Read the diagram as text
At the start of your turn, Refresh is impaired. Roll these three Used Action Dice; keep the Wounded die outside the roll.
- Roll only the three Used Action Dice. Do not roll the Wounded die.
- Resolve any applicable rerolls before moving dice according to their final faces.
- The Critical Hit makes its own die Ready. The Hit also makes its own die Ready.
- The Miss stays Used, and the Wounded die stays Wounded.
Result: You have two Ready dice, one Used die and the same Wounded die. A Critical Hit does not return two dice.
- Ordinary Refresh makes all Used Action Dice Ready automatically. Roll only when Refresh is impaired.