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Communication

Speak So They Listen

Command any room, on demand

For anyone who has to present, pitch, or speak up — and dreads it

The talk, the pitch, the all-hands, the demo — every moment the room turns to you. 60 moves to find your one message, build a talk that lands, steady your nerves, command the room, and handle the question you dreaded. SOS cards for the ten minutes before you walk on.

60 cards · 6 chapters · 6 free · ← → to move · tap a card to flip
✓ Source-grounded ✓ Human-reviewed How it’s made →
01
Principle

Name the one thing before you open the deck

If you can’t say it in a sentence, you don’t have a talk.

Use when — Use before you make a single slide — when you’re tempted to start in PowerPoint.

Before You Build tap to flip ⟳
Locked

Name the one thing before you open the deck

Use when — Use before you make a single slide — when you’re tempted to start in PowerPoint.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Before You Build 01 / 60
02
Framework

Define the change, not the coverage

A talk isn’t topics covered. It’s a person moved from A to B.

Use when — Use when your goal is fuzzy — “I want to update them on the project.”

Before You Build tap to flip ⟳
Locked

Define the change, not the coverage

Use when — Use when your goal is fuzzy — “I want to update them on the project.”

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Before You Build 02 / 60
03
Play

Answer WIIFM in the first 60 seconds

They’re silently asking “why should I care?” Answer it fast.

Use when — Use when planning any talk to people who didn’t ask for it — all-hands, internal readout, a pitch.

Before You Build tap to flip ⟳
Locked

Answer WIIFM in the first 60 seconds

Use when — Use when planning any talk to people who didn’t ask for it — all-hands, internal readout, a pitch.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Before You Build 03 / 60
04
Principle

The audience is the hero, not you

Stop being the wizard. Be the mentor handing over the map.

Use when — Use when you catch yourself building a talk to look smart or cover yourself.

Before You Build tap to flip ⟳
Principle

Use when — Use when you catch yourself building a talk to look smart or cover yourself.

Duarte’s move from screenwriting: the audience is Luke, you’re Yoda. The talk isn’t your highlight reel; it’s their transformation, and you’re the guide who hands them the tool. This isn’t false modesty — it changes what you put on slides. Hero-you fills slides with your work. Hero-them fills slides with their problem and the way through it.

The rule

If the talk makes you the hero, you built the wrong talk.

Example

Not “Here’s the 6-month framework my team built.” Instead “Here’s the decision you’re stuck on — and the three-step path out of it.”

Avoid

The credentials-first open, the “here’s everything we did” tour, the slide that exists to prove you worked hard.

Nancy Duarte, “Resonate” — the presenter is the mentor; the audience is the hero.

Before You Build 04 / 60
05
Play

Recon the room before you write

You can’t move people you haven’t met. Do the homework.

Use when — Use 2–3 days before any high-stakes talk where you don’t know the audience cold.

Before You Build tap to flip ⟳
Locked

Recon the room before you write

Use when — Use 2–3 days before any high-stakes talk where you don’t know the audience cold.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Before You Build 05 / 60
06
Diagnostic

Pick the length the goal needs, not the slot you’re given

A 30-minute slot is not a 30-minute obligation.

Use when — Use when you’ve been handed a time slot and assume you must fill it.

Before You Build tap to flip ⟳
Locked

Pick the length the goal needs, not the slot you’re given

Use when — Use when you’ve been handed a time slot and assume you must fill it.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Before You Build 06 / 60
07
Pitfall

Count the real cost of winging it

“I’ll just riff” is a tax you pay in front of everyone.

Use when — Use when you’re busy and tempted to skip prep because you “know this stuff.”

Before You Build tap to flip ⟳
Locked

Count the real cost of winging it

Use when — Use when you’re busy and tempted to skip prep because you “know this stuff.”

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Before You Build 07 / 60
08
Principle

“Who am I to speak?” — they asked you for a reason

Impostor math is wrong. You’re not the expert — you’re the messenger.

Use when — Use when dread whispers that someone in the room knows more than you.

