## ROUNDS AND TURNS

Conflict scenes take place as a series of consecutive rounds.

During each round, the participants will alternate taking turns, starting with one participant from the side who has the initiative. Back to the previous example: Since the Player Characters seized the initiative, one of them (Ricard or Silida) will be the first to take their turn during each round. Then, the golem will take its turn; after the golem, the remaining Player Character will finally be able to act. Then, a new round will begin.

Each turn allows for a single action — that said, some powerful effects might grant characters the ability to perform multiple actions during the same turn. You can find more about actions starting on page 66.

- A character cannot choose to "pass" if they have the opportunity to take a turn. If an enemy just acted and you are the only Player Character who hasn't taken their turn this round, for instance, you must take your turn.
- Sometimes one side will be outnumbered by their adversaries. If this happens, keep alternating turns as long as possible, then let the side with the numerical advantage take their remaining turns towards the end of the round.

Example: In a conflict with two PCs and three NPCs where the heroes have seized the initiative, each round will be as follows: `PC Turn → NPC Turn → PC Turn → NPC Turn → NPC Turn`

The round ends once every participant has performed the turn (or turns, in the case of some exceptionally powerful creatures) at their disposal.

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- There is no fixed duration for rounds and turns: they represent cinematic camera movements and dramatic spotlight, not specific segments of time.
- Despite that, it is perfectly reasonable to tie a countdown or similar gimmick to conflict rounds (such as a six-sections Clock named “collapsing tower” that gets ticked at the end of each round — you don't want to be there when it fills up).
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