So.... You got a stat that's 1-5. You roll "white dice" (positive dice) in hopes of getting at or below that stat (ex Dexterity, Vitality, Logic, Willpower, Charisma or Empathy). You can gain more white dice based on factors of character sheet, equipment, circumstance or just not having died yet (aka being a PC). You also roll "black dice" (negative dice) that would incur "stress" (damage). These come about due to factors on character sheet, circumstance, weather/environment, or other things. You roll them together and look at the results. If any white die EQUAL the black die, both get "canceled out" on a one-for-one basis. If any remaining white die are equal to or under your stat, you "pass". Any black die are automatically marked down as stress. ex: Kevin has to jury-rig a damaged car to get it running again. The Storyteller requests a Logic roll. Kevin has Mr Jury-rig as a positive, but is also under a time limit due to Attack of the Space Ants. So he has one white die because he is a player, another because he has a factor of his character sheet, but he also has one negative die due to the stress of the ants. So the dice pool is 2 pos, 1 neg. He has a 3 for his Logic (the target stat). He rolls a 2 and 4 for his white dice and a 2 for his black die. Since he rolled a 2 on both the black and white, they cancel each other out. That leaves his white 4. 4 is greater than his logic of 3, so he fails to fix the car right, but doesn't take any stress. Say he tries it again with an additional negative die. (2 Pos, 2 Neg, Target of 3) He rolls a 1 and a 5 on the white dice, but a 2 and a 3 on the black. No dice cancel each other out, but since 5 is more than 3, the final score is 1 pos, 2 neg. He passes but he takes 2 stress due to him worrying about his friends in the car counting on him. So if you're looking for an order of operations it's: Roll dice. Cancel any White with Black, See if white is less or equal to target, Mark down Stress.