diff --git a/appendix.tex b/appendix.tex
index 0bbbb1d14391f0f324e056ec517ff1aa293bb4a0..d74f3a3fb67721b2b9683232f50fe67fcc148045 100644
--- a/appendix.tex
+++ b/appendix.tex
@@ -93,7 +93,9 @@ Okay, so you know how to make a character by now.  But just for reference, let's
 
 \chapter{Combat}
 
-\begin{multicols}{2}
+\iftoggle{verbose}{
+	\begin{multicols}{2}
+}{}
 
 \initiativechart
 
@@ -103,7 +105,9 @@ Okay, so you know how to make a character by now.  But just for reference, let's
 
 \fatiguechart
 
+\iftoggle{verbose}{
 \end{multicols}
+}{}
 
 \chasechart
 
diff --git a/cc.tex b/cc.tex
index bff761fefc5968ebeaaf4219cc3fadc2b5d5233e..11d3570cece609a1b502793e6ee7a5fb52766e48 100644
--- a/cc.tex
+++ b/cc.tex
@@ -5,6 +5,7 @@
 
 \begin{multicols}{2}
 
+\small
 \noindent
 \iftoggle{verbose}{%
 Over this chapter, you can learn to craft a \gls{pc}.
@@ -66,9 +67,14 @@ Character creation is random by default -- it helps new players get started quic
 
 \iftoggle{verbose}{
 	\toppic{Roch_Hercka/five_races}{\label{roch:races}}
-}{}
 
-\racechart
+	\racechart
+}{
+
+	\begin{figure*}[t!]
+	\racechart
+	\end{figure*}
+}
 
 \iftoggle{verbose}{
 It's been a while since I saw any humans so I'm going to go and look up the race section detailing humans.
diff --git a/combat.tex b/combat.tex
index 5ddb4150be091d1643b8da52daf1b43e6d19285f..8e789e0255cb56dc5aa06060ada6ae9c4e3dc1d6 100644
--- a/combat.tex
+++ b/combat.tex
@@ -288,18 +288,18 @@ See Chapter \ref{knacks} for a full list of knacks.
 \end{multicols}
 
 \newcommand{\weaponschart}{
-	\begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}},bottom=10pt,top=10pt]
+	\begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrX},bottom=10pt,top=10pt]
 	\textbf{Light Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline
 
-		Cudgel & +2 & \ 0 & \ 0 & -3 & & Stunning Strike (page \pageref{stunningstrike}) \\
+		Cudgel & +2 & \ 0 & \ 0 & -3 & & Stunning Strike (page~\pageref{stunningstrike}) \\
 
 	Dagger & +1 & \ 0 & +1 & -4 & 60cp &  \\
 
-	Firepoker & +1 & +1 & \ 0 & -2 & & Finishing Blow (page \pageref{finishingblow}) \\
+	Firepoker & +1 & +1 & \ 0 & -2 & & Finishing Blow (page~\pageref{finishingblow}) \\
 
 	Javelin & +1 & +2 & \ 0 & -2 & 50cp & \\
 
-	Knife & +1 & 0 & \ 0 & -4 & 40cp & Precise Strike (page \pageref{precisestrike}) \\
+	Knife & +1 & 0 & \ 0 & -4 & 40cp & Precise Strike (page~\pageref{precisestrike}) \\
 
 	Log & +1 & -1 & \ 0 & -2 & & \\
 
@@ -311,13 +311,13 @@ See Chapter \ref{knacks} for a full list of knacks.
 
 	\end{tcolorbox}
 
-	\begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}},top=10pt,bottom=10pt]
+	\begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrX},top=10pt,bottom=10pt]
 
 	\textbf{Medium Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline
 
-	Boulder & +4 & -1 & \ 0 & 6/8 & & Finishing Blow (page \pageref{finishingblow}) \\
+	Boulder & +4 & -1 & \ 0 & 6/8 & & Finishing Blow (page~\pageref{finishingblow}) \\
 
-	Cast Iron Skillet & +2 & \ -1 & \ +1 & -1/1 & & Adrenaline Surge (page \pageref{adrenalinesurge}) \\
+	Cast Iron Skillet & +2 & \ -1 & \ +1 & -1/1 & & Adrenaline Surge (page~\pageref{adrenalinesurge}) \\
 
 	Chair & +1 & +1 & +1 & 1/ 3 & \\
 
@@ -333,47 +333,54 @@ See Chapter \ref{knacks} for a full list of knacks.
 
