I love thinking about this sort of cognitive load measurement in games. Turn shares some design elements with PbtA games, but it has an odd number of move-equivalent rules units. Since each character has a human role and a beast archetype, each player is keeping track of multiple abilities/powers (usually one from the human side, plus 2-4 from their beast depending on advances). They also track their own stress and exposure tracks.
For move-like rules units, the Town Manager (GM) only keeps track of the Struggles. They trigger more like saving throws. There are 4 of them to keep in mind for characters in human form, and 4 mirrored versions to keep in mind for characters in beast form (essentially, each side has a “deal with a stressful situation” struggle, an “I need to communicate” struggle, a “limit fallout from physical action” struggle, and an “alleviate stress” struggle). Usually, that means keeping track of only four at once, but occasionally you’ll see players in a scene in mixed forms (e.g., one human and one beast – there are no hybrid forms in Turn).