This is the first draft of the section on melee.
Fighting occurs when one of your groups attempts to move into a square that is already occupied (defended) by an enemy group. When you activated your group, you moved them to the edge of the target square and tested for Resolve. If they passed their resolve to push home the assault, the melee begins.
Fighting consists of rounds of duels between individuals.
Your opponent (the defender) spreads out his figures so they can be all seen. You can ask him to point out which of his figures is the leader, but he does not have to reveal anything else about them (such as who has sharpshooter skills or who has the ability to double as an artillerist, for example).
You (the attacker) now pair up each one of your figures with each one of the defending figures. Any of your figures may attack any of the defender’s, but you must attack every defending figure if possible. If you have more figures than the defender, you may assign your extra figures to any of the duels as you wish.
If the defender has unengaged figures left after you have finished assigning your figures, he may assign his excess however he wishes.
Duels are resolved one at a time. Combat is simultaneous; both you and your opponent draw cards for the same duel at the same time. You may resolve the duels in any order. To resolve each duel, do this:
1 Calculate any Advantages your figure has. This is how many additional cards you may draw from the top of the deck. Every figure may draw a minimum of one card. Your opponent also calculates how many additional cards he may draw for the defending figure by identifying any Advantages he has.
2 Draw and flip the cards onto the table and compare your attack with your opponent’s defense.
3 The winner is the figure who draws at least one card that beats all of his opponent’s drawn cards. If there is a tie, use the suit rank to trump and break the tie. The suit rank used in More Escarmouche is the same as that used in Bridge: Spades (highest), Hearts, Diamonds, Clubs (lowest).
If more than one card beats all of the opponent’s cards you may choose which is the ‘winning’ card.
4 The winning card determines the effect on the defeated figure:
Hearts: killed. Lay the figure face down on the table.
Diamonds: wounded. Lay the figure face up on the table, or mark him with a token.
Spades or Clubs: evicted. Move the figure out of the square. A defeated attacker withdraws to the sqaure he came from. A defeated defender may be moved to any square away from enemies. If there is no square available to retreat to because they are all occupied by enemies, the figure is killed.
5 Continue this process for every duel. If there are still attackers and defenders left in the square at the end of every duel, the figures may be paired up again for another round of duels.
Repeat steps 1 to 4 until either only your figures or your opponent’s remain in the square; the combat only ends when there are only attacker or defender figures left in the square
6 At the end of any round of combat (every duel has been resolved) either you or the defender (in that order) may break off combat and retreat all of the surviving figures out of the contested square.
Charging (1st round only)
Pike armed (1st round only)
Defending class IV terrain (structures)
Cavalry attacking infantry that are in open formation
Special case: two or more figures against one
Every figure in the duel calculates Advantages and draws cards as usual.
The figure by himself (let’s say he is the defender) only has this one draw in order to defeat the multiple draws of the attackers.
Since all combat is simultaneous, it is possible that the defender defeats one of the attackers but is defeated by another. Both of these results apply.
Special case: civilians (artillery, baggage and camp followers) and animals
Civilians of all types do not fight. If their square is attacked they immediately drop or abandon whatever they have and flee to an adjacent square.