During the Melee Phase, all non-Charge Melee Combat is resolved semi-simultaneously.
Movement is no longer possible. The only allowed actions are Melee Actions.
During each Melee Round, 1 set of Melee Actions is resolved. There are as many Melee Rounds in a Turn as the highest available number of Melee Actions for any character.
Normal characters get 1 Melee Action per Turn, so typically there is only 1 Melee Round. But some can have more.
The procedure is the same for each Round:
An Engagement Group is the smallest cluster of characters that are Engaged with each other in a way that none of them could affect any character outside the group.
Characters that aren't part of any Engagement Group cannot Act during the Melee Phase.
All Melee Actions are resolved for the whole group before moving on to the next Engagement Group.
The Active Side determines which Engagement Group to resolve next.
First, the Active Side declares all Melee Actions in an Engagement Cluster, then the Passive Side.
If special Melee Actions don't come with rules when to resolve, they go with other attacks if they are considered attacks, together with Optimal Reach, unless all Hexes attacked are Suboptimal. If they don't involve an attack, they go with Maneuvers.
Resolving attacks simultaneously means that all attacks and damage rolls are made before damage takes effect. The rolls are made in any order the attacker sees fit, Active Side first. Effect is then applied in the order the attacks were rolled.
Default actions are listed here. Other actions are available via specific Features.
You can choose to attack any target in your Engagement Group.
If your weapon is too short, your attack is cancelled without replacement unless:
Defending raises your Melee Defense by +2.
This action occurs only after resolving all attacks. If you aren't Dazed by the time it occurs, you may make a Short Move.
There is no penalty for leaving any Zone of Control. However, if you enter a new Zone of Control, you must stop. If that ZOC of belongs to a character who has an uncommitted Melee Action left, he may use it to Attack you, which is resolved immediately.
You may use a Maneuver to enter Close Quarters.
Grappling is only possible in Close Quarters or against an adjacent opponent in Close Quarters.
TBD