Below is a reference sheet I worked on for myself and my players, focusing on a more compact break down of all rules likely to require ongoing reference.
I also tried to-where possible-include some of the extra rules fluff I felt helped set this RPG systems tone (and would help aid newer players expectations).
Quick guide to navigating the document
-Top row- The basics of rolling and its importance/relevance.
This area contains the core systems for rolling, and optionally you can introduce players to the game by folding this row over (hiding the rest of the document) as it’s all that is required until combat.
-Left side (under top row)- The start to end result of combat.
This starts from top to bottom running through combat, and it’s potential end result (damage/healing), so when you’re not trying to workout what you can do in combat but where you are in it, just look to the left.
-Center - A summary of all combat actions.
This helps give you a consistent starting point before looking through the rest of the document, reminding you what options are available to you.
-Below Center - How to target/multi-target.
As the targeting is the same for damaging/bane/boons, I chose to have this separate as a reference point, keeping it in the center as something easy to return to from whatever action you might be choosing.
-The rest - Details on actions available in combat separated like the summary.
The major actions I put in the middle, as they are ‘major’ and flowed well being close to the details on targeting.
I then put movement below that as it helped for its layout, but is a just as easy place to learn to look to when knowing you want to move around the battlefield.
Then on the right side from the top I put them in order of relative importance/position in combat (Interrupt Actions below focus/minor because of it feeling separate to your ‘available actions’, being an option only in specific circumstances).
I wasn’t sure if Free Actions was necessary, but I thought it just good to have their as a ‘catch all’ for any time it might come up in players bane’s/boons etc.
I’m really happy how it turned out as this accomplishes my main goals,
so hopefully it would help you too.
Beyond a compact break down, the focus of this was to give the minimal but full rules required for engaging with the game at the earliest stages.
For example my players enjoy board games etc but can be intimidated by too much information. So things like experience/lethal damage/legend points, that can be introduced after more experience with the system and generally on a need to know basis/with direct interaction with the GM anyway, I chose to not include (luckily, as there was no room left haha).
One important factor to consider: I hunted and compared various fonts to make it as readable as possible, however it is compact. As such, though myself/players with glasses are able to read it well enough on paper, larger alternatives I’ve seen may better suit the GM screen with this as a possible separate aid.
Rules Note: The bottom half of the ‘every combat roll matters’ is just an optional house rule, included for my players that prefer that to choosing every time.
There’s still things a GM from what I’ve read/seen would likely need, like I’d want at least the ad hoc damage table as a quick reference. Also a summary of all the attributes and their definitions (which I’m including with the character specific sheets for the players in my case).
As I mentioned though, hopefully what’s here can be of use for others too
Also it’s not quite as easy to read, but here’s a grayscale version you may prefer