The key moves are a spiralling set of tools to help you escalate the experience and make things progressively worse for everyone in the expedition. Each one plays off the previous one. Use them frequently.

They build on each other:

All of the moves can be used by anyone, at any time.

Take Stock

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How to use this move:

  1. Starting with you, every player adds a sensory detail about the scene (sight, sound, touch, smell, taste, or how your character feels). You can skip yourself if you don’t have anything in mind

  2. When everyone has spoken, return to collaborative storytelling

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Tips:

Something’s Not Right

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How to use this move:

  1. The person who triggered the move says “Something’s not right…” and what they think might be wrong
  2. Another player says “It’s worse than that…”, and describes how
  3. The player who said SOMETHING’S NOT RIGHT incorporates the escalation, and storytelling continues

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Tips

Not So Easy

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How to use this move:

  1. When someone describes their character doing something ‘Not So Easy’, interrupt by triggering this move (Anyone can say it! You can even call it on yourself)
  2. The person trying to do the thing restates what they wanted to happen, then draws a Not So Easy card to find out if it does
  3. That player then weaves the outcome and its complications (usually a mutation) into the story, and play continues

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Tips: