diff --git a/combat.tex b/combat.tex
index c871f7a804b6fb250c4e02674806662d9d66ce43..34a6212a7b67ac3506e2374acfdebb0bc74e8d08 100644
--- a/combat.tex
+++ b/combat.tex
@@ -149,26 +149,6 @@ The \gls{tn} is 7 plus your opponent's Dexterity.
 
 \subsection{Damage}\index{Damage}
 
-If you hit, roll $1D6$ plus your Strength Bonus to determine Damage.
-The Damage is then taken off the enemy's \gls{hp}.
-Everyone has a number of \gls{hp} to withstand Damage. When your opponent is reduced to 0 \gls{hp}, they are defeated.
-
-\subsubsection{Stacking Damage}\index{Combat!Stacking Damage}
-
-Damage Bonuses cannot extend forever. If the Damage bonus ever exceeds +3 then 4 points of the bonus are replaced with a die. Therefore, what might usually be $1D6+4$ Damage becomes $2D6$ Damage.
-
-This applies to all Damage, including magical Damage. It continues through all Damage Bonuses, so $1D6+9$ Damage would be simply $3D6+1$ Damage after conversion.
-
-This also applies to lower Damage, so `2 Damage', would be $1D6-2$ damage.
-
-\subsection{Defence}
-
-When the enemy attempts to hit you, roll for defence with your Dexterity at \gls{tn} 8 plus your opponent's Combat Skill.
-Defending costs 2 Initiative and counts as a \gls{quickaction}, so it can be done immediately.
-
-Characters on 0 initiative or below suffer a -1 penalty to defence for each additional defence action.
-You might block the attacks of three fighters, but after that everyone becomes tired, so once initiative is down, defence becomes progressively more challenging.
-
 \iftoggle{verbose}{
 	\begin{figure*}[b]
 		\begin{tcolorbox}[title=Dicey Damage]
@@ -189,6 +169,26 @@ You might block the attacks of three fighters, but after that everyone becomes t
 
 }{}
 
+If you hit, roll $1D6$ plus your Strength Bonus to determine Damage.
+The Damage is then taken off the enemy's \gls{hp}.
+Everyone has a number of \gls{hp} to withstand Damage. When your opponent is reduced to 0 \gls{hp}, they are defeated.
+
+\subsubsection{Stacking Damage}\index{Combat!Stacking Damage}
+
+Damage Bonuses cannot extend forever. If the Damage bonus ever exceeds +3 then 4 points of the bonus are replaced with a die. Therefore, what might usually be $1D6+4$ Damage becomes $2D6$ Damage.
+
+This applies to all Damage, including magical Damage. It continues through all Damage Bonuses, so $1D6+9$ Damage would be simply $3D6+1$ Damage after conversion.
+
+This also applies to lower Damage, so `2 Damage', would be $1D6-2$ damage.
+
+\subsection{Defence}
+
+When the enemy attempts to hit you, roll for defence with your Dexterity at \gls{tn} 8 plus your opponent's Combat Skill.
+Defending costs 2 Initiative and counts as a \gls{quickaction}, so it can be done immediately.
+
+Characters on 0 initiative or below suffer a -1 penalty to defence for each additional defence action.
+You might block the attacks of three fighters, but after that everyone becomes tired, so once initiative is down, defence becomes progressively more challenging.
+
 \subsection{Movement}\index{Movement}
 
 By spending two Initiative, characters can run as a \gls{quickaction}, acting before all other actions.