Condition moves

These are moves for villains to make immediately after they’ve marked a condition.

Once a condition is marked, you can make a condition move from that condition's list any time you’d make a move after that.

Afraid
The Afraid condition moves are about blocking and ﬂeeing, about escaping from danger, with the exception of lash out without thought at a threat. Mark Afraid for a villain if you want them to try to escape or protect their interests.
 * Hide out of harm’s way
 * Flee from danger or difficulty
 * Lash out without thought at a threat
 * Plead for mercy
 * Throw up blocks and walls

Angry
The Angry condition moves are about intense overreaction and amplifying the situation. Mark Angry for a villain if you want them to fight and struggle dangerously.
 * Vent through unthinking violence
 * Break the environment
 * Shut down conversation
 * Lash out at any vulnerability
 * Escalate the situation dangerously

Guilty
The Guilty condition moves are about making the villain more relatable and human. They let you try to redeem a villain or to show an inner pain that pushes them to drastic action. Mark Guilty for a villain if they understand the terrible nature of the things they do, but aren’t sure what else they can do.
 * Seek forgiveness
 * Sacrifice anything or everything for redemption
 * Turn to the unthinkable
 * Implicate others in guilt
 * Reveal the nature of their drive

Hopeless
The Hopeless condition moves are about escalation or de-escalation. They let you make the villain give up, or take an outstretched hero’s hand...or they let you make the villain escalate in terrible ways. Mark Hopeless for a villain if they’re losing badly, and you want to either ratchet the overall tension or bring things to a close.
 * Give up without a fight
 * Burn down the world around them
 * Seek any light in the dark
 * Undermine others’ beliefs
 * Veer toward drastic and terrible action

Insecure
The Insecure condition moves are about social interaction. They let you make a villain talk, explain, or interact on a level other than conﬂict and violence. Mark Insecure for a villain if they doubt themselves and those around them, and you’re interested in having a diﬀerent kind of interaction.
 * Double down on broken plans or ideas
 * Follow the lead of someone else
 * Doubt and question their own allies and plans
 * Admit wrongful action
 * Recede into the background