RuleSage cited table rulings
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How do I take my turn?

Answered counted as answered

Asked with: Diplomacybg-483-en-1e

A turn consists of the following phases and steps:
1. Diplomatic phase: Players meet in small groups to discuss plans, suggest strategies, make alliances (openly or secretly), and engage in negotiations.[1][2] Negotiations last 30 minutes before the first turn and 15 minutes before each turn thereafter.[2]
2. Order Writing phase: Each player secretly writes an order for each of their units on a slip of paper.[1][2] All orders must be dated and alternate between Spring and Fall.[2]
3. Order Resolution phase: All players simultaneously reveal their orders, and the orders are resolved.[1][2]
4. Retreat and Disbanding phase: Some units may have to retreat or be removed.[1]
5. Gaining and Losing Units phase (after a Fall turn): Each Great Power must reconcile the number of units it controls with the number of supply centers it controls.[1] This involves adjusting units by disbanding excess units or building new ones in unoccupied home supply centers.[3]
[1] RULEBOOK Diplomacy — Rulebook · p.6 · overview · Spring four-phase turn · Fall five-phase turn · Gamemaster
[2] RULEBOOK Diplomacy — Rulebook · p.6 · 1. diplomatiC phase · 2. order writing phase · ORDeR DaTes
[3] RULEBOOK Diplomacy — Rulebook · p.18 · cOnTROlling sUPPly cenTeRs · aDJUsTing nUMbeR Of UniTs · DisbanDing · bUilDing
🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 185 ms · ask 8616 ms · total 8812 ms
single-flight (PR-5)
queued 0 ms · generation 8812 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 6, "score": 0.047163, "snippet": "During this phase, players meet to discuss their plans for upcoming turns. Alliances are made and strategies are set. These 'diplomatic negotiations' take place before each turn. Negotiations last 30 minutes before the first turn and 15 minutes before each turn thereafter. Negotiations may end soone", "headingPath": "1. diplomatiC phase · 2. order writing phase · ORDeR DaTes", "sharpsignalDocId": 158}, {"page": 18, "score": 0.046176, "snippet": "After all the orders have been revealed and read, the players (or an assigned gamemaster) must resolve all of the conflicts. Resolution will result in successful moves, failed moves, standoffs, retreats, and disbandments. The units on the game board are moved and removed as described in the next two", "headingPath": "3. the order resolution phase · 4. retreat and disbanding phase · WRiTing ReTReaTs · DisbanDMenT", "sharpsignalDocId": 158}, {"page": 6, "score": 0.032787, "snippet": "Diplomacy is a game of negotiations, alliances, promises kept, and promises broken. In order to survive, a player needs help from others. In order to win the game, a player must eventually stand alone. Knowing whom to trust, when to trust them, what to promise, and when to promise it is the heart of", "headingPath": "overview · Spring four-phase turn · Fall five-phase turn · Gamemaster", "sharpsignalDocId": 158}, {"page": 16, "score": 0.032258, "snippet": "In some rare cases, orders are written so that an Army could arrive at its destination either by land or convoy . When this happens, the following qualifiers apply: If at least one of the convoying Fleets belongs to the player who controls the Army, then the convoy is used. The land route is disrega", "headingPath": "land and Convoy routes", "sharpsignalDocId": 158}, {"page": 19, "score": 0.031746, "snippet": "This sample game will help demonstrate some of the typical opening moves in a game of Diplomacy . This is intended to be a look at order writing and resolution. No strategies, diplomacy , alliances, or negotiations are discussed here. Besides, it would take too much space to record all of the discus", "headingPath": "OPening MOVes in a saMPle gaMe", "sharpsignalDocId": 158}, {"page": 18, "score": 0.03125, "snippet": "After each Fall turn, players check to see how many supply centers they control. A country controls a supply center when one of its units occupies that supply-center province after a Fall turn has been played and completed. Once a country gains control of a supply center, it can leave the center vac", "headingPath": "cOnTROlling sUPPly cenTeRs · aDJUsTing nUMbeR Of UniTs · DisbanDing · bUilDing", "sharpsignalDocId": 158}, {"page": 19, "score": 0.029851, "snippet": "Only an Army unit can be built on an inland province supply center. When building a unit on a coastal province supply center, a Fleet or Army must be specified in the written build order. If Russia builds a Fleet in St. Petersburg, the Russian player must also specify 'North Coast' or 'South Coast.'", "headingPath": "aDDiTiOnal bUilDing RUles · WRiTing bUilDs anD DisbanDMenTs · TiMe ManageMenT", "sharpsignalDocId": 158}, {"page": 8, "score": 0.029412, "snippet": "There are a few tricky areas on the map. How to move into and out of them is explained below: Bulgaria, Spain, and St. Petersburg: These are the only coastal provinces that have two separately identified coasts. A Fleet entering one of these provinces enters along one coast and can then move to a pr", "headingPath": "specific Movement Clarifications", "sharpsignalDocId": 158}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 6, "quote": null, "headingPath": "overview · Spring four-phase turn · Fall five-phase turn · Gamemaster", "sharpsignalDocId": 158}, {"page": 6, "quote": null, "headingPath": "1. diplomatiC phase · 2. order writing phase · ORDeR DaTes", "sharpsignalDocId": 158}, {"page": 18, "quote": null, "headingPath": "cOnTROlling sUPPly cenTeRs · aDJUsTing nUMbeR Of UniTs · DisbanDing · bUilDing", "sharpsignalDocId": 158}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 158 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 158 boosted
answered-before recall
this ruling was answered, so past rulings were not offered
similarity threshold in force: 0.55 (rulesage.answered-before.similarity-threshold; the exact-question tier is not gated by it)
debug row retained until
Nov 5, 2026 14:26

what this block IS: the PASSAGE SEARCH's own results — the same search that fills this page's closest-passages list — and NOT the passages the answerer read. Answering runs its OWN retrieval: a far wider candidate pool, re-ranked down to a final handful, plus floors this search never applies — the base rulebook, surviving errata corrections, and one slot per book on a multi-book read. Each of those armed only if THIS ask sent what it needs: the boost block names the ids it forwarded, and the scope line names the books it read. A document the answer CITES that no row here names is therefore EXPECTED, not a defect: two searches, two candidate pools, two orders. How much wider that pool was is set gateway-side and is NOT REPORTED for this ruling, and neither are the answerer's final rows — so rulesage has nothing of its own to show beside these.

score = the fused retrieval score (reciprocal-rank fusion over the search arms) — NOT a cosine similarity. This ruling ran the THREE-ARM fuse (full-text + vector + the doc-priority boost arm, which carried the base rulebook and/or the errata corrections this query matched), whose arithmetic ceiling is 0.04918 — all three arms ranking the same chunk #1 (ceiling = arms/(k+1) at k=60). The measured healthy band 0.016–0.033 was measured on TWO-arm asks and does not bound this one: its high end is the two-arm ceiling, and a third arm has room above it. A chunk only one arm ranked highly lands near 0.016 (that one arm's #1 vote), so 0.03 here is an excellent hit, not a 3% match.

per-arm ranks (the rank each search arm gave a chunk): NOT DISCLOSED by the gateway. Fusion happens gateway-side and only the FUSED score crosses the wire, so rulesage cannot show them without a gateway change. The rank column below is the FUSED rank (position in the returned list), which is real.