 	Longsword & +1 & +1 & +3 & 1/3 & 9 sp & \\
 
-	Shortsword & +1 & +1 & +2 & -1/1 & 6 sp & Furious Blows (page \pageref{furiousblows}) \\
+	Shortsword & +1 & +1 & +2 & -1/1 & 6 sp & Furious Blows (page~\pageref{furiousblows}) \\
 
-	Spear & +1 & +1 & +2 & 0/2 & 3 sp & First Strike (page \pageref{firststrike}) \\
+	Spear & +1 & +1 & +2 & 0/2 & 3 sp & First Strike (page~\pageref{firststrike}) \\
 
-	Quarterstaff & \ 0 & +1 & +2 & 0/2 & 2 sp & First Strike (page \pageref{firststrike}) \\
+	Quarterstaff & \ 0 & +1 & +2 & 0/2 & 2 sp & First Strike (page~\pageref{firststrike}) \\
 
-	Warhammer & +3 & 0 & +1 & 3/5 & 7 sp & Finishing Blow (page \pageref{finishingblow}) \\
+	Warhammer & +3 & 0 & +1 & 3/5 & 7 sp & Finishing Blow (page~\pageref{finishingblow}) \\
 
-	Whip & \ 0 & +2 & \ 0 & -1/ 1 & 1 cp & First Strike (page \pageref{firststrike}) \\
+	Whip & \ 0 & +2 & \ 0 & -1/ 1 & 1 cp & First Strike (page~\pageref{firststrike}) \\
 
 	Wood Axe & +2 & \ 0 & +1 & -1/1 & 1 sp & \\
 
 	\end{tcolorbox}
 
-	\begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}},bottom=10pt,top=10pt]
+	\begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrX},bottom=10pt,top=10pt]
 
 	\textbf{Heavy Weapons} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline
 
 	Great Club & +4 & +1 & +1 & 5 & \\
 
-	Giant Boulder & +5 & 0 & \ -2 & 8 & & Finishing Blow (page \pageref{finishingblow}) \\
+	Giant Boulder & +5 & 0 & \ -2 & 8 & & Finishing Blow (page~\pageref{finishingblow}) \\
 
 	Giant Sword & +3 & +1 & +2 & 5 & 15 sp &  \\
 
-	Poleax & +3 & +1 & +1 & 5 & 6 sp & First Strike (page \pageref{firststrike}) \\
+	Poleax & +3 & +1 & +1 & 5 & 6 sp & First Strike (page~\pageref{firststrike}) \\
 
 	\end{tcolorbox}
 
-	\begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrp{.30\textwidth}},bottom=10pt,top=10pt]
+	\begin{tcolorbox}[tabularx={p{.20\textwidth}p{0.07\textwidth}rrrrX},bottom=10pt,top=10pt]
 
 	\textbf{Shields} & \textbf{Dam.} & \textbf{Init.} & \textbf{Ev.} & \textbf{Wt.R} & Cost & \textbf{Knacks} \\\hline
 
 	Bucklar Shield & 0 & \ 0 & +2 & -2 & 4 sp & \\
 
-	Kite Shield & 0 & \ 0 & +3 & 2/4 & 8 sp & Solid Defence (page \pageref{soliddefence}), Dodger (page \pageref{dodger}) \\
+	Kite Shield & 0 & \ 0 & +3 & 2/4 & 8 sp & Solid Defence (page~\pageref{soliddefence}), Dodger (page~\pageref{dodger}) \\
 
-	Round Shield & +1 & \ 0 & +2 & 0/2 & 5 sp & Dodger (page \pageref{dodger}) \\
+	Round Shield & +1 & \ 0 & +2 & 0/2 & 5 sp & Dodger (page~\pageref{dodger}) \\
 
 \end{tcolorbox}}
 
-\weaponschart
+\iftoggle{verbose}{%
+	\weaponschart
+}{
+	\begin{footnotesize}
+	\weaponschart
+	\end{footnotesize}
+}
+
 \label{weaponschart}
 \index{Weapons}
 
@@ -462,18 +469,30 @@ The secondary weapon adds half its Evasion Bonus, rounded up.
 
 \begin{multicols}{2}
 
-\armourchart
+\iftoggle{verbose}{%
+	\armourchart
+}{
+	\begin{figure*}[t!]
+	\armourchart
+	\end{figure*}
+}
 
 \noindent
 Armour defends characters by lowering incoming Damage. In game terms, armours have a \gls{dr} rating which subtracts from Damage.
 
