diff --git a/Makefile b/Makefile
index d2e5a0ca56e007ea1b68992ac0a738b8c1f61284..b66e483cc472eb829336e42fdfad9219865f4f15 100644
--- a/Makefile
+++ b/Makefile
@@ -27,20 +27,16 @@ docs.pdf: images/wide.jpg $(ALL_FILES)
 	$(GLOS) docs
 	$(RUN) docs.tex
 	$(CP) $(DROSS)/docs.pdf docs.pdf
-resources.pdf: $(ALL_FILES) rules.pdf
+resources.pdf: $(ALL_FILES)
 	$(RUN) resources.tex
 	$(RUN) resources.tex
 	$(CP) $(DROSS)/resources.pdf resources.pdf
-foldout.pdf: $(wildcard fold_*.tex) $(wildcard rules/*.tex) $(ALL_FILES) docs.pdf
+foldout.pdf: $(wildcard fold_*.tex) $(ALL_FILES) docs.pdf
 	$(RUN) foldout.tex
 	$(RUN) foldout.tex
 	$(CP) $(DROSS)/foldout.pdf foldout.pdf
-rules.pdf: .switch-gls images/wide.jpg $(wildcard rules/*.tex) $(ALL_FILES)
-	$(RUN) rules.tex
-	$(RUN) rules.tex
-	$(CP) $(DROSS)/rules.pdf rules.pdf
 
 .PHONY: all clean
-all: docs.pdf foldout.pdf resources.pdf rules.pdf $(DROSS)/test.pdf 
+all: docs.pdf foldout.pdf resources.pdf $(DROSS)/test.pdf 
 clean:
 	$(CLEAN) images/wide.jpg
diff --git a/bind.sty b/bind.sty
index b522656a75e7b6e3641c93a13c1c8b41ed8bf3c9..8dc9534a528f31ecc728b3c597612cf9c55072a7 100644
--- a/bind.sty
+++ b/bind.sty
@@ -1,6 +1,6 @@
 \RequirePackage{config/layout}
 \input{config/glossary.tex}
-\input{config/rules/charts.tex}
+\input{config/charts.tex}
 \RequirePackage{config/csCommands}
 \RequirePackage{config/seasons}
 \RequirePackage{config/magic}
diff --git a/rules/charts.tex b/charts.tex
similarity index 100%
rename from rules/charts.tex
rename to charts.tex
diff --git a/fold_back.tex b/fold_back.tex
index 855933f8fb769d0109b8e94b467b4bac2dc58891..3d5c2aa42ea9879306343d66a659be3017ecbf68 100644
--- a/fold_back.tex
+++ b/fold_back.tex
@@ -70,7 +70,7 @@
 
 \setcounter{page}{1}
 \posterbox{name=second,column=1,row=2,span=1,rowspan=1}{
-  \input{config/rules/start.tex}
+  \input{config/start.tex}
 }
 
 \setcounter{page}{15}
diff --git a/rules.tex b/rules.tex
deleted file mode 100644
index edd75bcfad821a360763053ef5131d289072a518..0000000000000000000000000000000000000000
--- a/rules.tex
+++ /dev/null
@@ -1,10 +0,0 @@
-\documentclass[a4paper,openany]{book}
-\usepackage{bind}
-
-\pagestyle{empty}
-
-\begin{document}
-
-\input{config/rules_body.tex}
-
-\end{document}
diff --git a/rules/actions_basic.tex b/rules/actions_basic.tex
deleted file mode 100644
index a93e55409afcb522824b443cef917d2508ffb961..0000000000000000000000000000000000000000
--- a/rules/actions_basic.tex
+++ /dev/null
@@ -1,21 +0,0 @@
-\subsubsection{Rolling Dice}
-determines the state of the world.
-Leave them on the table.
-Other characters must use the same \gls{natural}.
-
-\begin{nametable}{\Glsentrytext{tn} Standards}
-   7 & Basic        \\
-  10 & Tricky       \\
-  12 & Professional \\
-  14 & Specialist   \\
-\end{nametable}
-
-\subsubsection{Resisted Rolls}
-start at \tn[7] then add the opponent's Bonuses.
-
-\subsubsection{Dangerous Actions}
-require $2D6$ to beat the \gls{tn}.
-Roll below and the danger occurs.
-Roll on the tie, and the \gls{pc} gets both or neither.
