MOVESIf the fiction meets the conditions of a Move, this Move is triggered. When a Move requires a roll, count the highest 2d6 out of the pool you rolled. Each Move has specific instructions on the effects of different results.
10+ is always a success.
7-9 is still a success, but comes at a cost, consequences or requires a hard choice.
6 or less is a miss, and the GM makes a GM Move instead.
12 is treated like a 10+, but also restores one spent Mosaic Tile of your choice.Moves are only triggered in important situations, when there is something at stake. If failure would not be interesting, just assume everything is as the players describe. The effect of a Move is used as a starting point to drive the narrative onward. Thus, a Move always starts and ends with fiction.
Action Moves (Anzeigen)The action moves are used for standard situations during adventuring.
Push
When you go on the offensive to overcome an obstacle, roll+Aggression. On a 10+, choose one from the list below. On a 7-9, you choose one, but the GM makes a move too.
- You inflict harm.
- You get hold of an object.
- Use your trait.
Hold
When you stand your ground to outlast opposition, roll+Discipline. On a 10+, choose one from the list below. On a 7-9, you choose one, but the GM makes a move too.
- You ward off harm.
- You block a way.
- Use your trait.
Avoid
When you use cleverness to evade confrontation, roll+Cunning. On a 10+, choose one from the list below. On a 7-9, you choose one, but the GM makes a move too.
- You stay unseen.
- You get into cover.
- Use your trait.
Learn
When you closely observe a charged situation, roll+Understanding. On a 10+, choose one from the list below. On a 7-9, you choose one, but the GM makes a move too.
- Ask: What happened here recently?
- Ask: What is about to happen?
- Use your trait.
When you are first acting upon the answer, the GM will add one Advantage to the pool.
Call
When you raise your voice to exert control over the situation, roll+Inspiration. On a 10+, choose one from the list below. On a 7-9, you choose one, but the GM makes a move too.
- Characters who do as you say gain the initiative.
- Opposition must come forward or retreat.
- Use your trait.
In any case, you will probably draw a lot of attention.
Initiate Interaction
When you talk to a NPC from a common culture in order to get something significant from them, roll+Culture. On a 10+, choose one from the list below. On a 7-9, you choose one, but the GM makes a move too.
- Interaction begins if their rank is not higher than yours.
- Interaction begins if you allow them to set the stage.
- Use your trait.
Interaction Moves (Anzeigen)After Interaction has been successfully initiated, these Interaction Moves come into play and will be triggered by your choice of conversation.
Intimidate
When you threaten them, roll+Aggression. On a 10+, choose one from the list below. On a 7-9, you choose one, but the GM makes a move too.
- They give in but will hold a grudge.
- They give in if you make a show of force.
- Use your trait.
Reason
When you try to persuade them that it would be the right thing to do as you request, roll+Discipline. On a 10+, choose one from the list below. On a 7-9, you choose one, but the GM makes a move too.
- They agree if you give them proof or evidence.
- They agree if you first make a promise to them.
- Use your trait.
Bargain
When you propose a deal that seems to be fair, roll+Cunning. On a 10+, choose one from the list below. On a 7-9, you choose one, but the GM makes a move too.
- They accept if you fully pay up front.
- They accept if you make the deal beneficial for them.
- Use your trait.
Empathy
When you try to read a person, roll+Understanding. On a 10+, choose one from the list below. On a 7-9, you choose one, but the GM makes a move too.
- Ask: Are they being honest?
- Ask: What do they intend to do?
- Use your trait.
When you are first acting upon the answer, the GM will add one Advantage to the pool.
Impress
When you try to instill due respect in them, roll+Inspiration. On a 10+, choose one from the list below. On a 7-9, you choose one, but the GM makes a move too.
- They will obey if you openly demonstrate your favor.
- They will obey as long as you are around.
- Use your trait.
Secondary Moves (Anzeigen)These moves are tied to specific situations of contact.
Care
When you are tending another PC that requires care, roll +Understanding. On a 10+, choose one from the list below. On a 7-9, you choose one, but the GM makes a move too.
- Their condition improves slowly and remains stable.
- Their condition improves quickly but remains unstable.
- Use your trait.
Either way, they have to mark Influence of your choice.
Travel
When travelling from one region to another, identify the key obstacles that make your journey risky.
Time pressure: Choose a Leader to roll+Inspiration.
Hazardous environment: Choose a Scout to roll+Cunning.
Hostile opposition: Choose a Guard to roll+Discipline.
On a 10+, choose one from the list below. On a 7-9, you choose one, but the GM makes a move too.
- You find a shelter that is safe.
- You find a shelter that is inhabited.
- Use your trait.
Rest
When you perform a trait’s resting ability during downtime, choose one:
- Gain a Mosaic Tile of this trait's culture.
- Clear one influence of this trait's culture.
- Mark Experience.
Usually you can only perform one resting task per instance of rest. However, you can
perform additional resting tasks by spending Advantage of the appropriate Culture one for one.
Participate
When you use your downtime to join another PC in their resting task, they will request you to do one of the following:
- Tell me something personal about you.
- Tell me how you feel about something.
- Take on an additional Challenge that I give you.
If you do so, choose one:
- Clear all Influence of their trait’s culture.
- Temporarily raise Trust by +1 (until the next rest).
- Temporarily highlight this trait’s stat (for a single use).
Participating can be done only once per rest, regardless of your number of resting abilities available.
The Flowers
When you are the first to encounter Flowers of Montezuma, roll +NOTHING. This is just about horror and sheer luck. On a 10+, choose one from the list below. On a 7-9, you choose one, but the GM makes a move too.
- You have not yet attracted their attention.
- You are not massively outnumbered.
- Use your trait (by default there is none).