diff --git a/fold_back.tex b/fold_back.tex
index 3a6c319e16f3a2efb51f4135ec2811cc47ae79e9..6084a31a7787d7661e34302d2f24558e8578aa60 100644
--- a/fold_back.tex
+++ b/fold_back.tex
@@ -33,6 +33,7 @@
 
 \posterbox{name=eleventh,column=3,row=1,span=1,rowspan=1}{
   \input{config/rules/fate.tex}
+  \par\vspace{1em}
   \subsubsection{Projectiles}
   \input{config/rules/projectiles.tex}
 }
@@ -45,10 +46,10 @@
     \subsubsection{\Huge BIND}
     \par
     \vspace{3\baselineskip}
-    \bklTitle{\large The Rules-Light RPG}
+    \subsubsection{The Rules-Light RPG}
     \par
     \vspace{3\baselineskip}
-    \bklTitle{(it weight 5 grams!)}
+    \hint{(it weighs 5 grams!)}
   \end{center}
 }
 
@@ -58,7 +59,6 @@
 }
 
 \posterbox{name=fifteenth,column=3,row=2,span=1,rowspan=1}{
-  \bklTitle{\Glspl{interval}}
   \input{config/rules/interval.tex}
 }
 
diff --git a/fold_front.tex b/fold_front.tex
index 380adf85864aec431d8f9ef92645d3d7aa524991..9cbdf3a0634a1b61c08def3f611b264f59ac4353 100644
--- a/fold_front.tex
+++ b/fold_front.tex
@@ -69,7 +69,8 @@
 \posterbox{name=seventh,column=3,row=2,span=1,rowspan=1}{
   \input{config/rules/actions_resisted.tex}
   \input{config/rules/actions_resting.tex}
-
+  \par
+  \vspace{1em}
   \input{config/rules/banding.tex}
 }
 
diff --git a/foldout.tex b/foldout.tex
index 2b00aa0b71bc5a4cb2b29eeee15f34789e31c6ef..ccedb449430994b43064367a9b3a773b19eccd2e 100644
--- a/foldout.tex
+++ b/foldout.tex
@@ -6,7 +6,6 @@
 
 \settoggle{verbose}{false}
 \settoggle{genExamples}{false}
-\settoggle{examplecharacter}{true}
 
 \newcommand\bklTitle[1]{{\Large\scshape #1}}
 
@@ -18,6 +17,9 @@
 \setlength{\columnsep}{1em}
 \setcounter{pageDarkness}{50}
 \setlength{\columnseprule}{.2pt}
+\renewcommand\hint[1]{\par
+  \textit{#1}
+}
 
 \pagestyle{empty}
 
diff --git a/rules/banding.tex b/rules/banding.tex
index c5832c8da37dded6dc45f4d3f36254ae1093a844..b1b055eb38f4f2637e4ab9bd0e26a2f1cd89c579 100644
--- a/rules/banding.tex
+++ b/rules/banding.tex
@@ -1,8 +1,9 @@
 \subsubsection{Banding}
 Bonuses together lets you add half of the second, a quarter of the third, and so on
 (round halves up).
-\hint{\Pgls{pc} searches the empty \gls{village} with a +4 Bonus.
-Her companion helps, with his +3 Bonus.
-$4 + \frac{3}{2} = 5\frac{1}{2} = 6$, so they roll with a +6 Bonus}
+
+\hint{Two \glspl{pc} search \pgls{village} for anything with their family's crest.
+The first has a +4 Bonus, the other has +3.
+$4 + \frac{3}{2} = 5\frac{1}{2} = 6$, so they make a single roll with a +6 Bonus}
 
 Use this system for teamwork, layering spells, or anything else which affects Bonuses and Penalties.
diff --git a/rules/charts.tex b/rules/charts.tex
index 1c2b1d500aea0a2a752c8e66322e37713ff45e76..5f7923be0967fb79e2a1c5368cac724bbd62609f 100644
--- a/rules/charts.tex
+++ b/rules/charts.tex
@@ -40,25 +40,17 @@
 
