OOh, thats a lovely table!

Well, I just ran out of White Primer so I hope you don't mind if I share just a few key concepts --
The Turn Sequence is pretty simple --
Start of Turn1. DRAW — Draw one Fortune card.
Action Sequence2. DIRECT — The player with Initiative decides who will activate the next character.
3. ACT — The activated character may move, perform an action, or attack.
Repeat steps 2 & 3 until all characters have activated.End of Turn4. RECOVER — Injured characters may recover.
"Control of the Initiative" -- Unlike checkers, players do not take turns moving models. Instead, the player who currently controls the Initiative can decide which player has to activate a character. In this way, they have a little more control over the flow of the game... but only for as long as they can hold on to it. Be assured, other players will be trying to take the Initiative.
"Hey, they shoot back!" -- When a character attacks another character they best be prepared for the other guy to fight back - immediately. In this way, combat can actually be simulateously dangerous for both characters. And while we're talking about fighting, here's a little example ---
Let's say you have your character shoot at an enemy. Based on their profiles and any modifiers, both character will roll 3d8 ---
Your guy rolls a 5, 6, and 8
The enemy rolls a 3 (miss), 5, and 6
I should mention that the target number in Pulp Alley is always a 4+. So, in this case your guy rolled 3
hits, and the enemy rolled 2
hits. As the 'attacker' you actually have some control of how this fight plays out --
Option #1 — You could choose to match two of your dice, like your 5 and 6 against their 5 and 6. In this case you only inflict 1 hit, but you do not take any hits. Or maybe you would not play it so safe…
Option #2 — You could match one of your successes, like your 6 against their 6. In which case, you inflict 2 hits but suffer 1 hit in return. Or would you press your luck...
Option #3 — You could go all-out, choosing not to match any dice. You inflict 3 hits but also suffer 2 hits in exchange.
These options represent the split-second tactics fighters use. Is your guy playing it safe or going for blood?
"THE CARDS" -- The cards serve two purposes. The top half of each card describes an unexpected event or situation brought about by luck or skillful planning. The bottom half of each card outlines an important or dangerous challenge. Most often, this relates directly to encountering Perils and Plot Points.
"PLOT POINTS" -- You can think of these simply as 'objectives'. Every scenario is built around the idea of completing/capturing/holding these points. Within the context of the rules, plot points are very important. In addition to giving the scenario more meaning and background, plot points provide you with the means to....
> Control the Initiative.
> Earn scenario bonuses.
> Earn post-scenario resources.
> Earn experience for your league.
> Develop your league’s reputation.
> Determine victory.
That's a fairly quick summary of a few concepts. You can actually download a free version of Pulp Alley from our yahoo group. It doesn't include everything, but its has most of the core mechanics --
http://games.groups.yahoo.com/group/pulpalley/I'm sure I've missed some things that other folks can share with you, and we hope you give Pulp Alley a try!
Please let us know if you have other questions.

HAVE FUN
Dave
Pulp Alley