Melee
Overview
Melee is a man-to-man tactical combat game with archaic weapons, part of The Fantasy Trip system. Players create fighters with Strength (ST) and Dexterity (DX) attributes, equip them with weapons and armor, and fight on a hex grid. Combat uses 3d6 dice rolled against DX to hit, with damage based on weapon type. Figures gain experience through successful combats. The game can simulate duels or small skirmishes in any historical or fantasy setting.
Components
- Hex map (MicroGame format)
- Counters representing fighters
- Dice (3 six-sided dice)
- Rules booklet with weapon/armor tables
Setup
- Each player creates one or more figures by distributing 8 attribute points between Strength (ST) and Dexterity (DX), minimum 8 in each.
- Select weapons and armor for each figure based on ST minimums.
- Place figures on the hex map according to the scenario.
- Determine initiative (usually DX-based or by agreement).
Turn Structure
Each turn consists of these phases:
- Movement Phase: All figures move simultaneously (or in initiative order).
- Attack Phase: Figures in melee range attack.
Actions
- Total points: 8 for basic human.
- Strength (ST): Determines hit points, minimum ST for weapons, and damage capacity.
- Dexterity (DX): Determines to-hit number (roll 3d6 equal to or under DX to hit) and initiative.
- Minimum 8 in each attribute.
Movement
- Movement Allowance (MA) is based on ST and armor worn.
- Unarmored: MA = 10 hexes.
- Leather armor: MA = 8.
- Chain mail: MA = 6.
- Plate armor: MA = 4.
- Figures may move up to their MA in hexes per turn.
- Facing matters: figures face a hex-side and have front, side, and rear hexes.
- Shifting: A figure may shift 1 hex instead of moving (sidestep without turning).
Facing
- A figure faces one hex edge and has defined front, flank, and rear hexes.
- Attacks from behind get DX bonuses.
Attacks
- To hit: roll 3d6. If the result is equal to or less than your adjusted DX, the attack hits.
- DX Adjustments: Various modifiers apply (attacker’s position, defender’s shield, range for thrown/missile weapons, etc.).
- Damage equals the weapon’s damage roll (e.g., broadsword = 2d6, shortsword = 2d6-1).
- Damage reduces the target’s ST. At 0 ST, the figure is dead.
Weapons Table (selected)
| Weapon |
Damage |
Min ST |
| Dagger |
1d6-1 |
7 |
| Shortsword |
2d6-1 |
11 |
| Broadsword |
2d6 |
12 |
| Two-handed Sword |
3d6-1 |
14 |
| Spear |
1d6+1 |
11 |
| Halberd |
2d6+1 |
13 |
| Longbow |
2d6 |
11 |
Armor
- Armor stops damage: Leather stops 2 hits, Chain stops 3, Plate stops 5.
- Shields stop 1 additional hit and give DX penalty to attackers.
- Armor reduces MA and may impose DX penalties.
Missile/Thrown Weapons
- Range penalties apply to DX.
- Must have line of sight.
- Cannot fire in melee (adjacent to enemy).
Scoring / Victory Conditions
- The game ends when one side’s figures are all killed, surrendered, or fled.
- Surviving figures gain experience points (XP).
- XP can be spent to increase ST or DX (100 XP per attribute point).
- Campaigns track figures across multiple battles.
Special Rules & Edge Cases
- Falling down: Figures that take 5+ damage in a single hit must roll to avoid falling.
- Retreating: A figure can retreat instead of attacking but provokes a free attack from adjacent enemies.
- Engagement: Adjacent enemy figures are “engaged” and cannot simply walk away.
- Critical hits: A natural roll of 3-4 on 3d6 is an automatic hit with double damage. A roll of 17-18 is an automatic miss (and may result in dropping weapon).
- Multiple figures: Each player can control multiple figures for skirmish battles.
- Shield rush/slam: Special attack option.
Player Reference
Turn: Movement phase (all figures) -> Attack phase (engaged figures)
To hit: Roll 3d6 <= adjusted DX
Damage: Weapon dice - armor stops
Death: ST reaches 0
MA by armor: None=10, Leather=8, Chain=6, Plate=4
Critical: 3-4 auto hit (double damage); 17-18 auto miss