18+ Fires every other turn.1 1 1 1+ 1 2-2 2. If the fighter has a shield.1 1+2 2.1 2+2 I. Chainmail takes 3 hits/attack. ARMOR Plate armor takes 5 hits/attack. or every other turn if adjOX = 16+ Missile Weapons 9 10 11 12 IS * This weapon may be thrown . t This is a two-handed weapon.1 1. 11 " 13 IS A figure can always pick up a rock. or every turn if adjOX = 14+ Fires every 3rd turn. it must be slung on his/her back while the weapon is ready. Small shield takes I hit/attack (to front). . -2 to OX. wearer's MA = 8. -I to OX. 11 12 13 14 15 Pole Weapons 9 See Pole Weapon rules. no OX penalty.1 3 1. SHIELDS Large shield takes 2 hits/attack (to front).1 2. 8.2 I.see THROWN WEAPONS. no OX penalty.

and the attacker must roll to miss any standing figure in the way. Crossbows normally fire every 2nd or 3rd turn (depending on user's OX and type of bow . making new OX adjustments as necessary.14 Missile weapon fire calls for a OX adjustment based on the number of MEGAHEXES (MH) distance to the target. If the target is kneeling. This can happen when a standing figure tries to hit an enemy on the ground in HTH combat. one by one to MISS each friendly figure in that hex. A crossbowman lying prone gets a + I OX adjustment. one by one. In the same way. he must roll. 2. He may then roll. Any figure may lie prone or kneel in a hex directly behind a sheltering body. he needs a I. Missile weapons never get adds for the target's facing. and misses. A crossbow may be reloaded by a prone or kneeling figure. If the target figure is prone. 3. If the target is 5 or 6 MH distant. or 3 to hit it instead of the body in front.see WEAPONS TABLE). he must "roll to miss" a friendly figure when he strikes at an enemy in the friendly figure's hex and misses. roll as above to hit (or miss) each figure its line of flight passes through. Only crossbowmen can attack while prone. he must then roll one die. The OX adjustments for missile and thrown weapon distance are NOT considered when determining which figure attacks first. Reloading a crossbow comes under the "ready a weapon" option for all purposes. he needs a I. A missile which misses its target continues until it hits a wall or a figure. Only standing figures striking "into the pile" must roll. OX is -1. Any bow may be fired from a kneeling position. 2. to see if he hits other enemies in that hex. He stops rolling when he hits one figure or misses them all. . HITTING YOUR FRIENDS An attacker must "roll to miss" when his missile or thrown weapon passes through the hex of a figure he does not want to hit (see THROWN WEAPONS). OX is -2. The target must be in front of the attacker. Sheltering directly behind fallen bodies. Crossbows may be fired from a prone position. A roll of 17 or 18 on any target but the first breaks the ARROW but does not affect the bow. or 4 to hit it. A missile/thrown weapon attack then has a chance of hitting that body instead. If the target is in the same MH or is 1 or 2 MH distant. Prone and kneeling fire. If the target is 3 or 4 MH distant. Otherwise. missile weapons follow the same line-of-flight rules as do thrown weapons. no other weapon may be readied by a prone or kneeling figure. there is no OX adjustment. If the attacker makes his OX roll to hit. Only crossbowmen and bowmen can attack while kneeling. If he misses them all. Figures in HTH combat never hit their friends in the same HTH combat.

it immediately rolls one die to determine its defense against the HTH attack.15 HAND-TO-HAND COMBAT A figure may move onto an enemy figure's hex. he drops his ready weapon and shield in the hex he started from and attacks bare-handed. if the enemy has his back to a wall. he may usc it in HTH combat. is kneeling. Both figures fall to the ground in the defender's hex. When a figure is attacked HTH. On a roll of 6. ignore a 6 and roll again. is lying down. On a roll of 3 or 4. An Engaged figure picks action (k). HTH combat does not take place. HTH combat does not take place. but has time to ready his dagger if he has one. the defender drops his ready weapon and/or shield (unless ready weapon is a dagger) and fights bare-handed. moving onto the enemy's hex during movement and attacking during combat. is prone. entering the enemy's hex AND attacking during combat. the defender does not drop his weapon. the defender drops his ready weapon and/or shield. initiating HTH combat.) Since figures in HTH combat are on the ground and/or grappling with their foe(s). agrees to HTH combat or is attacked through his side or rear hex. and AUTOMA TICALL Y gets a hit on the attacker (even if the defender had already attacked that turn!) The attacker must retreat one hex as above. Initiating HTH combat is considered an attack. (If the attacker jumped the defender from behind. On a roll of 5. . has a lower MA. the defender does not drop his weapon. Both figures fall to the ground in the defender's hex. and the attacker immediately backs up to the hex from which he entered the defender's hex. they always get the +4 "rear hex" DX adjustment. He will be able to use it in his next attack. as follows: On a roll of 1 or 2. Otherwise. A Disengaged figure picks action (a) to initiate HTH combat. If the attacker had his dagger ready already.

