See also: [[Moves]], [[Maven Moves]], and [[Custom Moves]] ##### The Day Move The Day Move is used when Mavens take risky actions during the day, or when they encounter something scary or unnerving during the day. Name what you’re afraid will happen if you fail or lose your nerve, then roll with an appropriate ability. **On a 7-9**, the Keeper will tell you how your actions would leave you vulnerable, and you can choose to back down or go through with it. If you go through with it, the Keeper describes what it looks like. **On a 10+**, you do what you intended or you hold steady; describe what it looks like. **On a 12+**, you do what you intended or you hold steady, and the Keeper will tell you some extra benefit or advantage you receive. Describe what it looks like. ##### The Night Move The Night Move is used when Mavens take risky actions at night. In BRINDLEWOOD BAY BRINDLEWOOD BAY, nighttime is more dangerous than daytime, and so the Night Move is written to have more perilous outcomes for the Mavens than the Day Move. Name what you’re afraid will happen if you fail or lose your nerve. The Keeper will tell you how it is worse than you fear. You can choose to back down or go through with it. If you go through with it, roll with an appropriate ability. **On a 7-9**, you do what you intended or you hold steady, but there is a complication or cost; the Keeper describes what it looks like. **On a 10+**, you do what you intended or you hold steady; describe what it looks like. **On a 12+**, you do what you intended or you hold steady, and the Keeper will tell you some extra benefit or advantage you receive. Describe what it looks like. ##### The Meddling Move The Meddling Move is the main way a Maven turns up Clues and is the most frequently triggered move in the game. The Meddling Move is written to cover all types of information-gathering actions, and the ability used for the roll should match whatever action is taken. When you search for a clue, conduct research, or otherwise gather information, describe how you’re doing so and roll with an appropriate ability. **On a hit**, you find a Clue. The Keeper will tell you what it is. **On a 7–9**, there’s a complication—either with the Clue itself, or a complication you encounter while searching. The Keeper will tell you what the complication is. **On a 12+,** you also find a [[Clues#Void Clues|Void Clue]] OR you learn something about the dark conspiracy in Brindlewood Bay (Keeper’s choice). ##### The Cozy Move When you have an intimate moment with another Maven while one of you is engaged in your Cozy Activity, you may each clear an appropriate Condition. If it’s your Cozy Activity, you can also stumble on a Clue relevant to the active mystery. Tell the Keeper what it is. The Clue cannot conclusively solve the mystery by itself. This move serves the practical purpose of clearing Conditions, but is principally designed to show the close relationship between individual Murder Mavens, and to give a glimpse into their lives in the community of Brindlewood Bay. It’s also a risk-free way to find a Clue. > [!example] If it doesn't make sense to leave a location to have your move, you can incorporate your cozy activity into the story where you are. ##### The Gold Crown Mysteries Move Once per mystery, when any Maven says “This reminds me of something that happened to Amanda Delacourt!”, work with the other players to describe how something that is happening in the situation reminds the Mavens of an event from one of the [[Murder Mavens#Gold Crown Mysteries|Gold Crown Mysteries]]. At a minimum, you must provide the following information: ∙ The name of the Gold Crown Mystery in question (no repeats, please!). ∙ The problem or situation Amanda found herself in that is similar to what the Mavens are experiencing. ∙ How Amanda eventually overcame the problem or resolved the situation. Then, take a 12+ to a single relevant roll OR state a fact about the current situation that the Keeper must incorporate. ##### The Occult Move When you engage in an activity related to the supernatural or the occult for the first time, imagine what your actions would look like as a move. Say what triggers the move and roll with Sensitivity. **On a hit**, it works; work with the Keeper to write the move—it is now a move all Mavens can use for the rest of the game and your roll stands. **On a 7–9**, you must also mark the Crown of the Void. **On a miss**, it’s not something the Mavens can ever do and you also mark the Crown of the Void. ##### Theorize When the Mavens have an open, freewheeling discussion about the solution to a mystery once they have gathered a number of Clues equal to at least half the mystery’s Complexity (rounded up)—and reach a consensus—roll plus the number of Clues incorporated into the theory or otherwise explained away, minus the mystery’s Complexity. **On a 10+**, it’s the correct solution. The Keeper will present an opportunity to take down the culprit or otherwise save the day. **On a 7–9**, it’s the correct solution, but the Keeper will either add an unwelcome complication to the solution itself, or present a complicated or dangerous opportunity to take down the culprit or save the day. **On a 6-**, the solution is incorrect, and the Keeper reacts. **On a 12+**, a person involved in the dark conspiracy of Brindlewood Bay also reveals themself to the Mavens. > [!Note] Note: It doesn’t matter who rolls Theorize when the time comes. Additionally, Theorize cannot be taken with advantage or disadvantage, nor is it subject to the effects of other moves. The success tier can be increased by putting on a Crown, but only if every Maven does so.