TEXT: The Score
  Characters
  Name
  Heat
  Knack
  Motive
  Vice
  Name
  Heat
  Knack
  Motive
  Vice
  Name
  Heat
  Knack
  Motive
  Vice
  Name
  Heat
  Knack
  Motive
  Vice
  Bangs
  Level of Trait 
   
  Extra Cards 
  Novice 
   
   
  1 extra card
  Expert 
   
   
  2 extra cards
  Master 
   
   
  3 extra cards
  Trait Ratings
  NPC Wounds
  Opposition Hands
  The Spread
  The Round
  Medical Aid 
  1. Declare Intent: Each player declares what 
  their characters intend to do during the 
  upcoming round, including the Director for all 
  of his characters.
  2. Determine Draw: The Director determines 
  the appropriate Traits for each player’s actions 
  and whether a Knack or Vice will impact the 
  action. Using this, all players determine their 
  hand size and initial facing.
  3. Form Draw and Determine Intiative: Each 
  player draws the hand for their character’s 
  action, playing face-up and face-down cards 
  appropriately. Players can examine their 
  draws freely. Initiative is determined, the 
  player with the highest face-up card getting 
  first Initiative, the second highest acting 
  second, and so on.
  4. Resolve Actions: Actions are resolved 
  individually, based on Intiative order.  When a 
  character’s turn comes around the following 
  steps are taken.  
  •  Opposition Hands: The Director (or Player, 
  when appropriate) draws an Opposition 
  Hand for any defense or difficulty the 
  character is facing.    
  •  Place Your Bets: A Player can bet Drama 
  Points on his Action now if he wants to.   
  •  Determine Success: Hands are revealed, 
  success and the Spread is figured out 
  and immediate fallout (ie: damage, etc.) is 
  applied.  Director narrates outcome.
  •  Pay-out: A Player pays out whatever Drama 
  Points he may owe on a losing bet or is 
  immediately payed out by the Director on 
  a winning Hand. 
  •  Repeat: Until all of the characters involved 
  in the round have had their turn or are 
  eliminated from play.   
  5. Wrap Up: The Director surmises of all of the 
  action of the completed Round and sets the 
  stage for the next. Everyone shuffles their 
  decks.
  NPC Importance
  Number of Wounds
  Extra
  1 or 2
  Minor
  1/2 the PCs average
  Major
  Up to the PCs average
  Integral
  Greater then the PCs 
  average
  Damage Healed
  Opposition Hand
  1
  Tricky (1/1)
  2
  Arduous (1/2)
  3
  Intimidating (1/3)
  4
  Impossible (1/4)
  5
  Fuck-all (1/5)
  Difference
  Spread
  0
  Tenuous
  1-2
  Normal
  3-4
  Remarkable
  5-6
  Amazing
  7+
  Extraordinary
  Opposition Level
  Cards Drawn
  Tricky
  1 up, 1 down
  Arduous
  1 up, 2 down
  Intimidating
  1 up, 3 down
  Impossible
  1 up, 4 down
  Fuck-all
  1 up, 5 down
  
SOURCE: textdata/thevault/Critical Element/Critical Element Director Sheet.pdf