TEXT:  ONE
  Set the Scene
    .
  
  Generally: Who's involved in the conflict? Is the conflict physical or mental in nature? 
  Describe the environment.
  
  Scene aspects: GM, look for three to five fun, interesting, or useful elements from the 
  location or environment to codify as aspects.
  
  Zones: If you think it would help, divide the space into two to four zones. Is it difficult to 
  move between any of these?
  
  Establish sides: If necessary, group characters into opposing teams.
   TWO
  Determine Turn Order
    .
  
  In a physical conflict, rank characters by Notice. If tied, then use Athletics, then Physique.
  
  In a mental conflict, rank characters by Empathy. If tied, then use Rapport, then Will.
  
  GM, pick your NPC with the best relevant skill, and have all your NPCs go at the same time.
   THREE
  Exchange(s)
    .
  
  On your turn, take one action and resolve it.
  ◦ Generally: On your turn, you'll either be attacking another character or creating an 
  advantage (usually as a scene aspect) for yourself or others to use.
  ◦ Full defense: At the expense of foregoing your action for this exchange, you gain +2 to 
  all defense rolls.
  ◦ Resolve attacks: Shifts of success must be absorbed by stress boxes and/or 
  consequences. If this isn't possible, the target is taken out.
  
  On other characters' turns, defend or respond as necessary.
  
  When all players have acted, begin a new exchange. Redetermine turn order if necessary.
   FOUR
  End the Conflict...
    .
  
  … When one side concedes or is taken out.
  
  Gain fate points: Your GM will award fate points to you if...
  ◦ A) Any of your character's aspects were compelled during the conflict, or
  ◦ B) Your character (or her team) conceded the conflict.
  
  Reset stress boxes and note consequences.
  Conflict Outline
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/1 Fate System Rules/Fate-Conflict-Outline.pdf