 Armour can cover more or less of a character, and therefore comes with three ratings -- Partial, Complete and very rare Perfect armour.
-Partial armour covers the basics -- the character's chest and probably head, perhaps a basic arm-guard on top of that.
-Complete armour covers the full character -- almost.
+
+\paragraph{Partial armour}
+covers the basics -- the character's chest and probably head, perhaps a basic arm-guard on top of that.
+
+\paragraph{Complete armour}
+covers the full character -- almost.
 Complete armour, whether leather or plate, will come with a helmet, a neck-guard, gauntlets, shin guards, foot coverings and will overlap to protect the joints.
-Perfect armour is a rating used for certain creatures which have natural armour without weak spots (such as stone giants).
 
-\paragraph{Complete} armour adds +1 to the \gls{weightrating} and multiplies the price by 3.
+Complete armour adds +1 to the \gls{weightrating} and multiplies the price by 3.
+
+\paragraph{Perfect armour}
+is a rating used for certain creatures which have natural armour without weak spots (such as stone giants).
 
 \subsection{Vitals Shots}
 \label{vitals}
@@ -573,7 +592,8 @@ The \gls{gm} can mostly ignore \gls{npc} \gls{fp} and Damage will be applied dir
 
 \subsection{Regaining \glsentrylongpl{fp}}
 
-\sidebox[25]{
+\newcommand{\FPRegen}{
+
 	\begin{xpbox}{C}
 		Base \glsentrytext{fp} & Regeneration \\\hline
 
@@ -587,6 +607,10 @@ The \gls{gm} can mostly ignore \gls{npc} \gls{fp} and Damage will be applied dir
 	\end{xpbox}
 }
 
+\sidebox[25]{
+	\FPRegen
+}
+
 At the end of each Scene, players regenerate 2/5ths of their \glspl{fp}.
 Those with 5 \glspl{fp} total regenerate 2 temporary \glspl{fp}, and those with 10 \glspl{fp} regenerate 4 temporary \glspl{fp}, and so on.
 
@@ -634,10 +658,10 @@ Animals, undead and other creatures without any Charisma Bonus can never store \
 \index{Fatigue}
 \iftoggle{verbose}{%
 \noindent
-Fighting, running and swimming can really take it out of you, especially when wearing heavy armour.
-Characters gain \glspl{fatigue} for exerting themselves, and if they accrue too many then they will quickly start to become ineffective.
+	Fighting, running and swimming can really take it out of you, especially when wearing heavy armour.
+	Characters gain \glspl{fatigue} for exerting themselves, and if they accrue too many then they will quickly start to become ineffective.
 
-\begin{tcolorbox}[tabularx={llllllllll},bottom=10pt,top=10pt]
+	\begin{tcolorbox}[tabularx={llllllllll},bottom=10pt,top=10pt]
 
 	\multicolumn{10}{l}{\Glsentrytext{hp}} \\
 	\CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \Circle & \Circle & \Circle & \Circle \\
@@ -651,7 +675,8 @@ Characters gain \glspl{fatigue} for exerting themselves, and if they accrue too
 Below the character's \gls{hp} bar are spaces for \glspl{fatigue} to be gained.
 Once the character has more \glspl{fatigue} than their current \glspl{hp}, they take a -1 penalty for every \gls{fatigue} in excess of their \glspl{hp}.
 
-\begin{tcolorbox}[tabularx={llllllllll},bottom=10pt,top=10pt]
+
+	\begin{tcolorbox}[tabularx={llllllllll},bottom=10pt,top=10pt]
 
 	\multicolumn{10}{l}{\Glsentrytext{hp}} \\
 	\CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \Circle & \Circle & \Circle & \Circle \\
@@ -665,7 +690,8 @@ Once the character has more \glspl{fatigue} than their current \glspl{hp}, they
 This might happen because the character has, say, 6 \glspl{hp} but gains a total of 8 \glspl{fatigue}, and then gains a -2 penalty to all actions.
 But it might also occur because the character has 4 \glspl{fatigue} and then Damage reduces them to only 2 \glspl{hp}, leaving them with a -2 penalty to all actions yet again.
 
