One of the design goals for the Clockwork physical conflict system was to allow for simply organized combats where characters were always on the edge of their seat, never knowing who would act next. We wanted players to be constantly engaged with the fight rather than simply waiting for their turns to act. Creating a fair and balanced initiative system that allowed for this was the most challenging part of the game design and took years to finish. The rules that will be revealed in January accomplish this goal perfectly! Our card based initiative system uses multiple actions and reactions per Initiative Sequence for a fair distribution of turns without having them occur in a structured order that is visible at the time Initiative Cards are dealt. The result is order in chaos: a fair and organized flow of turns that is easy to follow, but constantly changing, creating a feeling of anticipation as each character finishes her turn.