Free Conflicts — At the start of each Page, going clockwise around the table, players may add Free Conflicts and Claim one side of a Conflict. They may add or Claim more Conflicts for a Story Token each.
Free Narration — After all players have had a chance to Claim, there is a period of free narration. Anyone can narrate, just as they would using an Ability, so long as it does not require rules arbitration. This is a good time for characters to have conversations, and other tight interactions that can be slowed by turn order. The Starter ends free play at any time by taking Actions for each of her characters. Other players do the same, clockwise.
Actions — In the same order, they get an action for each of their characters. Players may then buy more Actions for a Story Token each. In their Action a player may either use an Ability or create a Conflict. Before and after, they may Stake Debt, Split Dice and/or spend an Inspiration to raise a die to the Inspiration's value.
Conflicts — Conflicts start with a die for each side. These start at 1 and change through play. The highest side controls and narrates the Conflict. There are two kinds of Conflict - Events and Goals.
Events — By declaring an Event you say what will occur in the future. The Resolver narrates how it happens, when it Resolves.
Goals — By declaring a Goal you say some characters are trying to do something. The Resolver narrates whether they succeed.
Abilities — A super-ability earns a Debt Token each time it is used. Other abilities are used only once per Scene, but effect no resources. — The ability either raises an Inspiration by a point or rolls any one die on a Conflict. The ability score must be at least the value of the Inspiration or die. If they roll a Conflict die then they choose whether to accept the roll or turn the die back to its original value.
Stake Debt — Players Stake by moving Debt onto Conflicts. Each character may Stake one Drive per Conflict, no more Debt than Drive Strength.
Split Dice — Players may evenly split any die they own into dice totaling the same value. A side may split to as many dice as it has Stakes.
Use Ability
On a Conflict — The ability score must be at least the value of the die in the Conflict you wish to change.
To raise Inspiration — The ability score must be at least the value of the Inspiration. Add one to your Inspiration.
Use Inspiration — If a character has inspiration points then they can be spent to raise a die up to the level of Inspiration spent.