TEXT: nK
  REFERENCE
  SHEETS
  BASIC mOVES
  Any player can trigger the following basic moves as a 
  human or robot. When a move directs a player to “roll,” the 
  player adds the Traits and Labels their character is 
  embodying in that moment. Refer to Rolling the Dice (page 
  15) for more on resolving moves.
  Note: If a player character is Overflowing, their final die pool 
  is modified by each point of Distress and each level of N.O (see 
  Rolling Moves as a Robot on page 17).
  GEt YOur way
  When you try to get your way with another character, roll. On 
  a 6, you either give the target character a new Label or change an 
  existing Label; they choose a reaction from below. On a Critical, 
  you also clear 1 Distress. On a 4/5, they choose one of the 
  following reactions:
  •  I earnestly express how I feel about you
  •  I promise something I think you want
  •  I get embarrassed and act awkward
  Regardless of the result, the GM may decide that the outcome 
  also creates a new social trend or some other means of 
  conformity that others must follow or reject.
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  REjECt COnformity
  When you reject conformity in any way, shape, or form, roll. 
  On a 4-6, you do what you want instead of going with the flow. On 
  a 6, choose three. On a Critical, you also gain a temporary 
  advantage or effect. On a 4/5, choose one. 
  Change or remove one of your Labels
  You discover something new about the world
  You inspire someone else to also Reject Conformity (they 
  choose one option from this list)
  You 
  Overflow 
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  Repressed Trait(s)
  RisE TO ThE MomEnt
  When you choose to act in dangerous circumstances, say what 
  you’re afraid might happen, and then roll. On a 6, describe how 
  you overcome the challenge. On a Critical, you also gain Insight: 
  ask the GM any one question about the situation and take +1 
  Forward when acting on that information. On a 4/5, acting will 
  leave you or someone else vulnerable (the GM will tell you how); 
  choose to either back down, or go through with it.
  ShapE ThE WorlD
  When you inject a new important detail into the world, roll. On 
  a 4-6, you and the GM work together to add the detail to the 
  fiction. On a 6, you may also ask the GM a question regarding the 
  detail revealed. On a 4/5, the GM chooses one from the following 
  list. On a miss, the GM chooses any number of options from the 
  list and makes a move as hard as they like at any time in the 
  future.
  The detail creates a complication—now, or later
  It places someone in danger immediately 
  It reveals an unwanted truth 
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  Lash Out
  When you try to hurt someone physically or emotionally, roll. 
  On a 6, you inflict the desired amount of Distress/Harm up to the 
  number of dice rolled, then choose one of the following. On a 
  Critical, the same, but you also obtain an added effect, creating 
  something momentous. On a 4/5, you choose one, and then the 
  other person chooses one:
  You take Distress/Harm in return
  Your actions physically or emotionally damage someone 
  else that you care about 
  Something important breaks
  Your action reveals an Undesirable Repressed Trait
  You Overflow, right now
  EsCapE
  When you physically attempt to escape your current 
  circumstances, roll. On a 6, you get to a safe place. On a 4/5, you 
  get away, however…
  …you encounter something worse
  …you cause a scene and the GM gives you a Label
  …you leave something of value behind, or something of 
  value breaks
  ExprEss YoursElf
  When you convey your Distress to someone else, describe how 
  you hope to come across, and roll. On a 4-6, you come across as 
  intended. On a 6, choose two of the following. On a Critical, all 
  four. On a 4/5, choose one.
  You clear Distress equal to the number of dice rolled
  They also clear Distress as above (if they agree)
  You may both change an appropriate Label
  You mark XP
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  Tag A LaBEl
  When you treat a person like a Label assigned to them, you 
  may: 
  Tempt a player character to do something in line with their 
  Label. If the player character follows through, you both 
  mark XP
  If the person is a non-player character (NPC), add an 
  additional die to your roll
  Inflict one additional Distress or Harm to a character in the 
  outcome of a move involving them
  Help or Hinder another player character before they roll. 
  You will become entangled in their consequences, but they 
  add (if you’re Helping) or subtract (if you’re Hindering) 1 
  die from their dice pool total
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  PERIPHERAL
  mOVES
  TakE DistrEss
  When you take Distress, you may choose to repress each point of 
  Distress as a separate Undesirable Repressed Trait (up to a 
  maximum of 3). After which point, you have no choice but to 
  Overflow when you take your next point of Distress (unless a 
  move contradicts this).
  OvErflow
  When a player character Overflows, they immediately 
  transform into a robot. Their Traits and Desirable Repressed 
  Traits are added together to form their Harm track. The player 
  should 
  note 
  their 
  current 
  Distress 
  immediately 
  after 
  Overflowing, as it will impact their dice rolls. While a player 
  character is Overflowing, each point of Distress removes a die 
  from their dice pool during rolls.
  There are two ways to turn from a robot back into a human: 
  When an Overflowing player character is no longer in danger, they 
  revert to their human form and erase their Harm. 
  If an Overflowing player character fills their Harm track, they 
  revert into a human form, write a new Undesirable Repressed 
  Trait, and trigger the Struck Down move.
