Bare hands are worth two dice and a die lands on five or better. Whatever you are holding adds to the pool. Seven slots of armor, and every hit a piece turns costs it something, until the hit it cannot turn. Every fighter sizes up what you bring and throws more dice for it, and the extra dice go for whatever you left bare.
A round is two beats, called together, from a hand you build as you go: four cards to start and up to nine, each new one bought with what your fights pay, and every life starts over. Whatever is in your left hand deals one more: a flame, a beam, something to pry with, a lid, or a keepsake to steady you. Swing, cover, take hold, slip it, brace, feint, riposte, sweep the legs, go to the body, or wind up the big one and stand wide open while you do. The hard calls cost wind, digging in buys it back, and a fighter out of wind throws fewer dice. The page tells you what they are about to do, as much as your Insight can read, and you answer into the beat they left open.
Before the first swing the book gives you one breath to dress for it: press Gear up and your kit opens, and the first swing shuts the bag. How you finish counts too. Put a man down and stop when it is over, and it does not harden you. Finish him with both barrels and it does.
The dice are real dice. They tumble in a felt trough at the foot of the table, every round, the full throw. Thirty-five things in this book will fight you. Kill one and it changes you: Brutality opens powers a gentler road never sees, and the town starts closing its doors.