-
-
diff --git a/rules/actions_resisted.tex b/rules/actions_resisted.tex
deleted file mode 100644
index 9d679b5226571d8ed4bca19e2d71abd9881b1147..0000000000000000000000000000000000000000
--- a/rules/actions_resisted.tex
+++ /dev/null
@@ -1,6 +0,0 @@
-\subsubsection{Resisted Actions}
-
-\begin{itemize}
-  \item
-  The player rolls at \gls{tn} 7 plus the opponent's Bonuses.
-\end{itemize}
diff --git a/rules/actions_resting.tex b/rules/actions_resting.tex
deleted file mode 100644
index e4e6ea7e123744e836c8845a52726a304d4d7027..0000000000000000000000000000000000000000
--- a/rules/actions_resting.tex
+++ /dev/null
@@ -1,4 +0,0 @@
-\subsubsection{Resting Actions}
-apply when you can repeat something, without danger.
-Set the darker die to `\dicef{6}' and roll the other.
-If this roll fails, it fails forever.
diff --git a/rules/armour.tex b/rules/armour.tex
deleted file mode 100644
index fab5dc833732d6eb23aa90501de9744b3f36fbd5..0000000000000000000000000000000000000000
--- a/rules/armour.tex
+++ /dev/null
@@ -1,10 +0,0 @@
-\subsubsection{Armour}
-provides \gls{dr}, but only when the \gls{covering} applies.
-For armour with \gls{covering} 3:
-
-\begin{description}
-  \item[Roll $\leq$ \gls{tn} $-$ your \gls{covering}]: opponent scores \pgls{vitalShot}, and ignores your \gls{dr}.
-  \item[Roll $<$ \gls{tn}]: opponent hits, but your \gls{dr} reduces Damage.
-  \item[Roll $>$ \gls{tn}]: you hit, but opponent's \gls{dr} reduces Damage.
-  \item[Roll $\geq$ \gls{tn} $+$ opponent's \gls{covering}]: you score \pgls{vitalShot}, and inflict full Damage.
-\end{description}
diff --git a/rules/attributes.tex b/rules/attributes.tex
deleted file mode 100644
index 8e3b5111247c72569979841089dafb53557596df..0000000000000000000000000000000000000000
--- a/rules/attributes.tex
+++ /dev/null
@@ -1,18 +0,0 @@
-\subsubsection{Attributes}
-
-\begin{itemize}
-  \item
-  \textbf{Strength:} muscle, brawn, toughness, height
-  \item
-  \textbf{Dexterity:} finesse, coördination, balance
-  \item
-  \textbf{Speed:} velocity, tendons, vim
-  \item
-  \textbf{Intelligence:} memory, logic, tenacity, cunning
-  \item
-  \textbf{Wits:} alacrity, levity, attention, acumen
-  \item
-  \textbf{Charisma:} gravitas, glamour, confidence, symmetry
-\end{itemize}
-
-
diff --git a/rules/banding.tex b/rules/banding.tex
deleted file mode 100644
index be4e5aa32e037ff22b61235d40787b55fcae349f..0000000000000000000000000000000000000000
--- a/rules/banding.tex
+++ /dev/null
@@ -1,8 +0,0 @@
-\subsubsection{Banding}
-Bonuses together lets you add half of the second, a quarter of the third, and so on
-(round halves up).
-
-%\hint{Two \glspl{pc} search \pgls{village} for anything with their family's crest.
-%The first has a +4 Bonus, the other has +3.
-%Think ``$4 + \frac{3}{2} = 5\frac{1}{2} = 6$'', so they make a single roll with a +6 Bonus}
-
diff --git a/rules/cs.tex b/rules/cs.tex
deleted file mode 100644
index 451b9ed8dbd591cbaa1c339f0e143f41c36e0a4c..0000000000000000000000000000000000000000
--- a/rules/cs.tex
+++ /dev/null
@@ -1,15 +0,0 @@
-When handing out the premade character sheets, hand out the characters one at a time, to the player on your left.
-
-\begin{itemize}
-  \item
-  Take the top character and give a brief overview.
-  \item
-  Hand it to the player on your left.
-  They can either accept the character, or pass it to the next player.
-  \item
-  If a character returns to you, put it back in the \gls{characterPool}, at the bottom of the pile.
-  \item
-  If \pgls{pc} dies, the player selects another character from this pool.
-  \item
-  Any allies which enter the game become part of this pool.
-\end{itemize}
diff --git a/rules/fate.tex b/rules/fate.tex
deleted file mode 100644
index 770e4516ad514d43f838f5728f9c8b4af13a884d..0000000000000000000000000000000000000000
--- a/rules/fate.tex
+++ /dev/null
@@ -1,7 +0,0 @@
-\subsubsection{\Glsfmtlongpl{fp}}
-let you live a little longer.
