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Sorted A-ZTeam & Growth
Team Moves
Team moves: Enter Battle, Reject Influence, Take Influence, Defend a Teammate.
In addition to the basic moves, the team has team moves that only fire when the team acts together.
- Enter Battle — at the start of a fight, the team rolls together and asks the GM team-level questions about the situation.
- Reject Influence — when somebody tries to shift your labels, you can refuse. They roll with the label they were trying to push, and the labels move the other way on a 7+.
- Take Influence — when a teammate tells you who you are and you accept, mark Potential and shift the relevant labels.
- Defend a Teammate — variant Defend with Influence-based hold spends.
Team moves are the genre's group-shot moves. They turn the team from five separate playbooks into a fighting team.