Whenever there's potential for violence, the game enters Combat. It functions in the same manner as a Challenge.

Every combat Challenge is called an Exchange1.

When combat begins, call out your targets. Different characters may be able to call out multiple targets, but most characters can only pick one. You determine what Actions2 and Equipment3 you're going to use. Actions cost a number of Capability points, represented by Capability tokens. Each Action allows three levels of Capability expenditure, which determine how committed to a given Action you are. These are light, standard, and strong. Special Ability purchases grant an extra tier of expenditure.

You put the cards representing the Actions and Equipment you're going to use face down, along with the required number of Capability tokens. Actions are placed face down in the order they are revealed, so that the first revealed card is considered the first played action.

When every party has put their cards down, Actions and Equipment are revealed. Each Action has a number denoting it's speed- the lower, the better. Each Equipment card has tags representing distance. Actions with the lowest speed numbers and most appropriate4 distance go first. You may leave Equipment cards face up if they are in constant use.

Your attacks are lined up with your target's defenses, and your defenses are lined up with their attacks. Your Ability rolls are compared (though many NPCs do not roll; they have a set challenge rating that needs to be beaten) and the highest number wins.

After every successful attack, damage is rolled for from damage tables5 and dealt accordingly. Armor negates damage; the Armor card will tell you what kind of damage it negates.

If you have an extra defense, you may use it for a minor action, such as spitting in your target's face. If you don't have a defense to correspond to an attack against you, you take the attack.