Before You Build tap to flip ⟳
Locked

“Who am I to speak?” — they asked you for a reason

Use when — Use when dread whispers that someone in the room knows more than you.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Before You Build 08 / 60
09
Framework

Translate every feature into a stake

Nobody cares what it is. They care what it changes for them.

Use when — Use when your content is a list of facts, features, or metrics with no “so what.”

Before You Build tap to flip ⟳
Locked

Translate every feature into a stake

Use when — Use when your content is a list of facts, features, or metrics with no “so what.”

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Before You Build 09 / 60
10
Play

Build it on paper before you touch a slide

Slideware seduces you into decoration before decision.

Use when — Use at the very start, every time — before you open your slide tool.

Before You Build tap to flip ⟳
Locked

Build it on paper before you touch a slide

Use when — Use at the very start, every time — before you open your slide tool.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Before You Build 10 / 60
11
Principle

Open with the answer, not the throat-clear

Lead with the punchline. Earn the detail later.

Use when — Use when you’re building any talk for busy people — execs, clients, a board — who decide in the first 30 seconds whether to lean in or check their phone.

Build the Talk tap to flip ⟳
Principle

Use when — Use when you’re building any talk for busy people — execs, clients, a board — who decide in the first 30 seconds whether to lean in or check their phone.

You learned to write like a mystery novel: setup, evidence, then the reveal. Decision-makers hate mysteries. They want the conclusion first so every fact you give next has a hook to hang on. Barbara Minto called it the pyramid — answer at the top, support beneath. When you bury the lede, they spend your whole talk wondering where it’s going instead of listening to where it is.

The rule

Say what you’d say if you had ten seconds, then spend the rest defending it.

Example

Not “Over the last quarter we ran three experiments and analysed cohorts…” Instead: “We should kill the free tier. Here’s the three reasons why.” Now every number you cite lands as proof, not preamble.

Avoid

Saving your recommendation for the final slide, so the room hears your reasoning before they know what it’s reasoning toward.

Barbara Minto, “The Pyramid Principle” — answer first, then group and summarise the support.

Build the Talk 11 / 60
12
Principle

One idea per slide, no exceptions

If a slide says two things, it says nothing.

Use when — Use when you’re laying out content and tempted to cram three bullets and a chart onto one slide “to save time.”

Build the Talk tap to flip ⟳
Locked

One idea per slide, no exceptions

Use when — Use when you’re laying out content and tempted to cram three bullets and a chart onto one slide “to save time.”

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Build the Talk 12 / 60
13
Pitfall

Kill your darlings on purpose

The slide you love most is usually the one to cut.

Use when — Use in the final edit, when the talk runs long and you’re defending content because you spent hours on it.

Build the Talk tap to flip ⟳
Locked

Kill your darlings on purpose

Use when — Use in the final edit, when the talk runs long and you’re defending content because you spent hours on it.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Build the Talk 13 / 60
14
Play

Make it concrete with one real story

Abstractions slide off. A specific moment sticks.

Use when — Use when your talk is all logic and data and you can feel it going flat — when nobody will remember a single number tomorrow.

Build the Talk tap to flip ⟳
Locked

Make it concrete with one real story

Use when — Use when your talk is all logic and data and you can feel it going flat — when nobody will remember a single number tomorrow.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Build the Talk 14 / 60
15
Framework

Show the gap between what is and what could be

Contrast is the engine. Tension is what holds them.

Use when — Use when structuring the body of a persuasive talk — a pitch, a proposal, a case for change.

Build the Talk tap to flip ⟳
Locked

Show the gap between what is and what could be

Use when — Use when structuring the body of a persuasive talk — a pitch, a proposal, a case for change.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Build the Talk 15 / 60
16
Script

Earn the first 20 seconds — no warm-up

“Thanks for having me” is 10 seconds you’ll never get back.

Use when — Use when scripting your open — especially when your instinct is to start with thanks, a bio, or an agenda slide.

Build the Talk tap to flip ⟳
Locked

Earn the first 20 seconds — no warm-up

Use when — Use when scripting your open — especially when your instinct is to start with thanks, a bio, or an agenda slide.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Build the Talk 16 / 60
17
Play

Signpost so they never get lost

Tell them the shape, then call out each turn.