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

fused rankdocumentheadingpage fused RRF scoresnippet chars
#1 RULEBOOK Diplomacy — Rulebook (corpus doc 158) 1. diplomatiC phase · 2. order writing phase · ORDeR DaTes p.6 0.047163 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#2 RULEBOOK Diplomacy — Rulebook (corpus doc 158) 3. the order resolution phase · 4. retreat and disbanding phase · WRiTing ReTReaTs · DisbanDMenT p.18 0.046176 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#3 RULEBOOK Diplomacy — Rulebook (corpus doc 158) overview · Spring four-phase turn · Fall five-phase turn · Gamemaster p.6 0.032787 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#4 RULEBOOK Diplomacy — Rulebook (corpus doc 158) land and Convoy routes p.16 0.032258 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#5 RULEBOOK Diplomacy — Rulebook (corpus doc 158) OPening MOVes in a saMPle gaMe p.19 0.031746 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#6 RULEBOOK Diplomacy — Rulebook (corpus doc 158) cOnTROlling sUPPly cenTeRs · aDJUsTing nUMbeR Of UniTs · DisbanDing · bUilDing p.18 0.03125 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#7 RULEBOOK Diplomacy — Rulebook (corpus doc 158) aDDiTiOnal bUilDing RUles · WRiTing bUilDs anD DisbanDMenTs · TiMe ManageMenT p.19 0.029851 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#8 RULEBOOK Diplomacy — Rulebook (corpus doc 158) specific Movement Clarifications p.8 0.029412 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300

what this block IS: the passages the ANSWERING read put in front of the answerer, in the order it read them — the other half of the two reads described above, and the one that decides what the answer could possibly say. Each row names the book it came from and where in that book it sits, what it scored when the search arms were fused, which arm carried it there, and whether the re-ranker chose it or a floor guaranteed it a slot. A row here that no passage-search row names is EXPECTED: a far wider pool, re-ranked, with floors the passage search never applies.

the passages the answerer read: NOT RECORDED for this ruling. Any of three things leaves this empty, and they are all different from the answerer having had nothing to read: this ask may never have reached a gateway at all; a multi-book ask keeps each book's own context on that book's own page rather than here; or the gateway build that answered may simply not report it. What this NEVER means is that the answerer read nothing — an answer was composed from passages either way, and their absence here is a gap in what we were told, not in what it read.

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

#documentheadingpagequote chars
[1] RULEBOOK Diplomacy — Rulebook (corpus doc 158) overview · Spring four-phase turn · Fall five-phase turn · Gamemaster p.6 no quote on the wire
[2] RULEBOOK Diplomacy — Rulebook (corpus doc 158) 1. diplomatiC phase · 2. order writing phase · ORDeR DaTes p.6 no quote on the wire
[3] RULEBOOK Diplomacy — Rulebook (corpus doc 158) cOnTROlling sUPPly cenTeRs · aDJUsTing nUMbeR Of UniTs · DisbanDing · bUilDing p.18 no quote on the wire
timing split
retrieval 185 ms · first delta 7287 ms · total 8812 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 0 ms · retrieval 185 ms · ask 8616 ms · gateway work 8812 ms · total 8812 ms
tokens in (the prompt the answerer read)
4632
tokens out (what the answerer generated)
217
tok/sec
147.0 tok/sec — 217 output tokens in 1.476 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 19s ago)
stream path
streamed — the gateway pushed at least one accumulated draft
watchdog
first-token watchdog: 30s per arming window (rulesage.table.first-token-watchdog-seconds), re-armed once by the passages frame — so the worst case before a reader falls back to polling is 60s. Whether it actually fired is a BROWSER-side decision that never reaches the server, so it is not recorded here. The stream path above is the server's half of that story: whether a delta was emitted at all.
num_ctx · think posture
both are the CHILD's settings, not rulesage's, and no ask reply carries them — an answer never states which context window or think posture produced it. The live-seat line above reads them from the running child instead, where the gateway can answer for itself; it describes the child NOW, not this ask.
outcome
ANSWERED — Answered
abstain rationale (n/a — this ruling answered)
answered — no abstain rationale applies
decision
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 80), so "no registered errata card matched" above could never have matched one

Errata scope: the gate above matched this ruling's own edition only. When an ask also reads an expansion, that expansion's own registered errata cards stay outside the match — a stated phase-1 limitation, not a failed lookup.