if any. the lone fighter's strength is compared to the total enemy strengths to see how many dice he gets. When there are two or more figures on the same side in a HTH brawl. except in Hand-to-Hand combat (see MELEE rules). a main-gauche gets 1 . He can only attack them (he must pick one or the other). otherwise. he rolls . If Bjorn misses the goblin. An enemy figure with an adjDX less than or equal to your figure's adjDX must add the difference between the figures' adjDXs (if any) to his "To Hit Roll" in order to hit your . Note that an enemy figure with a adjDX greater than your figure's adjDX will be able to strike at your figure during the tum in which you disengage.. MULTIPLE HTH COMBAT When two figures are rolling around fighting.. It is not a good idea to fire arrows into a brawl. On a roll of 1. A kneeling.1. Bjorn comes up with his sword and hacks at one of the see if he hit the other goblin.16 During the combat phase. using action (b) or (k). etc . If a standing figure attacks an enemy who is down in HTH combat with other figures. His DX for that attack will be +4 (because the goblin is on the ground. DISENGAGING A figure selects the DISENGAGE action to move away from a figure which has him engaged. and they can both only attack him. bare hands against a stronger enemy get 1 .. and misses. all figures on a side get 1 . and then for each friend. See HITTING YOUR FRIENDS.same DX adjustments . it must first stand up.4. A figure engaged in HTH combat may try to draw and ready its dagger (if it has one) by picking action (q). and bare hands against a weaker enemy get 1 .2. Example: Two goblins have engaged Ragnar in HTH combat. 2. and then roll RANDOMLY to see WHO it hit. They may attempt to disengage according to the disengagement rules on page 14. If he is stronger than all put together. nothing happened. he rolls again . without rolling to see if the attempt is successful. If two or more figures are fighting one enemy. he gets I . bare hands against an enemy of the same strength get 1 . any other figure can move onto that hex and join the brawl.3.3. If he misses again. the disengaging figure moves one hex in any direction when its turn to attack comes. A figure may never attack on the turn it disengages. Figures on the ground in HTH combat can ONLY attack the enemies they are in HTH combat with.. HTH combat is rolled for like any other combat. the dagger was drawn and readied. plus Bjorn's other DX adjustments. FIRST roll to see if it hit.same adjustmentsto see if he hit Ragnar. until he hits someone. prone or fallen figure may not disengage. A figure engaged with more than one enemy figure may disengage from some while remaining engaged with others. it counts as a rear attack). he then rolls for each other enemy in the HTH combat.2. or 3. If a missile or thrown weapon is aimed at a pile of figures in HTH combat. A dagger gets I + 2. Instead of attacking.

or (c) a figure drops its weapon when it rolls a 17 on the "to hit" roll. If it has not already attacked. then his To Hit Roll will be at ·3DX to hit you. if your engaging figure's adjDX is 13 and your opponent's is 10.17 figure. It may do nothing next turn except stand up (or stay down). . disengaged figures may re-sling their ready weapon as they ready a new one). For example. if it is in HTH combat it may not do anything at all next turn. (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. A figure which takes 5 or more hits in one turn has its DX adjusted -2 for the NEXT turn (only). it may not attack that turn. DROPPED WEAPONS A dropped weapon counter should be placed in a hex where (a) a thrown weapon lands. A figure which takes 8 or more hits in one turn IMMEDJA TEL Y falls down.