Use when — Use for any talk over five minutes, or anything with three or more sections — when listeners can lose the thread.

Build the Talk tap to flip ⟳
Locked

Signpost so they never get lost

Use when — Use for any talk over five minutes, or anything with three or more sections — when listeners can lose the thread.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Build the Talk 17 / 60
18
Pitfall

Slides support you — they’re not your teleprompter

If they can read your talk, they don’t need you.

Use when — Use when you catch yourself writing full sentences on slides so you’ll “remember what to say.”

Build the Talk tap to flip ⟳
Locked

Slides support you — they’re not your teleprompter

Use when — Use when you catch yourself writing full sentences on slides so you’ll “remember what to say.”

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Build the Talk 18 / 60
19
Principle

The handout is a different document

Slides built to be read alone make terrible slides.

Use when — Use when someone asks you to “send the deck” and you’re tempted to make slides that double as the leave-behind.

Build the Talk tap to flip ⟳
Locked

The handout is a different document

Use when — Use when someone asks you to “send the deck” and you’re tempted to make slides that double as the leave-behind.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Build the Talk 19 / 60
20
Script

Close on a deliberate ask, not a fade-out

“So, yeah, that’s it… questions?” throws away your ending.

Use when — Use when scripting the final 30 seconds — the part people improvise and bungle most.

Build the Talk tap to flip ⟳
Locked

Close on a deliberate ask, not a fade-out

Use when — Use when scripting the final 30 seconds — the part people improvise and bungle most.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Build the Talk 20 / 60
21
Principle

Arousal isn’t danger — read the signal right

Your pounding heart is fuel, not a fire alarm.

Use when — Use when your body lights up backstage — racing pulse, shallow breath, jittery hands — and you read it as proof something’s wrong.

Steady the Nerves tap to flip ⟳
Principle

Use when — Use when your body lights up backstage — racing pulse, shallow breath, jittery hands — and you read it as proof something’s wrong.

The body before a high-stakes talk and the body before a thing you’re thrilled about are nearly identical: adrenaline, faster heart, sharpened focus. That’s arousal — your system getting ready to perform, not a verdict that you’re in trouble. The story you slap on the sensation is what tips it into dread. Name it as “my body is gearing up” and the same surge becomes an asset.

The rule

The sensations are neutral; the label is yours to choose.

Example

Sprinter on the blocks and you about to present have the same physiology. One calls it readiness. Be the sprinter.

Avoid

Treating a racing heart as evidence you’ll fail — which spikes a second wave of anxiety about the anxiety.

Steady the Nerves 21 / 60
22
Script

Say it out loud: ‘I’m excited’

Don’t fight the buzz — relabel it in three words.

Use when — Use in the 60 seconds before you’re on, when the nerves are peaking and you can’t will yourself ‘calm’.

Steady the Nerves tap to flip ⟳
Locked

Say it out loud: ‘I’m excited’

Use when — Use in the 60 seconds before you’re on, when the nerves are peaking and you can’t will yourself ‘calm’.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Steady the Nerves 22 / 60
23
Principle

Greet the nerves, don’t wrestle them

Stop fighting the anxiety — it only gets louder.

Use when — Use when you’re burning energy trying to make the nervousness disappear before you walk on.

Steady the Nerves tap to flip ⟳
Locked

Greet the nerves, don’t wrestle them

Use when — Use when you’re burning energy trying to make the nervousness disappear before you walk on.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Steady the Nerves 23 / 60
24
Play

Exhale longer than you inhale

The one lever that down-regulates the body in 60 seconds.

Use when — Use in the final minute before you’re up, or any moment your breath goes high and shallow and your voice threatens to shake.

Steady the Nerves tap to flip ⟳
Locked

Exhale longer than you inhale

Use when — Use in the final minute before you’re up, or any moment your breath goes high and shallow and your voice threatens to shake.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Steady the Nerves 24 / 60
25
Pitfall

Rehearse out loud, on your feet

Reading your slides silently is not practice.

Use when — Use the day or night before, when you’re tempted to ‘run through it in my head’ on the couch.