-Spend \glspl{fp} instead of \glspl{hp}.
-
-\begin{center}
-$\Glspl{fp} = \frac{Total~\glsfmtplural{xp}}{10} + Charisma$
-\end{center}
diff --git a/rules/healing.tex b/rules/healing.tex
deleted file mode 100644
index d6aef8855ad6f23f7a932be266e1d8f567d92687..0000000000000000000000000000000000000000
--- a/rules/healing.tex
+++ /dev/null
@@ -1,3 +0,0 @@
-\index{Healing}%
-\subsubsection{Healing}
-lets characters recover half of their current \glspl{hp} (minimum 1), after a week's rest.
diff --git a/rules/hitting_things.tex b/rules/hitting_things.tex
deleted file mode 100644
index 4678cfd12c0d4717b0cf99b379b42fbd9dff50df..0000000000000000000000000000000000000000
--- a/rules/hitting_things.tex
+++ /dev/null
@@ -1,24 +0,0 @@
-\subsubsection{Combat}
-needs a coin to track your \glspl{ap}.
-Start each round with 3 + Speed.
-You act in any order, but those with more \glspl{ap} can interrupt (shorter actions break ties).
-
-\begin{description}
-  \item[You attack]
-with \roll{Dexterity}{Combat}, winner deals Damage equal to $1D6$ + Strength (+4 Damage becomes $1D6$).
-
-\item[Resistance is mandatory]
-so spend \glspl{ap} to attack, cast, or run, even if your \glspl{ap} fall below 0.
-
-\item[Below 0~\glspl{ap}]
-your only actions are responses, while the deficit becomes a Penalty.
-\end{description}
-
-\begin{boxtable}
-  1 & Draw a weapon \\
-  1 & Move 3~\glspl{step} + Athletics \\
-  1 & Shunt someone back with \roll{Dexterity}{Brawl} \\
-  1 & Guard a friend -- attacks must go through you \\
-  3 & Use an item or remove your rucksack \\
-\end{boxtable}
-
diff --git a/rules/interval.tex b/rules/interval.tex
deleted file mode 100644
index 9b012b4015c9405447342c0e9988af65f9bb6d5c..0000000000000000000000000000000000000000
--- a/rules/interval.tex
+++ /dev/null
@@ -1,19 +0,0 @@
-\subsubsection{\Glsfmtplural{interval}}
-\label{intervals}
-divide the day into four parts.
-
-\begin{boxtable}[c|c|Y|Y]
-  \hline
-  \showInterval{1} & \showInterval{2} & \showInterval{2} & \showInterval{2} \\ 
-  \textbf{Morning} & \textbf{Afternoon} & \textbf{Evening} & \textbf{Night} \\
-  \hline
-\end{boxtable}
-
-\begin{description}
-  \item[Resting characters] remove \pgls{ep}.
-  \item[The \gls{gm}] rolls $1D6$ -- everyone gains that many \glspl{fp}.
-  \item[The wind] brings \glspl{mp} towards the biggest vacuum.
-\end{description}
-
-\manaRegenChart
-
diff --git a/rules/projectiles.tex b/rules/projectiles.tex
deleted file mode 100644
index df624a42d3e307b0cf70c0593bf56f868eae6b1c..0000000000000000000000000000000000000000
--- a/rules/projectiles.tex
+++ /dev/null
@@ -1,8 +0,0 @@
-use \roll{Dexterity}{Projectiles}, targets resist with \roll{Speed}{Vigilance}.
-
-\begin{itemize}
-  \item
-  Every 5 \glspl{step}' distance adds +1 to the \gls{tn}.
-  \item
-  When \pgls{pc} hits the \gls{tn} precisely, they miss their first target, but hit another target behind (if any).
-\end{itemize}
diff --git a/rules/skills.tex b/rules/skills.tex
deleted file mode 100644
index 838410b8b72b6f3e497bb13597dd398260483a31..0000000000000000000000000000000000000000
--- a/rules/skills.tex
+++ /dev/null
@@ -1,3 +0,0 @@
-\subsubsection{Skills}
-
-Different Attribute/ Skill pairs give unique Bonuses to different tasks.
diff --git a/rules/spells.tex b/rules/spells.tex
deleted file mode 100644
index 8646d52f37661d96d5f1bb058dcb15a00eb1025a..0000000000000000000000000000000000000000
--- a/rules/spells.tex
+++ /dev/null
@@ -1,14 +0,0 @@
-demand \glspl{mp}, or inflict \glspl{ep}.
