Progress clocks are a method of tracking detailed, long, tricky or complicated tasks in an easily manageable abstract manner. Filling in a clock visually represents progress towards a desired outcome and how far you have yet to go.
Each segment of a clock may represent any amount of fiction depending on the desired outcome of that clock:
The size of a clock and how many segments it has is chosen by the Grandfather - with possible haggling from other players if needed. It should be based on the difficulty of the tasks and how many steps the Grandfather thinks it needs, and how many players will be working on it at the same time.
The Grandfather will usually have two clocks going at any time. One for the progress of the protagonists and one for the progress of the antagonists.
Antagonist clock outcomes could be simple and cover a short period of time such as:
Or they may be more convoluted:
Clocks are for:
Clocks do not need to be used for one-off or quick events. If the outcome of the event may lead to important or interesting plot changes - use a Move. If it's easier to just have it succeed, just do describe how it works in the fiction.
Using a Sombras Que Corta in combat may or may not be part of a clock.