>>5701989>>5702013Dangers the caravan faces are represented as clocks. There is Morning, Afternoon and Dusk turn, and on each all clocks progress by 1. Players choose one clock to zoom in on and eliminate the threat it represents.
Each new character assigns 8 points to three attributes:
>Insight>Prowess>Resolve1 attribute point = 1d6.
Let's say it's Morning and the players decided to deal with Detached Strike Force threat. Right now it's at 3/4 - if it reaches 4, the skirmishers will block advance of the caravan, which would cause the main army to catch up from rear and destroy the caravan completely.
If you get enough Local Successes in one turn, the clock you are focusing on will be pushed back by 1. On next turn, again if you get enough Local Successes the clock will be pushed back by 1. You repeat this until you push the clock to 0 at which point the threat is neutralized.
If someone gets Global Success they get to designate one of the other clocks, the ones which are not being engaged currently - that clock will not progress that turn. For example "Scouts report the bandits at the outlying camp have not moved against us."
Each time your roll 1d6 you choose which attribute you are using - for example an archer may describe how they are taking a shot using Insight - they subtract one Insight point and roll 1d6.
If you get Personal Harm you also subtract one point from one attribute. For example a warrior may get bruised in melee, so the player marks "Shallow cut on right leg" and subtracts one Prowess point. Or they may get "Shaken" and subtract one Resolve point.
Each fourth turn can be expected to be a Downtime turn where characters rest and recover some of their lost attribute points and/or heal some of the Harms they may have.