by lomn
Sure. You've got three areas of the rulebook to look at: "Drawing a Card", pg 12, "Turning in cards for a Red Star", pg 8, and "Turning in cards for Troops", pg 9.So, drawing: resource cards (that is, territory cards and coin cards) are your currency. Territory cards are preferable, as they can be upgraded from their starting value of $1 via coin stickers. Coin cards are the also-ran option for when you don't qualify for a territory card, and can never be upgraded past the starting $1 (they don't have spaces for coin stickers). Territory cards can be upgraded as a "held on" reward at the end of the game: you can add $1 (via one coin sticker) to the card of any territory you control at the end. This is the only place that coin stickers get used.
Turning in cards for a Red Star is a means of moving directly towards victory. For this turn-in, all that matters is having four physical cards. The coin value of those cards is not considered. You can turn in 8 cards at once for 2 stars, or 12 cards at once for 3, etc, etc. That will rarely happen.
Turning in cards for troops puts more dudes on the map. Here you care about the coin value of the cards, not the number of cards. You can turn in up to 10 coins of value. One card worth $6 can be turned in, and it's worth exactly the same as 6 cards worth $1. High-value territory cards are highly desirable, as they boost your potential troop count fast.
Finally, there's also Event card triggering (pg 13). When you flip over a new territory card, if the card has an even number of coins (printed + stickered), you flip over and resolve the top card of the event deck.