-\begin{tcolorbox}[tabularx={llllllllll},bottom=10pt,top=10pt]
+
+	\begin{tcolorbox}[tabularx={llllllllll},bottom=10pt,top=10pt]
 
 	\multicolumn{10}{l}{\Glsentrytext{hp}} \\
 	\CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \CIRCLE & \Circle & \Circle & \Circle & \Circle \\
@@ -721,7 +747,13 @@ The \gls{tn} to stop the bleeding is always 6 plus the number of \glspl{fatigue}
 \paragraph{Starvation} is another special case.
 \glspl{fatigue} inflicted from starvation are marked with an `$S$', and each of these points only heal once the character has had a full meal.
 
-\fatiguechart
+\iftoggle{verbose}{%
+	\fatiguechart
+}{
+	\begin{figure*}[t!]
+	\fatiguechart
+	\end{figure*}
+}
 
 \subsection{Healing Fatigue}
 \index{Resting}
diff --git a/magic.tex b/magic.tex
index cf989881ac1ae0d598226d34a2503d2e0bf1d9ce..1f4bf47a05b6e722d9050a4e09b92e1837e4c699 100644
--- a/magic.tex
+++ b/magic.tex
@@ -261,6 +261,7 @@ Characters with a Wits score of -2 must wait 2 scenes before regenerating 1 \gls
 
 }
 
+
 Spells have a range of 5 squares plus 5 times the caster's Wits bonus.
 A negative Wits Bonus decreases the range by one square per penalty.
 
diff --git a/main_ref.tex b/main_ref.tex
index 524732543e5e35feca0693fbd812706f1db4bebf..07353d93392463d5bb97e8e0b41946f21f61a1e9 100644
--- a/main_ref.tex
+++ b/main_ref.tex
@@ -1,4 +1,4 @@
-\documentclass[a4paper,openany]{book}
+\documentclass[a5paper,openany]{book}
 \usepackage[acronym]{glossaries}
 \title{BIND}
 \date{}
@@ -21,14 +21,12 @@ Keywords={TTRPG,RPG,roleplaying,reference}
 
 \pagenumbering{gobble}
 
-\frontpage{BIND}%
-	{The Open Source RPG}%
-	{images/Boris_Pecikozic/the_storyteller.jpg}
-
 \tableofcontents
 
 \mainmatter
 
+\begin{small}
+
 \include{cc.tex}
 
 \include{rules.tex}
@@ -55,4 +53,6 @@ Keywords={TTRPG,RPG,roleplaying,reference}
 
 \printindex
 
+\end{small}
+
 \end{document}
diff --git a/rules.tex b/rules.tex
index 30546c7332db7cff5f9017580ee9c5750c48bb75..85e706c8d97888c2c2079461a601fa52c6a64ea7 100644
--- a/rules.tex
+++ b/rules.tex
@@ -7,7 +7,7 @@
 
 \begin{multicols}{2}
 
-\sidebox{
+\newcommand{\TNChart}{
 
 	\begin{rollchart}
 
@@ -37,6 +37,14 @@
 
 }
 
+\iftoggle{verbose}{%
+	\sidebox{
+	\TNChart
+	}
+}{
+	\TNChart
+}
+
 \noindent
 A basic action is performed by rolling $2D6$ equal or higher than the \gls{tn} for the action.
 The more difficult the action, the higher the \gls{tn}.
@@ -275,6 +283,13 @@ Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so ta
 		\setcounter{xp}{10}
 		\newcounter{bon}\setcounter{bon}{1}
 
+% On the ref version, we the page is small, so we end multicols here.
+% On the full version, the multicol ending comes below.
+
+\iftoggle{verbose}{}{
+\end{multicols}
+}
+
 \begin{multicols}{2}
 
 \begin{xpbox}{A}
@@ -351,10 +366,10 @@ Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so ta
 
 \end{xpbox}
 
-\end{multicols}
-
 \iftoggle{verbose}{
 
+\end{multicols}
+
 \subsection{Concept}
 
 \sidepic{Roch_Hercka/xp-1}{\label{roch:xp1}}
@@ -610,7 +625,7 @@ The costs of the items here are based on the most common race -- humans. Other r
 		Gnomes & $\times 2$ \\
 
 		Gnolls & $\frac{1}{2}$ \\
-		
+
 	\end{rollchart}
 
 }