Oho! I’m seeing that, as well as the warning that it’s a hard move so maybe don’t do that every time. Thanks for the heads-up.

As a counterpoint, let me direct you to page 211: “The Legwork Clock determines whether investigating the particulars of the mission tips off the corporation. It advances as the players miss legwork rolls and when the fiction dictates.”

Then it says to signal the advancement of the clock by making one of a couple moves (show the gun, complicate their lives). Which tbh is confusing to me because I thought the clock was advancing because of misses anyway?

The Action Clock writeup is a little more nuanced but I didn’t see it beyond the Legwork writeup. That one says:

“When a character misses and the MC has a chance to make a mission move that represents the increasing awareness and alertness of the target (moves like raise the alarm, seal the complex, or call for backup), she will advance the clock.”

As a practical matter, I actually did kind of do that. Twice, on a 7-9 Play Hardball roll, I chose the “advance the clock” option. That’s clear and unambiguous.

So obviously I need to revisit just how those clocks work. I think the Legwork graf is misleading and probably should read “The MC may advance the clock as the players miss legwork rolls and when the fiction dictates.”

That also makes using them prescriptively a little easier.