Steady the Nerves tap to flip ⟳
Locked

Rehearse out loud, on your feet

Use when — Use the day or night before, when you’re tempted to ‘run through it in my head’ on the couch.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Steady the Nerves 25 / 60
26
Play

Memorise the first 60 seconds, improvise the rest

Lock the opening so autopilot carries you past the spike.

Use when — Use when planning prep — the nerves are always worst in the first minute, exactly when you most need to not think.

Steady the Nerves tap to flip ⟳
Locked

Memorise the first 60 seconds, improvise the rest

Use when — Use when planning prep — the nerves are always worst in the first minute, exactly when you most need to not think.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Steady the Nerves 26 / 60
27
Play

Build a pre-talk warm-up routine

Same 5-step ritual every time, so nerves know the drill.

Use when — Use in the 10–15 minutes before you go on — especially recurring formats like a weekly readout or a regular pitch.

Steady the Nerves tap to flip ⟳
Locked

Build a pre-talk warm-up routine

Use when — Use in the 10–15 minutes before you go on — especially recurring formats like a weekly readout or a regular pitch.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Steady the Nerves 27 / 60
28
Principle

Turn the spotlight off yourself

Self-monitoring is the thing that’s sinking you.

Use when — Use the moment you catch your inner voice narrating — ‘was that weird, do I look nervous, is this landing?’

Steady the Nerves tap to flip ⟳
Locked

Turn the spotlight off yourself

Use when — Use the moment you catch your inner voice narrating — ‘was that weird, do I look nervous, is this landing?’

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Steady the Nerves 28 / 60
29
Diagnostic

Pressure-proof the part that breaks

Find where the choke will hit — and shore it up.

Use when — Use the day before, to spend your last rehearsal where it actually pays off.

Steady the Nerves tap to flip ⟳
Locked

Pressure-proof the part that breaks

Use when — Use the day before, to spend your last rehearsal where it actually pays off.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Steady the Nerves 29 / 60
30
Play

Write your worries down before you go on

Dump the dread on paper to free up your head.

Use when — Use 10 minutes before a high-stakes talk when anxious thoughts are looping and crowding out your prep.

Steady the Nerves tap to flip ⟳
Locked

Write your worries down before you go on

Use when — Use 10 minutes before a high-stakes talk when anxious thoughts are looping and crowding out your prep.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Steady the Nerves 30 / 60
31
Principle

Pause where you'd normally rush

Land the point. Then stop talking.

Use when — Use when you’ve just made your most important point and feel the urge to keep going.

Command the Room tap to flip ⟳
Principle

Use when — Use when you’ve just made your most important point and feel the urge to keep going.

Nervous speakers treat silence like a hole to fill. But the pause is where the point lands — it tells the room “that mattered, sit with it.” The speaker who can stop talking after a key line reads as the most in control, because only someone unhurried can afford the quiet. The audience needs a beat to absorb; rob them of it and the line evaporates.

The rule

After the line that matters, count two full seconds before the next word.

Example

“We lost forty percent of trial users in the first week.” [silence — one, two] “Here’s why.” The gap makes the number echo. Rush past it and it’s just another stat.

Avoid

Stepping on your own punchline with “…so anyway” or “…right?” — you’re apologizing for the silence you just earned.

Toastmasters’ vocal-variety guidance treats the pause as a delivery tool, not a gap to fill.

Command the Room 31 / 60
32
Play

One thought, one face

Eye contact in complete sentences, not nervous scans.

Use when — Use when your eyes are sweeping the room like a lighthouse and connecting with no one.

Command the Room tap to flip ⟳
Locked

One thought, one face

Use when — Use when your eyes are sweeping the room like a lighthouse and connecting with no one.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Command the Room 32 / 60
33
Principle

Vary the energy, not just the volume

Monotone loses the room. Contrast keeps it.

Use when — Use when you suspect you go flat under pressure and everything comes out the same pace and pitch.

Command the Room tap to flip ⟳
Locked

Vary the energy, not just the volume

Use when — Use when you suspect you go flat under pressure and everything comes out the same pace and pitch.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Command the Room 33 / 60
34
Framework

Warm first, then credible

They decide if they trust you before they weigh what you say.

