Similar to Conviction in SWADE, Momentum is a new resource that only available to one Wild Card at a time. You gain Momentum when you hit with a Fighting Attack and you lose it when you're hit by one. When you have Momentum, the Multi-Action penalty becomes a bonus (-2 becomes +1, -4 becomes +2, -6 becomes +3). This bonus applies to Attacks (Fighting and Shooting), Grappling, Pushing, Tricks, and thematically appropriate Powers.
For larger maps you might abstract movement from strict unit measurements to zones. If you do, then you need to decide if characters are slippery or sticky. If characters are slippery then you can move from zone to zone without risking Free Attacks from other characters in the zone. If fighters are sticky, then characters are considered in combat when they enter the zone. When they try to leave then they can decide to you escape \Clean or Messy.
Clean- Roll your Running + Wild Die, if you succeed then you avoid Disengaging Strikes.
Messy- Roll Athletics + Wild Die, if you succeed then you avoid Disengaging Strikes but bring all opponents into the next zone with you.
Scale conceptually models mid and final boss characters, denoting martial mastery and power rather than perpetually raising Traits. Higher Rank = high Scale. You lose your Wild Die when you attack a higher Ranked Wild Card (ex: Novice vs Seasoned) and they treat you as an Extra when they strike back, requiring one Raise to take you out.
So save your Bennies.
This also goes the other way, lower Ranked Wild Cards lose their Wild Die when they attack you. When you attack them, you treat them as Extras. Opposing Wild Cards without an Experience Rank are treated as below your Rank.