The leftmost Character takes the next activation. Attack, play a Technique, install a Sigil, or build Charge.
Change the Order.Rewrite the Fight.
The initiative order is the battlefield. Build a party, manipulate the timeline, charge devastating Break Arts, and interrupt the game at the exact moment your enemy thought they were safe.
The battlefield is not a map.
It is a line.
Every Character and enemy shares one constantly shifting Initiative Track. The leftmost unit acts. After acting, it moves right by Speed. Manipulate the order and you manipulate what happens next.
After acting, move right by Speed. Fast Characters return sooner. Heavy hitters leave larger openings.
Move allies up. Push enemies back. Save Charge. Then tear into the order when the timing is perfect.
Your super move does not have to wait for your turn.
At 3 Charge, a Character can declare an Initiative Break at almost any time. Jump to the front. Fire your Break Art. Then crash to the far end of the timeline. A battle can change between one declared attack and its resolution.

One box.
An entire world.
Not a booster line. Not a rule pamphlet. A complete tactical game and its first full story arc.
The Initiative Break Starter Set puts the full core system, both starter factions, solo and cooperative enemies, campaign play, and the 411-page Core Volume in one package.

Read the story.
Learn the world.
Fight what came next.
The included Core Volume is the heart of Initiative Break: full game rules, an original serialized-style manga, a persistent solo/co-op campaign, and the Field Guide to Danae bound together as one 411-page volume.


A century of progress.
A world where time is breaking.
Keystone technology taught humanity to condense and command Flux. Cities rose. Warfare changed. Then the world began to come apart. Anomaly zones spread across Danae, twisting time, land, people, and machines into impossible reflections of what came before.
The future will be decided in the order they act.
Vanguard
The Empire of Parm's line against collapse. Disciplined soldiers and anomaly specialists fighting to preserve a world they are not certain they understand.
Breakers
Insurgents, dissidents, and survivors who refuse to rebuild the old order. To them, collapse is a crisis, a weapon, and perhaps an opportunity.
Amethyst Order
They appear at anomaly sites and critical moments. Their Aspects watch, catalogue, intervene, and leave before anyone can decide what they were really doing.
Soldiers. Rebels. Survivors.
Every Character is a complete combat kit with their own Initiative, Speed, attacks, Break Art, and Sigil affinities. Click a Character to open their field profile.
Enter the anomaly.
Review copies, high-resolution product photography, logos, creator information, and game fact sheets are available for press, tabletop reviewers, manga channels, and creators interested in Initiative Break.
The next activation is already coming.
Choose your party. Watch the line. Save your Charge. Then break the order before the order breaks you.