Use when — Use when you default to proving competence and forget the room has to like you first.

Command the Room tap to flip ⟳
Locked

Warm first, then credible

Use when — Use when you default to proving competence and forget the room has to like you first.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Command the Room 34 / 60
35
Diagnostic

Read the room, then change the plan

Their faces are telling you. Adjust live.

Use when — Use when you can feel the room slipping but you’re too locked into your script to respond.

Command the Room tap to flip ⟳
Locked

Read the room, then change the plan

Use when — Use when you can feel the room slipping but you’re too locked into your script to respond.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Command the Room 35 / 60
36
Pitfall

Plant your feet before you speak

Swaying and pacing leak your nerves to the room.

Use when — Use when you tend to rock, shift weight, or wander aimlessly while presenting.

Command the Room tap to flip ⟳
Locked

Plant your feet before you speak

Use when — Use when you tend to rock, shift weight, or wander aimlessly while presenting.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Command the Room 36 / 60
37
Play

Slow to two-thirds speed

Nerves speed you up. Deliberately slow down.

Use when — Use when adrenaline makes you talk too fast and your important lines blur past the room.

Command the Room tap to flip ⟳
Locked

Slow to two-thirds speed

Use when — Use when adrenaline makes you talk too fast and your important lines blur past the room.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Command the Room 37 / 60
38
Pitfall

Reduce the filler, don't police it

Hunting every “um” makes you worse, not better.

Use when — Use when you’re so worried about “um” and “like” that the fear is hijacking your delivery.

Command the Room tap to flip ⟳
Locked

Reduce the filler, don't police it

Use when — Use when you’re so worried about “um” and “like” that the fear is hijacking your delivery.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Command the Room 38 / 60
39
Script

Own the silence after a question

Don't fill the pause. Let it work for you.

Use when — Use when you ask the room a question or make a big claim and the silence tempts you to keep talking.

Command the Room tap to flip ⟳
Locked

Own the silence after a question

Use when — Use when you ask the room a question or make a big claim and the silence tempts you to keep talking.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Command the Room 39 / 60
40
Script

Say “I don’t know” — then say what you do know

The three honest words that protect your credibility.

Use when — Use when you’re asked something you genuinely cannot answer and bluffing would be worse than the gap.

Handle the Hard Parts tap to flip ⟳
Locked

Say “I don’t know” — then say what you do know

Use when — Use when you’re asked something you genuinely cannot answer and bluffing would be worse than the gap.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Handle the Hard Parts 40 / 60
41
Play

Buffer the loaded question before you answer it

Reach for the legitimate question buried in the dig.

Use when — Use when a question is hostile, leading, or packed with a false premise you’d accept by answering directly.

Handle the Hard Parts tap to flip ⟳
Locked

Buffer the loaded question before you answer it

Use when — Use when a question is hostile, leading, or packed with a false premise you’d accept by answering directly.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Handle the Hard Parts 41 / 60
42
Principle

Paraphrase to buy the beat

Repeat it back; think while your mouth is busy.

Use when — Use the instant any question lands and your mind is still catching up to it.

Handle the Hard Parts tap to flip ⟳
Locked

Paraphrase to buy the beat

Use when — Use the instant any question lands and your mind is still catching up to it.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Handle the Hard Parts 42 / 60
43
Play

Find the question in the ramble

Someone’s making a speech. Reclaim the floor — politely.

Use when — Use when an audience member won’t stop talking and there’s no question in sight.

Handle the Hard Parts tap to flip ⟳
Locked

Find the question in the ramble

Use when — Use when an audience member won’t stop talking and there’s no question in sight.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Handle the Hard Parts 43 / 60
44
Framework

Bridge back to your message

Acknowledge, then steer the answer back to your point.

Use when — Use when a question pulls you off-topic and you need to get back to what you came to say.

Handle the Hard Parts tap to flip ⟳
Locked

Bridge back to your message

Use when — Use when a question pulls you off-topic and you need to get back to what you came to say.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Handle the Hard Parts 44 / 60
45
Play

When they cut you short, drop to the headline

Time’s gone. Land the one thing, skip the rest.

