TEXT: The Day Move
  When you do something risky or face something you fear, 
  name what you’re afraid will happen if you fail or lose your 
  nerve, then roll with an appropriate ability.  
  On a 10+, you do what you intended or you hold steady; 
  describe what it looks like.
  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 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
  When you do something risky or face something you fear, 
  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 10+, you do what you intended or you hold steady; 
  describe what it looks like.
  On a 7–9, you do it or hold steady, but there is a complication 
  or cost; the Keeper describes 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
  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 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, choose two 
  from below if it’s your cozy activity. Otherwise, choose one. 
  • You may ask the other player a question about their Maven 
  which they must answer truthfully and completely. 
  • The other Maven agrees on a particular course of action, or 
  give them a condition if they refuse.
  • Clear an appropriate condition (can be chosen twice).
  Alternatively, if it’s your cozy activity, you may:
  • Stumble on a Clue relevant to an active mystery. Tell the 
  Keeper what it is. The Clue cannot conclusively solve the 
  mystery by itself.
  The Gold Crown Mysteries Move
  Once per session, 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 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. 
  Note: Generally-speaking, this move can only be used once 
  per session, per group. 
  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. 
  Note: The Keeper can require you to have a strong ﬁctional 
  justiﬁcation for doing so before attempting to trigger this move. 
  Theorize
  When the Mavens have an open, freewheeling discussion 
  about the solution to a mystery based on the clues they 
  have uncovered—and reach a consensus—roll plus the 
  number of Clues found (not including Void Clues), 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, the solution is correct, 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 themselves to the Mavens. 
  Note: It doesn’t matter who rolls Theorize when the time 
  comes. Additionally, Theorize is not subject to any modiﬁers on 
  the die roll (Advantage, the eﬀects of The Gold Crown Mysteries 
  Move, etc.) nor can it be aﬀected by putting on a Crown. 
  Reference Sheet
  
SOURCE: textdata/thevault/Brindlewood Bay (PbtA)/Brindlewood Bay - Reference Sheet.pdf