minimum DX = 10. taking 2 hits/attack.. like a spiked club worth (1 + 1) for every lOST he starts with. .1 in HTH combat. Its bite does 1 + 1 damage. but its ST and DX total to only 20. -3 off your DX for any attack on it. FANTASY FIGHTERS An ELF is like a man. Its bite does 1 + 1 damage. Minimum ST = 4. It lands to attack. When a dropped weapon is picked up. Other animal figures can be set up along similar lines." His MA is 10 unless he is in armor. suggested DX = 14. except minimum DX = 6. Dwarves do an extra +1 damage when they hit wi th hammers or axes. he moves 10. it might be 40 or 50 if he's a tough one. It uses no weapons.except evil. A giant gets 2 . It normally does 2 + 2 damage. Suggested ST = 10 (more for dire wolves). Hobbits get an extra +3 DX adjustment with missile or thrown weapons. and its rocklike hands do 2 dice damage in regular or HTH combat. In leather. and its fur stops I hit/attack. A giant uses big weapons. A GIANT SNAKE has MA = 6. except his MA without armor is 12. the counter is removed. Suggested DX = 11. but is even smaller. because it can strike so quickly. His ST will be AT LEAST 24. minimum ST = 10. and do an extra +1 damage when they hit with them. count the number of hexes his FRONT moves. Its side hexes are considered front hexes for all purposes. Suggested ST = 12. A WOLF has a MA of 12. VIII. but may land ON you for HTH . Suggested ST = 30 (this is a BIG bear). even without armor. Its fur acts as armor. total = 24. with a minimum of only 6 each. total = 24. see sketch for which sides are "front. ST = 20. totaling only 18. or 3 dice in HTH combat. His movement in other armor is the same as a man's. A GOBLIN also fights like a man. suggested DX = 12. An ORC is just like a human figure . A HOBBIT has ST and DX adding to 20. A DWARF is also like a man. His DX will be low rarely more than 9. Its MA is 8 on the ground. minimum ST and DX 4 each.. NONHUMAN FIGURES MONSTERS AND BEASTS A BEAR has a MA of 8. Minimum ST = 6. A GARGOYLE (see cover) has DX = 11. 9-12 feet tall) occupies 3 hexes. minimum DX = 12.18 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. A GIANT (say. A HOBGOBLIN fights like a man. 16 if flying. Its stony flesh stops 3 hits/attack. It is very hard to hit.

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O 1-/ 0". He rolls 9 on 3 dice. The armor and large shield adjust his DX to 8. in which case they lose 10 EP).. the AVERAGE superiority is considered. getting a 4. COMBAT TO THE DEATH. 0 3-/ . TURN I."."BO.. he runs toward him his full MA . but Wulf can fire./SlIIf. Wulf is a Germanic tribesman. so his basic and adjusted DX are the same...20 IX... which can increase their strength and dexterity. Wulf moves up 1.but difficult. PRACTICE COMBAT. and stop 5 hits/attack. Continues until all on one side are slain. '1-II . Winners get 30 EP. The experience a fighter gains depends on the type of combat... and does. "1 lIWAlI'IAlL...11.t/l\0R.. he/she may "trade them in" for one additional point added to EITHER basic ST OR basic DX.6 hexes. his Roman armor counts as chainmail. or 70 if the enemy averaged more than 3 superior in ST + DX. . and whether the enemy was superior or inferior in total attributes (ST + DX).. 50 experience points (EP) to each survivor..' Lfr. he wears no armor. survivors on that side get 10 extra EP each.. ... 5 ~ ) ~----~~~~~~~ wVU" 'T~I't t>X'IO /11"-/0 SII'I'll"". Flavius is a legionary. A figure drops out when its ST goes to 3 .". Continues until all on one side are dead OR escape from the "door" from which they entered. EXPERIENCE Figures which survive combat gain experience. Unconscious figures may not be slain. All weapons are blunted and do Y. with enough experience. damage. (It is possible to get killed in practice . Others get nothing but bruises. No missile weapons.r·" D~' F~VIV> t1o(') ~". P. S""~O Ii IT> I.t. His - .. so Flavius takes 6 hits.D :. Flavius cannot attack. Seeing that his enemy has a bow. ~R. If one side averaged 3 or more weaker in total attributes.. actually took place - :... so he hits (Flavius was close enough that there was no OX adjustment for range).or less. . Wulf rolls 1 die... COMBAT EXAMPLE The combat described in the introduction in MELEE. ARENA COMBAT. There is no limit to how high a fighter can raise his or her attributes. he carries a gladius (shortsword) and shield. /. which is less than his DX of 10. Flavius wins the initiative roll. Here's how it happened . The two enter from opposite sides of the board. with ST and DX totaling 24 each.) Those still on their feet when one side is eliminated get 10 EP each. A longbow does 1 + 2 damage. 1'1~ ".. defeated survivors get 20 EP (unless they ran away unhurt. Both Flavius and Wulf are beginning figures. In multi-figure combats. When a figure gets 100 EP. X.

