It's not suitable for use yet. And has some ... errr ... exclamations in it where I got frustrated. It's a fairly common zone system -- divide the encounter into a bunch of zones (in the woods, on the roof, etc.) and those in the same zone can melee and those who are not can't, zones can have their own qualities (grant cover, slippery, etc.), moving from one zone to another is an action, some zones have attribute check entry requirements ("on the roof" may have a Difficult AGI check, for example) and your action is wasted if you fail. My sticking point is movement and speeds, as I still want speed to matter. I originally had moving from one zone to another taking a SPEED check (using SPEED as an attribute) but that really didn't work.
So yeah. It's still kinda frustrating me. But I'll get there. I fully intend to include zone rules for theatre of the mind play.
One idea that has occurred to me is that the zones can be near or far. To go from near-near is one action. To go to or from far is a check; if you fail the check, you haven't gotten there yet. So you could have these zones:
On the hill (far, height advantage)
In the woods (far, grants cover)
Outside the farmhouse
On the farmhouse roof (Difficult AGI, grants cover, height advantage)
On the road
So if you have a group, one in the woods, two on the road, and one outside the farmouse. The guy in the woods wants to circle round to the hill, so that's a far -> far, requiring a check. He fails it, so he hasn't made it there yet. The two on the road close to the farmhouse as an action (near -> near, no check). The guy by the farmhouse climbs to the roof (near -> near, but AGI check required to access roof) and does so.