Okay, hopefully I will be able to answer this without losing you in the details.  The summary sheets I posted admitted don't do much to help fill in the gaps.<br/><br/>Right now, we are in the part of the game flow called "free play" where the characters interact, have scenes, shoot the bull, what have you.  Maybe the rules come into it as needed, but usually not.<br/><br/>This changes when you decide on the target of your next<strong>score</strong>and the type of<strong>plan</strong>you want to use to accomplish the goal involved.  Each of the six types of plan requires a player-supplied detail, and then we use something called the<strong>engagement roll</strong>to see how well things are going when your brave little scoundrels hit the first unforeseen complication.  (We don't roleplay out the hours of actual planning, nor do we need to go through the entire build-up.  In good cinematic fashion, we cut to the exciting part of the story!)<br/><br/>After the engagement roll, you get to take<strong>actions</strong>and use<strong>flashbacks</strong>to overcome the things standing between you and a successful score.  Sometimes you take<strong>consequences</strong>, of which injuries are one easily identified type, and sometimes you will be able to<strong>resist</strong>these fully, trading some of your<strong>stress pool</strong>for being able to carry on regardless...but whatever happens, things fail forward all the time!  There is no such thing as a 'whiff' in this game.<br/><br/>Note that they are called 'actions', not skills.  You're professional badass criminals.  You know what you're doing.  You are awesome, even when you fail...and you will often skirt the edge of failure, because that lets you showcase how badass you really are.  When bad stuff happens, you can suck it up, take a couple of stress points, and keep rolling along.  When unforeseen problems arise, you get to flashback to show how you thought of this and came prepared.  And because you choose your Load but don't define what you're carrying until you need it...you will almost always have just what you need at least once.<br/><br/>After the score, win, lose, or break-even, you go into Downtime where the gang (hopefully) divides the spoils, deals with Heat and Entanglements, takes their downtime actions...and thus goes back into free play for a while until they find a new Score to pursue.<br/><br/>Does that make sense?<br/><br/>Now, as for our Lovely Crew...<br/><br/>1.  Bazzer thinks they have accepted his proposed job, albeit reluctantly.  That's good.  You've bought yourself a little time where he's concerned, but the Lampblacks really don't like you (-2 Status) so any excuse to fuck you up will do.<br/><br/>2.  You have (apparently) accepted a job from Myrlena of the Red Sashes, specifically to kill ol' Bazzer...but have wisely decided that whacking him in his own headquarters with a lot of Lampblacks standing around wasn't a good idea.  You probably want to take some downtime actions to prepare for the killing run, whenever that happens.  Just as long as the Sashes don't run out of patience or assume that you've changed sides.<br/><br/>3.  Taking a quick side score to seize some Turf is a good thing in two ways.  First, the more Turf you hold, the fewer points of Rep you need to rise in Tier.  Second, now anyone coming after you has to go after something other than your Lair, which right now is your only holding.  If this is what you want to do, I will happily establish a target for you!<br/><br/>4.  And if all else fails, I have a few ideas on tap that I can offer.<br/><br/>So basically, I'm trying to steer you to figuring out what your next score will be so we can set it up and get those rules a-working away.  :D  But!  This is a sandbox sort of thing and I don't have a plan that you can derail, so you get to choose which way you'll go.