  Go All Out
  When you’re Overflowing and attempt the impossible, add 1 
  die to your dice pool before rolling each time you:
  Risk losing something you truly care about
  Attempt to prove a Desirable Repressed Trait correct
  Risk being Struck Down
  Use a symbol of the counterculture to your benefit
  Otherwise display how you are invested in the outcome of the roll.
  Then add 1 die for every point of N.O you have.
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  On a 6, you do what you set out to do—describe how you do it. On 
  a Critical, you also gain an additional effect. On a 4/5, you 
  succeed but something pertinent is broken or lost entirely (you or 
  the GM may suggest what that may be; the GM has final 
  discretion). Choose: meet the stipulation or back down. 
  StruCk Down
  When you’re Overflowing and are struck down mentally, 
  emotionally, or physically, roll+ the amount of Distress and 
  Harm you’ve currently taken. On a 6, choose one:
  You must remove yourself from the situation; pass out, run away, 
  lose consciousness, etc.
  You are no longer in control. The robot takes over and proves an 
  Undesirable Repressed Trait to be true: choose one you released 
  when you Overflowed, or create a new one and embody it now as a 
  robot
  Choose two from the below 4/5 results
  On a 4/5, choose one:
  A part of you is removed: cross out a Trait, temporarily. You may 
  use an Advance to repair yourself in the future
  You Lash Out at another player character, applying your current 
  result to that move
  You give your opponent the opportunity they were hoping for; 
  choose a player character to be Struck Down
  You buckle down and bear it: take Harm as established by your foe
  On a 1-3, describe how you weather the blow or circumvent it 
  entirely. 
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  EnD of SEssiOn
  Did your player character prove a Desirable Repressed Trait 
  false? If yes: erase it. Was a Desirable Repressed Trait proved 
  correct? If yes: move the Desirable Repressed Trait into the Trait 
  section. 
  Did a player character overcome an obstacle that embodied 
  their Undesirable Repressed Trait(s)? If yes: the player 
  character increases their N.O by 1 (maximum increase of 1 N.O 
  per session).
  Did the player characters learn something new and important 
  about the world? If yes: all player characters mark 1XP.
  Ask each player: did you use visual motifs during play to 
  reinforce the game’s themes? If yes: the player marks 1XP for 
  their player character. 
  Ask each player: do they feel their character “grew up” during 
  the session? If yes: the player marks 1XP for their player 
  character.
  EnD of EpisODE
  When the GM initiates a reset, the following questions are posed to the 
  table. Any player may answer, including the GM:
  If an audience were watching this, how would they know a reset 
  occurred? Is there a visual or auditory cue? 
  At a player character level, how are they aware a reset 
  occurred? 
  What, if anything, remains as an artifact of what happened 
  before the reset? (Property damage, injuries to persons, etc.)
  Is there a new visual motif in the adult world as a result of what 
  happened before the reset? 
  Is there a new visual motif representing counterculture that 
  appears as a result of the events before the reset?
  This can be done after the conclusion of a session or at the start of the 
  next session. However, answering these questions while the events are 
  fresh in everyone’s minds is recommended.
   
  The GM decides how the world, including the NPCs, behave as a result of 
  the reset and the questions answered. 
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  RUNNING
  THE GAME
  AGENDA:
  Your GM Agenda contains the main goals for every 
  session. When you make a move (two pages ahead), it 
  should stem from your Agenda and your Principles (next 
  page). 
  Make the fiction a metaphor for the confusion and 
  absurdity of a middle school kid growing up.
  Make the world follow the rules you establish when you 
  decide how something looks, feels, and acts. 
  Make 
  the 
  player 
  characters’ 
  lives 
  interesting, 
  interconnected, and filled with interesting conflict. 
  Play to find out.  
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  PRINCIPLES
  The GM’s Principles are the tropes and best practices for your 
  fiction. 
  Make Labels central to the fiction
  Embrace the messy, confusing, and chaotic nature of adolescence
  Tie the fiction to metaphor
  Literalize metaphor and emotion
  Depict adults and the adult world as immature 
  Make societal rules and expectations nonsensical 
  Empower nonconformity
  Address the player characters, not the players
  Be a fan of the player characters
  Spotlight each player character in the fiction as equally as 
  possible
  Put the player characters at the center of everything
  Name each NPC and give them a motivation they follow into the 
  ground
  Pose questions to the players and incorporate the answers into 
  the fiction
  Adjudicate decision making when it feels right to do so
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  GM mOVES
  The GM has the following moves at their disposal:
  Introduce a physical or emotional conflict
  Put the player characters together or separate them
  Tell them the possible consequences and then ask what they do 
  next
  Give them what they want—with a consequence or twist
  Divulge a distressing secret to the wrong person
  Have adults appropriate something from the counterculture
  Twist something mature into something childish, or vice versa
  Push conformity onto a character
  Supplant something adolescent with a societal expectation 
  Telegraph, plant the seed of, or hold a move for future use
  Give a character a Label or take a Label away
  Inflict Distress or Harm as established by the fiction
  Give them recourse, solace, or comfort
  Make something inconsequential important 
  Make something obscure explicit
  Give them time to think
  Always ask: ‘What do you do?’
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SOURCE: textdata/thevault/Never Knows Best/Pages from Never Knows Best Reference Sheets.pdf