If Gms are adopting the cardless, chitless system, then here is a solution to recharging cards
Recharge roll
After using an action, each player should roll 1d12. If the result is equal to or less than the actions Recharge rating, then it is exhausted, and may not be used again this encounter. If any result from cards or abilities adds tokens to an actions, subtract that amount from this draw. If it removes tokens, then add that amount to the recharge roll. Regardless of penalties to the draw, a zero Recharge action can never be exhausted. When Talents are exhausted, they now cannot be used for the rest of the encounter. Each Fortune point invested on this roll adds +1 to this roll, and this may be done after the roll.
If an action is ongoing, it has a duration equal to its Recharge rate in rounds, after the last round of duration, roll to determine if the Action is exhausted.
For actions with a recharge rating of !, the player must decide what the rating will be , as noted in the text. This is the amount you need to roll against after this action is used. If the Action is Ongoing, the roll is made at the end of the duration, which is equal to the total amount recharge tokens placed on the effect, in rounds.