@Arun Gupta The point of clocks isn't specific steps -- in fact, it's a lack of specific steps. So "The Guards Find You" -- that's interesting phrasing. Do the PCs know the guards are looking for them? If so, I might flip the clock on its head and say "You Try To Escape the Guards". But, keeping it as it was... First, how hard is it for the Guards to find them? It's a small town, the PCs are new and stand out, and it's daylight -- relatively easy, maybe a 4 Clock. It's a big city, the players are well-connected, and it's night -- challenging, maybe an 8 Clock (I don't generally go above an 8 count clock. I usually find that things that might call for a high clock count can get broken down into multiple smaller clocks). Next, what are the PCs actions and how successful are they -- or how noisy/obvious? Something like failing a Stealth or Disguise roll could advance the clock, but so could getting into an argument with someone in public, riding in a city where most people walk, or heading back to a place which the guards know they frequent. Since you've phrased it as "The Guards Find Them", I'm assuming the guards finding them is inevitable. If it's not, you might want to use a chase mechanic -- set up 2 clocks. Every time the PCs do something to successfully escape from the guards, their clock goes up one tick. Every time the PCs do something which makes it more likely the guards will find them (like one of the actions above), the guard clock goes up one tick. If the PCs fill their clock first, they get away from the guards and don't have to worry about that for a while. If the guards fill theirs first, they find the PCs. "Clock" is some ways is a misnomer. They're not a countdown in the sense of time or fixed steps. Maybe think of it more like 'meter'? Hope this helps.