 
 \newcommand\manaRegenChart{
-  \begin{boxtable}[Xc]
+  \begin{boxtable}[Xc|Xc]
+  \textbf{Location} & & \textbf{Covering} & \\
   \hline
-  Underground & 1 \\
-  Indoors     & 2 \\
-  Outdoors    & 3 \\
+  Underground & 1 & Partial armour  & -1 \\
+  Indoors     & 2 & Complete armour & -2 \\
+  Outdoors    & 3 & Entombed        & -3 \\
   Storm       & 4 \\
   \hline
   \end{boxtable}
 }
 
-\newcommand\manaCoveringChart{
-  \begin{boxtable}[Xc]
-  \hline
-  Partial armour  & -1 \\
-  Complete armour & -2 \\
-  \hline
-  \end{boxtable}
-}
-
 \newcommand{\commonWeaponsChart}{
   \begin{boxtable}[lYYYX]
 
@@ -76,6 +68,8 @@
 
   \showWeapon{\shortsword} \\
 
+  \showWeapon{\spear} \\
+
   \showWeapon{\roundshield} \\
 
   \end{boxtable}
diff --git a/rules/fate.tex b/rules/fate.tex
index dfad8837a19d8efd22d0bf74ec85037807ec18e0..ade40aab393bfe40536ab691e5ec12080512077c 100644
--- a/rules/fate.tex
+++ b/rules/fate.tex
@@ -1,4 +1,7 @@
 \subsubsection{\Glsfmtlongpl{fp}}
-are spent instead of \glspl{hp}.
+let you avoid Damage.
+Spend them to avoid losing \glspl{hp}.
 
+\begin{center}
 $\Glspl{fp} = \frac{Total~\glsfmtplural{xp}}{10} + Charisma$
+\end{center}
diff --git a/rules/interval.tex b/rules/interval.tex
index 81bc7deaee0df827b763031a879ebfc1f9cb5a0b..879e2ff3f02f8f82fcc4c2f98fd3090bd6a2c83c 100644
--- a/rules/interval.tex
+++ b/rules/interval.tex
@@ -1,6 +1,7 @@
-The day has four \glspl{interval}:
+\subsubsection{\Glsfmtplural{interval}}
+\label{intervals}
+divide the day into four parts.
 
-\noindent
 \begin{boxtable}[c|c|Y|Y]
 
   \hline
@@ -20,13 +21,11 @@ At the end of each \gls{interval}:
   The \gls{gm} divides a number of \glspl{mp} between everything in the area which can hold \glspl{mp}.
 \end{itemize}
 
-\begin{multicols}{2}
-  The wind brings \glspl{mp}, so windy locations allow faster \gls{mp} regeneration.
+\manaRegenChart
 
-  \manaRegenChart
-  \columnbreak
-  Anyone absorbing \glspl{mp} receives penalties for shielding their bodies against the air.
-  Equivalent heavy clothing provides the same penalties.
-  \manaCoveringChart
-\end{multicols}
+The wind brings \glspl{mp}, so windy locations allow faster \gls{mp} regeneration.
+
+Anyone absorbing \glspl{mp} receives penalties for shielding their bodies against the air.
+
+Equivalent heavy clothing provides the same penalties.
 