-Once cast, they jump out, and fork through the nearest targets like lightning.
-The caster can only decide the first target, and can only limit the range by \glspl{step}.
-
-\begin{itemize}
-  \item
-  The player rolls Charisma plus the \emph{lowest} Sphere the spell requires.
-  \item
-  Spells resisted by another's roll can stop a physical attack.
-  \item
-  Spells endure until they stop.
-  Fire spells last until the fire dies.
-  If a witch makes antlers grow from your head, only a boning-knife can `dispel' them.
-\end{itemize}
diff --git a/rules/swarms.tex b/rules/swarms.tex
deleted file mode 100644
index e7aeb4c5fae6d65212778d56e4e7cdd90557c17f..0000000000000000000000000000000000000000
--- a/rules/swarms.tex
+++ /dev/null
@@ -1,20 +0,0 @@
-are myriad, small creatures, acting as one.
-They crawl over characters, and into gaps in armour.
-
-\begin{itemize}
-  \renewcommand{\arraystretch}{1}
-  \item
-  Swarms can pull together to bunch up on a single \gls{step}, or spread across a number of \glspl{step} equal to their \glspl{hp}.
-  \item
-  Swarms can split, then rejoin, as part of a normal movement action.
-  \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!)
-  \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
-  If the swarm has more \glspl{hp} than any armour's \gls{covering}, the swarm ignores \gls{dr}.
-\end{itemize}
-
diff --git a/rules/weapons.tex b/rules/weapons.tex
deleted file mode 100644
index 161a352db3faf1764cee910fdc6c26544f46b639..0000000000000000000000000000000000000000
--- a/rules/weapons.tex
+++ /dev/null
@@ -1,3 +0,0 @@
-\subsubsection{Weapons}
-add to Attack and Damage.
-Heavier weapons have bigger Bonuses, but cost more \glspl{ap} to use.
diff --git a/rules/weight.tex b/rules/weight.tex
deleted file mode 100644
index 9895372600aefcbebf3ea3000f81150132e6141b..0000000000000000000000000000000000000000
--- a/rules/weight.tex
+++ /dev/null
@@ -1,15 +0,0 @@
-\subsubsection*{\Glsfmttext{weight}}
-comes from items carried and miles walked.
-Every point over a limit becomes an Encumbrance Penalty.
-
-\begin{itemize}
-  \item
-  The body holds \pgls{weight} up to current \gls{hp}.
-  \item
-  The arms hold half as much; one hand, a quarter.
-  \item
-  A body's \gls{weight} equals total \glspl{hp}.
-  \item
-  \Glspl{ep} emerge after exercise, sleeplessness, or hunger.
-  Each has \pgls{weight} of~1.
-\end{itemize}
diff --git a/rules_body.tex b/rules_body.tex
deleted file mode 100644
index fdd01359037a05b909b03735a944600ace7c1bda..0000000000000000000000000000000000000000
--- a/rules_body.tex
+++ /dev/null
@@ -1,67 +0,0 @@
-\subsection*{Binding Rules}
-\renewcommand{\arraystretch}{1.1}
-
-\begin{multicols}{2}
-
-\subsubsection*{Setting Up}
-
-\input{config/rules/start.tex}
-
-\columnbreak
-
-\input{config/rules/attributes.tex}
-
-\end{multicols}
-
-\mentalSkillChart
-
-\begin{multicols}{3}
-
-\input{config/rules/actions_basic.tex}
-
-%\input{config/rules/actions_resisted.tex}
-
-\input{config/rules/actions_resting.tex}
-
-\input{config/rules/banding.tex}
-
-\input{config/rules/weight.tex}
-
-\end{multicols}
-
-\physicalSkillChart
-
-\begin{multicols}{2}
-
-\subsection*{Fight!}
-
-\input{config/rules/hitting_things.tex}
-
-\input{config/rules/weapons.tex}
-
-\commonWeaponsChart
-
-\input{config/rules/armour.tex}
-
-\commonArmourChart
-
-\input{config/rules/fate.tex}
-
-\subsubsection*{Projectiles}
-
-\input{config/rules/projectiles.tex}
-
-\subsubsection*{Spells}
-
-\input{config/rules/spells.tex}
-
-\subsubsection*{Swarms}
-
-\input{config/rules/swarms.tex}
-
-\bigLine
-
-\input{config/rules/interval.tex}
-
-\end{multicols}
-
diff --git a/rules/start.tex b/start.tex
similarity index 100%
rename from rules/start.tex
rename to start.tex