BIND splits information in a slightly different way to other RPGs.
The most important book to find, is an adventure module.
Seek out \textit{Escape from the Horde} if you don't have a module in mind.
This book covers the complete rules for action resolution.
A skeleton of the core rules exist in every adventure module.
Every other book references the rules here, but nobody needs to read this book from cover-to-cover --- it's only for reference.
This rule book contains extended systems which either explain the core rules with examples, and show using them for various sub-systems (in fact perhaps it should be called `BIND: Systems \& Explanations', but that's less catchy than `BIND: Core').
If you're a player, have a look at the \textit{Book of Stories}.
The adventure modules also contain their own price-lists in the form of handouts, so players can just take the page they want, on its own.
It covers character creation, gaining \glsentryshortpl{xp}, and cultural notes on \gls{fenestra}.
This stops the persistent problem at my table of players persistently figuring out how to buy weapons in the core rules (`is it under ``equipment'', or ``combat'', where the weapon tables are?').
Perhaps it solves the same problem at your table.
If you're a GM, check out the \textit{Book of Judgement}.
On a similar note, everything that players repeatedly try to reference sits in the \textit{Book of Stories}.
It begins with building a map, then describes \gls{fenestra}'s ecology, with details on creatures, and per-season encounter tables.
It has the rules on character creation, improving Traits, crafting backstories, and creating magical items and new spells.
Finally, the \textit{Book of Judgement} provides a high-level view of \gls{fenestra}'s guilds, beasts, and fiends; world-building material, and myriad random tables.