I'm putting together a bit more comprehensive "WHAT YOU CAN DO ON YOUR TURN" breakdown. Did I miss anything?
Beginning of Turn Phase
1. Adjust stance one space for free. More costs Stress.
2. Spend Fortune Points to:
a. Remove recharge tokens on Talent or Action cards
b. Change Initiative
3. Perform Maneuver(s)
4. Resolve any other Beginning Phase effects
Middle of Turn Phase (Action Card Resolution)
1. Active player selects an action card
2. Announce target
3. Generate your starting dice pool.
a. blue characteristic, red/green stance, yellow trained, white (other), black/purple (action card)
b. Spend Fortune Point(s) to add 1:1 white/fortune die
4. GM assigns Purple (1 for combat) and black/ misfortune dice.
a. One for each Total Defense (Def + Agility) and other GM modifiers.
5. Dice pool is rolled and evaluated
6. If attack is successful, calculate Wounds Inflicted
a. Wounds Inflicted = Total Damage (Dam + Str) minus opponent’s Total Soak (Soak + Tou)
7. Resolve all remaining Action Card Effects
End of Turn Phase (Next Person Can Start Their Action)
1. Perform Maneuver(s)
2. Mark Tracking Tokens on Action/Talents used
3. Remove one tracking token from brief conditions
4. Remove one tracking token from action cards
5. Remove one tracking token from talents
6. Spend Fortune Points to remove recharge tokens (defense)
7. Resolve any other End Phase effects