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We study a dynamic game in which players compete for a prize. In a waiting game with two-sided private information about strength levels, players choose between fighting, fleeing, or waiting. Players earn a "deterrence value" on top of the prize if their opponent escapes without a battle. We show that this value is a key determinant of the type of equilibrium. For intermediate values, sorting takes place with weaker players fleeing before others fight. Time then helps to reduce battles. In andoi:10.1162/rest_a_00961 fatcat:4k2tuntia5afxpq6au7npk5q3y