The light, easily digestible rules are reminiscent of classic games such as GURPS: they are attribute and skill-based, with a system of advantage/disadvantage points distributed during the slightly convoluted PC creation process (there's indeed a bit a back and forth on skills and attributes). Still, once everything is in place, the system is very fast and very flexible, which gives plenty of room for the GM to concentrate on the storytelling.
The system contains some clever little variations too, like three levels of damage per weapon, which has the positive effect of getting rid of wildly differing weapon damages on successful hits (I don't know why this approach isn't used in other OSR-like games).
The Tékumel setting, although not described in detail, is present throughout: besides the many good, clean B&W creature and character illustrations, one also gets a gorgeous B&W map of the city of Katalál (wish it'd been in color), a very extensive spell list, random-encounter rules per environment (city, jungle, Sákbe-road, etc.), as well as rules to create characters that start their adventuring lives with the premises of good Tékumelani backstories: one could be a spy for instance, or a magic-power dampener, or the owner of some attribute-boosting "sorcerous" device. Such details fire up the imagination and help players (and GMs) flesh out their characters and adventures.
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