Press vs press -> high chance of injury
Hold vs press -> press wastes ammo
Hold vs hold -> nothing happens? Maybe could be "something interferes".
Give vs give -> automatic retreat
Give vs hold -> give has decent chance of success
Give vs press -> Give has small chance to success, press has chance to injure

Can surrender, it's always bad ofc. A cornered party can't give.

When give succeeds, it's generally "move to next location". Could mean different floor in a hotel (found stairs/lift), or different part of an abandoned building, or, hell, in a car chase could mean an entirely different province.

CQC/"quick combat". Used for 1- to 3-second rounds. NPCs move after players, if pvp or nvn, do it in speed order.
Slower character describes a quick action, faster one describes a counter, then throw rock-paper-scissors. Winner gains advantage (similar to Tennis scoring - if loser has advantage, it returns to neutral). If winner has advantage, they move to +2, and loser is stunned (eg. knocked down, restrained, something like that). They take a token of the hand they lost with, indicating that hand loses ties from now on. Returning to neutral allows you to discard one token, gaining advantage discards all.