Basic Moves

These are the basic moves a player can use during a game, copied and modified from the Dungeon World Play Sheets .  All players can use them, and abilities on character sheets reference them.  Players should keep this page handy as a reference during the game.  Printable versions will be available soon.

## Hack and Slash

When you **attack an enemy in melee**, roll+STR. On a 10+ you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack. On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.

## Volley

When you take aim and **shoot at an enemy at range**, roll+DEX. On a 10+ you have a clear shot—deal your damage. On a 7–9, choose one (whichever you choose you deal your damage):

* You have to move to get the shot, placing you in danger of the GM’s choice

* You have to take what you can get: -1d6 damage

* You have to take several shots, reducing your ammo or uses by one

## Negotiate

When you **have leverage on a GM character and manipulate them**, roll+CHA. Leverage is something they need or want. On a hit they ask you for something and do it if you make them a promise first. On a 7–9, they need some concrete assurance of your promise, right now.

## Defy Danger

When you **act despite an imminent threat** or suffer a calamity, say how you deal with it and roll. If you do it...

* by powering through, +STR

* by getting out of the way or acting fast, +DEX

* by enduring, +CON

* with quick thinking, +INT

* through mental fortitude, +WIS

* sing charm and social grace, +CHA

On a 10+, you do what you set out to, the threat doesn’t come to bear. On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.

## Defend

When you **stand in defense of a person, item, or location** under attack, roll+CON. On a 10+, hold 3. On a 7–9, hold 1. So long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:

* Redirect an attack from the thing you defend to yourself

* Halve the attack’s effect or damage

* Open up the attacker to an ally giving that ally +1 forward against the attacker

* Deal damage to the attacker equal to your level

## Discern Realities

When you **closely study a situation or person**, roll+WIS. On a 10+ ask the GM three questions from the list below. On a 7–9 ask only one. Take +1 forward when acting on the answers.

* What happened here recently?

* What is about to happen?

* What should I be on the lookout for?

* What here is useful or valuable to me?

* Who’s really in control here?

* What here is not what it appears to be?

## Consult the Handbook

When you **consult your accumulated knowledge about something**, roll+Int. On a 10+ the GM will tell you something interesting and useful about the subject relevant to your situation. On a 7–9 the GM will only tell you something interesting—it’s on you to make it useful. The GM might ask you “How do you know this?” Tell them the truth, now.

## Aid or Interfere

When you **help or hinder someone you have a Bond with**, roll+Bond with them. On a hit they take +1 or -2, your choice. On a 7–9 you also expose yourself to danger, retribution, or cost.