Use when — Use when you’re given the wrap signal, run over, or get told you have two minutes left, not ten.

Handle the Hard Parts tap to flip ⟳
Locked

When they cut you short, drop to the headline

Use when — Use when you’re given the wrap signal, run over, or get told you have two minutes left, not ten.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Handle the Hard Parts 45 / 60
46
Principle

Keep talking when the tech dies

The slide won’t load. You are the presentation.

Use when — Use when a deck freezes, a clicker fails, the screen goes black, or the projector won’t cooperate.

Handle the Hard Parts tap to flip ⟳
Principle

Use when — Use when a deck freezes, a clicker fails, the screen goes black, or the projector won’t cooperate.

The audience takes its emotional cue from you. Fumble and apologise and panic spreads; carry on and the glitch becomes a non-event they forget by lunch. You know your content without the slides — they were never the talk, just the wallpaper. Keep speaking to faces while someone fixes it, and the room reads you as unflappable rather than unlucky.

The rule

Talk to people, not to the broken screen.

Example

Screen freezes: “While that catches up — the slide was going to show three numbers, but here’s the one that matters…” You’ve turned dead air into a clean verbal point and bought the tech time to recover.

Avoid

Hunching over the laptop in silence, narrating every failed click while the room watches you sweat.

Try now

Before your next talk, rehearse the first two minutes once with the screen off so you know you can carry it.

Handle the Hard Parts 46 / 60
47
Play

Recover the moment you go blank

Lost your place? The room can’t see inside your head.

Use when — Use the second your mind empties and you have no idea what comes next.

Handle the Hard Parts tap to flip ⟳
Locked

Recover the moment you go blank

Use when — Use the second your mind empties and you have no idea what comes next.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Handle the Hard Parts 47 / 60
48
Diagnostic

When they challenge your numbers

“Where’d that figure come from?” — branch on the truth.

Use when — Use when someone questions, doubts, or contradicts a data point you presented.

Handle the Hard Parts tap to flip ⟳
Locked

When they challenge your numbers

Use when — Use when someone questions, doubts, or contradicts a data point you presented.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Handle the Hard Parts 48 / 60
49
Pitfall

Stay calm when you’re attacked

The trap is matching their heat. Drop yours instead.

Use when — Use when a question turns personal, aggressive, or is clearly meant to rattle you in front of the room.

Handle the Hard Parts tap to flip ⟳
Locked

Stay calm when you’re attacked

Use when — Use when a question turns personal, aggressive, or is clearly meant to rattle you in front of the room.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Handle the Hard Parts 49 / 60
50
Script

Park the person who wants to debate

One person wants a duel. The room wants the talk.

Use when — Use when someone tries to turn Q&A into a back-and-forth that the rest of the room is hostage to.

Handle the Hard Parts tap to flip ⟳
Locked

Park the person who wants to debate

Use when — Use when someone tries to turn Q&A into a back-and-forth that the rest of the room is hostage to.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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Handle the Hard Parts 50 / 60
51
Play

Lead with the answer; they’ll hijack the rest

Execs interrupt. Give the verdict in sentence one.

Use when — Use when you’re briefing a VP, the C-suite, or a steering committee — any room where the most senior person sets the clock.

The Big Moments tap to flip ⟳
Locked

Lead with the answer; they’ll hijack the rest

Use when — Use when you’re briefing a VP, the C-suite, or a steering committee — any room where the most senior person sets the clock.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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The Big Moments 51 / 60
52
Principle

Talk to the floor, not the org chart

At an all-hands, the room is scanning for spin.

Use when — Use when you’re addressing the whole company or a large town hall — especially after hard news, a reorg, or a miss.

The Big Moments tap to flip ⟳
Principle

Use when — Use when you’re addressing the whole company or a large town hall — especially after hard news, a reorg, or a miss.

A town-hall audience isn’t there for your roadmap; they’re running one question on a loop: “What does this mean for me?” The fastest way to lose them is corporate fog — “synergies,” “headwinds,” “we’re evaluating options.” People read vagueness as either hiding something or not knowing. Name the hard thing plainly, say what you do and don’t know, and tell them what changes Monday morning. Credibility in a big room is built by being the one person who says the quiet part out loud.

