The GM will tell you when you can use a move. Often by asking what you will do or giving your group some time to prepare for upcoming events.
During combat, you may need to wait for other players moves to resolve before you can use your own. If you're not sure whether you can act, ask!
Reading moves is fairly straightforward. The first sentence of a move tells you how to execute the move, and if there's any requirements.
Some moves may have requirements that affect the instructions like “For Slow Weapons” or “When Attacking From Behind”
Next a move typically has a section that gives the player a few choices depending on the outcome of their roll.
Finally, the end of the move typically has some errata about how the move should function in certain circumstances.
Common game terms, as a reminder:
The dice are an unpredictable mistress. When you roll, you take a risk! The outcome depends on the move itself and the GM's discretion but to give an idea what you might expect to have happen with most moves…
Rolling | Results In.. |
---|---|
<6 | Failure. The GM will issue a consequence, but not always visibly or immediately. It could easily come about later, so watch out! |
7-9 | Moderate success! The move may stipulate some less-than-perfect outcome though. |
10-12 | Complete success! You execute things without a hitch! Good job! |
>12 | Complete success…with a bonus! ..Sometimes. Some perks give bonuses for overkill. The GM may also reward you for it, if you're lucky. |