Boundary Representation Modelling Techniques by Ian Stroud will give you a survey of ways people have approached B-reps, along with a plethora of diagrams with all the Euler operators, and concrete data structures and algorithms for implementing B-reps imperatively.
Whether you want to move a few characters forward into F# or not, you may glean quite a bit of info from the source code for Wings3d (written in Erlang). Just don't get lost making spaceships and forget you were supposed to be coding!
Also the GML will allow you to investigate interactively what you can do with your B-reps, and the data structure is the code.