The rule

Say the thing everyone’s already whispering, then say what happens next.

Example

After layoffs: “Yes, this hit your teams. Here’s exactly who’s affected, what severance looks like, and what we’re protecting going forward.” Not “We’re optimizing for a leaner, more agile future.”

Avoid

Reading polished talking points that dodge the question the whole room is actually asking — they’ll feel the dodge before you finish the sentence.

The Big Moments 52 / 60
53
Framework

10 slides, 20 minutes, 30-point font

The pitch that survives investor attention spans.

Use when — Use when pitching investors, or any high-stakes sell where a decision-maker is deciding whether to bet on you.

The Big Moments tap to flip ⟳
Locked

10 slides, 20 minutes, 30-point font

Use when — Use when pitching investors, or any high-stakes sell where a decision-maker is deciding whether to bet on you.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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The Big Moments 53 / 60
54
Play

Rehearse the demo crashing

Live demos fail. Practice the failure, not just the success.

Use when — Use whenever you’re running a live product demo — sales, launch, conference stage — and a stall would be visible.

The Big Moments tap to flip ⟳
Locked

Rehearse the demo crashing

Use when — Use whenever you’re running a live product demo — sales, launch, conference stage — and a stall would be visible.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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The Big Moments 54 / 60
55
Principle

On a panel, be the soundbite

Panels reward the quotable, punish the long-winded.

Use when — Use when you’re one of several speakers on a panel and airtime is scarce and shared.

The Big Moments tap to flip ⟳
Locked

On a panel, be the soundbite

Use when — Use when you’re one of several speakers on a panel and airtime is scarce and shared.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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The Big Moments 55 / 60
56
Play

The lens is the eyes; pump the energy 20%

Remote talks flatten you. Compensate on purpose.

Use when — Use when presenting over video — webinar, remote pitch, virtual all-hands — where the camera eats your presence.

The Big Moments tap to flip ⟳
Locked

The lens is the eyes; pump the energy 20%

Use when — Use when presenting over video — webinar, remote pitch, virtual all-hands — where the camera eats your presence.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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The Big Moments 56 / 60
57
Framework

A keynote is one idea, not a status update

Big stage, big lights, one idea worth spreading.

Use when — Use when you’ve been given the keynote slot — the room came to be moved, not informed.

The Big Moments tap to flip ⟳
Locked

A keynote is one idea, not a status update

Use when — Use when you’ve been given the keynote slot — the room came to be moved, not informed.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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The Big Moments 57 / 60
58
Framework

What? → So What? → Now What?

Put on the spot for a toast or remarks? Three boxes.

Use when — Use when you’re asked to “say a few words” cold — a toast, a thank-you, an impromptu comment you didn’t see coming.

The Big Moments tap to flip ⟳
Locked

What? → So What? → Now What?

Use when — Use when you’re asked to “say a few words” cold — a toast, a thank-you, an impromptu comment you didn’t see coming.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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The Big Moments 58 / 60
59
Pitfall

Translate the tech before you defend it

Mixed room? The depth you’re proud of loses half of them.

Use when — Use when presenting technical work to a room mixing engineers with execs, customers, or non-technical stakeholders.

The Big Moments tap to flip ⟳
Locked

Translate the tech before you defend it

Use when — Use when presenting technical work to a room mixing engineers with execs, customers, or non-technical stakeholders.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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The Big Moments 59 / 60
60
Play

Win the room across the table

The highest-stakes ‘talk’ you give has an audience of one.

Use when — Use for the 1:1 or small-group pitch — convincing a single decision-maker across a desk, not a stage.

The Big Moments tap to flip ⟳
Locked

Win the room across the table

Use when — Use for the 1:1 or small-group pitch — convincing a single decision-maker across a desk, not a stage.

The move, the rule, and the exact words are on the other side — locked. 6 cards are free; members get all 60.

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The Big Moments 60 / 60
Before You Build
Build the Talk
Steady the Nerves
Command the Room
Handle the Hard Parts
The Big Moments

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