Fights operate on an x,y,z coordinate space. Relative distance determines whether actions are valid. The main bands are Close, Melee, Disengaged-1, Disengaged-2, Disengaged-3, and Fully Disengaged.
Most attacks and defenses choose a zone: High, Mid, or Low. Correct reads, adjacent reads, and opposed reads change defensive outcomes.
Most actions test against a TN starting from 10 and then modified by actions, statuses, equipment, and stat effects.
Gladiators begin with a finite HP pool and take damage from successful actions or status effects. Base damage depends on whether the gladiator is unarmed or armed.
Momentum combat uses layered status effects with triggers and maintenance rules. Crowd sentiment functions like a status track and can matter heavily in lethal public fights.
Stats convert into bounded bonus values and then feed specific mechanics like attack TN, starting HP, crowd sentiment, and base momentum.