His first roll is 10. 13 will knock him out. Flavius doesn't bother to force a retreat. He rolls 2 dice and gets a 7. o it is only 6 this turn. Flavius cannot attack. He rolls a he puts 6 more hits on Wulf. He tells Flavius to go first. Since Flavius dodged. TURN 8.21 armor and shield stop 5 . TURN 6. so he missed. but Flavius' is -2. WuIrs OX is back up to 10. Wulf's OX is -2 this turn. Wulf wins the initiative roll again. Wulf has to roll TWICE to see if he hits. which hits. Flavius' is also 8.) TURN 5. He rolls a 13. Wulf wins the initiative. Flavius takes the other 5. He rolls a 7. has no chance to hit.1 damage. He rolls an 8 on 3 dice. since he wasn't engaged at the start of the turn.1 weapon. which hits. He needs an 8 or under on 3 dice. since he is defending. The players ignore initiative. He rolls a 16. and gets a 6. for 4 hits. his MA (3 hexes) and dodge. TURN 4. Since Wulf has no armor. Flavius can't attack. which misses. 6 minus 1 is 5. because of the injury last turn.. Since Wulf's adjusted OX is higher.but when he rolls for damage. which misses. Wulf shifts again. Flavius chooses not to move. which Wulf is engaged when his chance to move comes. This time Wulf cannot attack . His shortsword does 2 . TURN 3. Flavius s knows his chance to hit is bad. Flavius decides to move Y. (A 17 would have meant he dropped his sword. TURN 2. TURN 7.but Flavius can. and 14 will kill. Flavius rolls a 6 to hit. Wulf has now taken 12 hits. Wulf can fire his bow one last time. Wulf's injured OX is 8. but his second roll is 14. Wulf is badly hurt. which hits . Now he. he normally gets first hack. They ignore initiative and hack at each other. so he picks action (i) and defends. he moved more than Y. Wulf. which is doubled: 10 hits on Flavius. they simply want to hack at each other. This lets Flavius run the 5 hexes to where Wulf is standing .the same as Flavius' They roll to see who strikes first. . and tells Flavius to move flrst. too. He fails. Since his sword will do at least 1 damage. He rolls two dice for his shortsword and gets a 7 . Wulf is a goner. which would have been good. hacks first: he rolls a 13. Wulf wins. Flavius rolls an 8.. The armor and shield take 5. Flavius' armor stops that much. so his adjOX is 8 . Flavius wins the roll and hacks. Both figures now have their OX back to only one hit is marked against Flavius. with the better OX. The players don't bother with initiative. he rolls 3 dice. his MA. drops the bow (he has to) and readies his two-handed sword. Flavius retreats him one hex and follows. Wulf shifts one hex so his back won't be to the wall. so he is unhurt. His sword is a 3 . Wulf backs up 1. and tells Flavius to go first. course. which is a hit with double damage. he only rolls a 2. TURN 9. is badly hurt. all 6 hits count. Wulf can fire again. Wulf wins the initiative roll. The players agree to forget about initiative. so WuIf takes 6 hits. This means Wulf must roll 10 or less on FOUR dice.

