- Determine sides
- Determine environment and time
- Situation aspects
- Zones ("bigger than a house") and actor position within them
- Determine turn order
- Conflict proceeds via exchanges until...
- Participants transition to a Contest
- One side's actors have all conceded or been taken out
- During each exchange each remaining actor takes a turn in turn order
- Actors may concede at any time that there are no unresolved die rolls (even out-of-turn after an attack is declared)
- Optionally move to a neighboring, unobstructed zone (before or after...)
- Choose one of the following:
- Use an overcome action to move to another zone
- Normal overcome outcomes apply
- Does not need to be a neighboring zone (set DC accordingly)
- May be obstructed
- May be in addition to normal movement
- Take a different action
- Concentrate on defense (+2 to all defend rolls)
- Use an overcome action to move to another zone
- Attacker rolls attack, defender rolls defense
- Another actor may opt to stand in for the defender if it makes sense
- Calculate shifts between attack and defense rolls
- If attacker succeeds, the defender must absorb the shifts by...
- Taking one or more consequences, each reducing the successful roll's shifts
- Actor who inflicted the consequence gets a free invocation against it
- Taking stress of equal or greater value to the remaining shifts the corresponding stress track
- Being taken out
- Taking one or more consequences, each reducing the successful roll's shifts
- Actors who have conceded or been taken out are out of the conflict, period
- Opposing side gets what they want (if you are the last actor on your side)
- When conceding:
- You are allowed some say in your actor's conflict outcome ("left for dead instead" of "taken prisoner")
- Gain one Fate point for conceding (after the conflict ends)
- Gain one Fate point for every consequence gained (after the conflict ends)
- When taken out:
- Your opponent chooses your actor's conflict outcome ("taken prisoner, no ifs or buts")