A first duel
Open with a wave on each hand. From W-W either hand can go on to a counter-spell (W-W-S), protection from evil (W-W-P) or resist heat (W-W-F-P). On the first turn only a knife can hurt you. Then watch the warnings. When a missile is one gesture away, a palm on one hand stops it. When a fireball is one gesture away, a palm will not help, but a counter-spell on yourself or resist heat will.
- Next, choose a spell from the sheet and pin it to one hand, and keep the other hand free for answering. Cause light wounds takes three gestures, a fireball five, and summoning a goblin three. A goblin left alone strikes every turn, so in five turns it does a fireball's damage. Read your rival's ledger every turn, because they are reading yours, and both of you can feint.
+ Next, choose a spell from the sheet and pin it to one hand, and keep the other hand free for answering. Cause light wounds takes three gestures, a fireball five, and summoning a goblin three. A goblin left alone strikes every turn, so in five turns it does a fireball's damage. Read your rivals' ledgers every turn, because they are reading yours, and any of you can feint.
The full rules are on the rules page, with Bartle's text. If a rule here reads wrong to you, or something misbehaves, send word. The hall's about this game lists the other ways to reach the keeper.
diff --git a/src/routes/play/+page.svelte b/src/routes/play/+page.svelte
index 5540321..75afa05 100644
--- a/src/routes/play/+page.svelte
+++ b/src/routes/play/+page.svelte
@@ -61,7 +61,7 @@
{:else}