diff --git a/rules/spells.tex b/rules/spells.tex
index 17c1d4681578a2d0f5a90832dab41953292877ac..ba089d09c8a5c3391162b9b9868d89880a10374b 100644
--- a/rules/spells.tex
+++ b/rules/spells.tex
@@ -6,18 +6,17 @@
   The player rolls Charisma plus the \emph{lowest} Sphere the spell requires.
   \item
   The \gls{tn} depends on the target.
-  \begin{itemize}
-    \item
-    Earth spells resisted by `rock density' have \tn[7] to affect snow, 14 for slate, and 16 for iron.
-    \item
-    Spells resisted by `\roll{Intelligence}{Academics}' set the \gls{tn} to 7, plus the opponent's stats.
-  \end{itemize}
+
+  \hint{Earth spells resisted by `rock density' have \tn[7] to affect snow, 14 for slate, and 16 for iron.}
+
+  \par
+  \hint{Spells resisted by `\roll{Intelligence}{Academics}' set the \gls{tn} to 7, plus the opponent's stats.}
+
   \item
   Casters cannot stifle nor banish spells.
-  \begin{itemize}
-    \item
-    Spells with an area of 27 targets at `\textit{throwing distance}', cannot target anything closer -- they begin at that distance, and arc across the nearest 27 targets like lightning through flesh.
-    \item
-    To dispel a rampaging fire, put it out; and to banish antlers, cut them off with a boning knife.
-  \end{itemize}
+
+  \hint{Spells with an area of 27 targets at `throwing distance', cannot target anything closer -- they begin at that distance, and arc across the nearest 27 targets like lightning through flesh.}
+
+  \par
+  \hint{To dispel a rampaging fire, put it out; and to banish antlers, cut them off with a boning knife.}
 \end{itemize}
diff --git a/rules/swarms.tex b/rules/swarms.tex
index 60aef5ec920a0f823598283278c194bc13abeb5e..15543ac746dbc36d1fcca91bcc499f518c2c4439 100644
--- a/rules/swarms.tex
+++ b/rules/swarms.tex
@@ -9,10 +9,8 @@ They crawl over characters, inhabiting the same space as them.
   \item
   The \gls{tn} to attack a swarm equals a variable minus the swarm's current \glspl{hp}.
   (When you encounters a sea of rats, it's hard to miss all of them!)
-  \begin{itemize}
-    \item
-    A successful attack inflicts 1 Damage to the swarm, as the character crushes most of the creatures on them or next to them.
-  \end{itemize}
+  \item
+  A successful attack inflicts 1 Damage to the swarm, as the character crushes most of the creatures on them or next to them.
   \item
   The swarm inflicts 1 fixed Damage to everyone it occupies an area with.
   \item
diff --git a/rules/weight.tex b/rules/weight.tex
index e569be3e32c3bce6d474a5104056d0c14cdd103c..f258efae07c1914f717a208da0301480627e3a93 100644
--- a/rules/weight.tex
+++ b/rules/weight.tex
@@ -4,21 +4,18 @@ Everything in the game has \pgls{weight}, and when characters carry more than th
 \begin{itemize}
   \item
   Characters can hold a total \gls{weight} equal to their current \glspl{hp} without Penalty.
-  \begin{itemize}
-  \item
-  Characters can carry a total \gls{weight} equal to half their \glspl{hp} in their arms.
+
+  \hint{Characters can carry a total \gls{weight} equal to half their \glspl{hp} in their arms.}
   \hint{Someone with 8~\glspl{hp} who picks up a bronze statue, with \gls{weight}~12 would receive a -8~Penalty to all actions.
   Mounting it on their back reduces the Penalty to~-4.}
-  \item
-  Using only one hand puts the limit to a quarter of their \glspl{hp}.
+
+  \hint{Using only one hand puts the limit to a quarter of their \glspl{hp}.}
   \hint{If \pgls{pc} with 6~\glspl{hp} lifts a poleaxe with \gls{weight}~4, they would receive a -2 Penalty}
-  \end{itemize}
+
   \item
   All creatures have \pgls{weight} equal to their \glspl{hp}.
   \item
   At the end of any strenuous activity, characters gain \pgls{ep}, which counts as having \pgls{weight} of~1.
-  \begin{itemize}
-    \item
-    This includes combat, marching, or going without sleep.
-  \end{itemize}
+
+  \hint{This includes combat, marching, or going without sleep.}
 \end{itemize}
diff --git a/rules_body.tex b/rules_body.tex
index 8da32db86a8d0e5371ecd6cf4074e383e027e8b3..6ea974f34a6b1b0251f09be9b11791857c679c66 100644
--- a/rules_body.tex
+++ b/rules_body.tex
@@ -6,6 +6,8 @@
 
 \input{config/rules/start.tex}
 
+\input{config/rules/interval.tex}
+
 \subsection*{Traits}
 
 \input{config/rules/attributes.tex}
@@ -63,9 +65,5 @@
 
 \input{config/rules/swarms.tex}
 
-\subsection*{Intervals}
-
-\input{config/rules/interval.tex}
-
 \end{multicols}