. . . . .. . . no DX subtraction . . is a multi-hex figure in flight .-1 If target is 0. . Large shield . +3 Wizard using any weapon except his staff Or a dagger -4 Fighter using a weapon in each hand and striking with both in the same turn. . . against opponent who moved into him and/or charge-attacked . ..22 DX ADJUSTMENTS FOR PHYSICAL ATTACKS Striking from enemy's side. Leather armor. . -5 . . Wizard wh ose weapon or armor is iron or steel.-3 . Pia te armor .2 _ -4 DX ADJUSTMENTS MISSILE WEAPON FOR RANGE ... -4 on both attacks DX ADJUSTMENTS DUE TO TYPE OF TARGET (FOR EITHER CASTING OF SPELLS OR PHYSICAL ATTACKS) Target Target Target Target Target Target is invisible..-4 . +2 Hobbit using missile spell OR thrown or missile weapon.. +2 Striking from enemy's rear. . instead of silver .. +I Pole-weapon user standing still.-1 -6 DX ADJUSTMENTS FOR YOUR ARMOR & SHIELD Small shield .0 .. Chainmail . I. . -3 .. Main-gauche used as defense only. -2 .-4 . is in a Shadow hex is a one-hex figure in night is a Giant Snake. +4 Crossbowman firing from prone position . -1 . . . is Blurred .-2 . or 2 MEGA HEXES away If target is 3 or 4 MH away If target is 5 or 6 MH away and so on.-4 ..

.. Requires IN THE LABYRINTH and basic or ADVANCED WIZARD and MELEE..95 Boxed MicroGame. IN THE LABYRINTH ..•..95 Boxed MicroGame.... $4....... magic items and a complete guide to adventure magic.... Requires basic or ADVANCED WIZARD and MELEE for play.. GRAILQUEST ... in quests and exploring the of your dreams! THE F ANfor an evening of fun and MELEE . aerial combat.95 Game Masters' module.. Players join King Arthur's in their chivalrous search for the Grail... capturing casting mighty enchantments...•.... joining unknown .. Requires MELEE and WIZARD...•.••.. suitable for solo play..•... $3...95 Expanded magic system....23 (tl...•.....SILVER DRAGON in the United States! ...•.•..... WIZARD $3. adventure guide and play aids... $4. Adventure contains clues to the actual location of ....•. Boxed Microquest..... DEATH TEST •. Maps.. First of a line of programmed adventures... mounts and some new options...... Hero Talents. ADVANCED WIZARD ...... Deadly sequel to DEATH TEST.. $4.. background and adventure instructions for Game Masters.....•... Basic fantasy combat.. Fierce arena duels among men.•.•.. . the booty... $3. braving dangers. alchemy.. New materials include higher IQ spells... ADVANCED MELEE ... Basic magical combat..l' fnllfttti" (t dp '" I is vanquishing the foe..95 Ready-to-play labyrinth.95 Boxed Microquest....•...••.95 Expanded combat system. $3..•.••..••... Adds the exciting dimension of magic to arena combat.. notes...•... critical hits.......•••..... beasts and monsters with archaic weapons or tooth and nail..•.•.95 Boxed Microquest. DEATH TEST 2. TOLLENKAR'S LAIR $2.the romance and mystery TASY TRIP frees your imagination adventure.95 Round Table TREASURE OF THE SILVER DRAGON $3.95 $3.•. New materials include aiming..•• Boxed Microquest. Compatible with Melee..

fully compatible with MELEE. WIZARD. .MELEE ST: OX: IQ: Ready Weapon(s): Slung Weapon(s): Experience Points: Notes: CHARACTER SHEET adjDX: MELEE ST: OX: IQ: Ready Weapon(s) Slung Weapon(s): Experience Points: Notes: : CHARACTER SHEET adjOX: *lntelligence is used for characters from the MicroGame WIZARD. adds the intriguing dimension of magic to arena combat.


and fighting attributes. Metagaming's fantasy role-playing system. You create your own fantasy fighter by selecting his arms. play counters. So choose your weapons. armor. map and die.. MELEE is the fast action game of bows. don your armor and enter the arena. The MELEE is about to begin. halberds and other cold steel weapons. MELEE is a stand alone game. yet it may also be used with other games from THE FANTASY TRIP such as WIZARD (magical combat). axes.. MELEE is the basic combat segment of THE FANTASY TRIP.. In the arena you may face a skilled killer or a ravening beast. Includes rules booklet..3103 Meet your next foe . TX 78761 . ) Introductory level for two or more players.. Box 15346 Rustin. (Be sure to see Metagaming's line of MicroQuest solitaire fantasy adventures for use with this and other games from THE FANTASY TRIP . Small teams can even be pitted against each other in this exciting simulation of man-to-man combat.