We had a peculiar situation the other night. Our halfling druid wanted to FLEE two attackers but could not because his foes were in the same zone. So he used FEINT to get the best initiative card and then RUN to move to an adjacent zone. The first round was then over as he started out with the worst initiative card.
What to do here? The next round starts with the defendant holding the best initiative card and being alone in his zone, so technically he can now FLEE. But this doesn't seem right as his pursuers are of course close behind and not just sitting on a rock while their foe uses his actions. It also doesn't seem right that one can simply RUN from close combat without any sort of dice roll.
Under the circumstances I ruled that a FAST non-rolled RUN can only be used to close the distance to ARM'S LENGTH. To leave close combat and enter a different zone, RUN should require a MOVE roll and count as a SLOW action.The pursuers then needed a like MOVE roll to keep up, or a better one to also close the distance to ARM'S LENGTH. Making this sort of RUN a SLOW action also meant the pursuers were limited to FAST attack actions in case they actually got back to ARM'S LENGTH and wanted to finish the round with e.g. a SHOVE, which seemed reasonable.
Our halfling got away, eventually, by rolling a really good MOVE roll to outpace his pursuers and was allowed to roll for FLEE.