Goal: be the last one standing. Every fighter has a race (Ork, Grot, Human or Eldar) with its own stats: M (squares per move), WS and BS (lower is better), S, T, W (Wounds), I (goes first) and Ld (getting back up).
Your turn: take 2 actions, or 1 action plus your skill (skill once per turn). You can repeat an action.
Move: up to 3 squares, diagonals allowed. Walls and the balcony rail stop you; use the stairs for the balcony. Climbing onto a table, bar or crate needs a 2+ roll, and a 1 ends the move.
Bash someone standing next to you: roll d6 and add modifiers (WS 3+ +1, WS 5+ −1, Strength vs Toughness ±1 or ±2, ±1 for height, +1 bottle, −1 against Grots). 1–2 miss, 3–4 knocked down, 5+ knocked down and −1 Wound.
Pile On an Ork on the floor. 1 you go down and lose a Wound, 2–5 they lose 1, 6 they lose 2.
Bottles give +1 to your next Bash or Pile On, then break. Stools and bottles can both be thrown D6 squares for a Bash roll; you can't Bash while holding a stool.
Divin' Leap from a table, bar or crate (D3+1 squares) or over the balcony rail (D6+1, double Wounds). Land on an Ork to Pile On him.
On the floor you can only Stand up or Crawl one square.
Throws reach 2 + S squares and need your BS or better on a d6 (+1 needed through cover or at a Grot). A miss scatters and may hit someone else.
Out cold at 0 Wounds. Each turn roll 13 − Ld or more (a 6 always works) to get back up with 1 Wound; it gets harder each time. Turn order is re-rolled every round: d6 + I.