The document outlines the 4 phases of a player's turn in the Psychological Warfare card game:
1) Start of turn events such as using archetype abilities or taking phobias.
2) Moving cards from hand to mental energy pile to build resources for playing cards.
3) Playing action and special cards from mental energy by spending resources. Other players can react.
4) Drawing cards to refill hand, accounting for cards in hand and baggage icons in play. Phobias are placed immediately from draws.