RuleSage cited table rulings
← Anachrony

You asked

How do I set up the game?

Answered counted as answered

Asked with: Anachronybg-185343-en-1e

To set up the game, follow these steps:
1. Place the Main board in the middle of the table.[1]
2. If playing with 2 or 3 players, use the side with only two Hexagonal slots for the Research, Recruit and Construct spots.[1]
3. Place the two Research dice on the indicated spots on the Main board.[1]
4. Place the Evacuation Action tile on its respective space on the Main board, with its A (intact) side up.[1]
5. Shuffle the 11 Recruit pool cards and 11 Mine pool cards into two face-down decks and place them next to the Main board.[1]
6. Separate the buildings into four stacks by type (Power Plants, Factories, Life Supports, and Labs), shuffle each stack separately, and place them face up next to the Main board.[1]
7. Place the Anomalies in a face-up stack.[1]
8. Place the Paradox die and Paradox tokens next to the Anomalies.[1]
9. Place all Resources on the top-right side of the board and all Water on the top left.[1]
10. Place all Workers, Energy Coases, and Breakthroughs next to the Main board, across from the buildings.[1]
11. Place the Victory Point tokens within reach.[1]
12. Arrange the Timeline tiles in a straight line from left to right below the Main board.[1]
13. Place the Impact tile between the fourth and fifth Timeline tiles.[1]
14. Shuffle all Superprojects and randomly place one above each of the seven Timeline tiles, placing the first (leftmost) face up and the rest face down; do not place a Superproject above the Impact tile.[1]
15. Return remaining Superprojects to the box.[1]
16. Place one of each player's Path markers below the leftmost Timeline tile as their Focus markers.[1]
17. Randomly choose 5 Endgame Condition cards and place them face up above the Main board (returning the 'Most Completed Experiments' card to the box).[1]
18. Each player picks a Path, receives its respective Player board, and chooses whether all players will use the A or B side.[2]
19. Give players colored components matching their Path color (6 Exosuits, 9 Warp tiles, 8 Path markers, and Morale and Time Travel markers).[2]
20. Place the chosen Path board in front of each player with a randomly chosen side up.[2]
21. Give all players their starting Resources, Water, Energy Cores, and anything else indicated on their chosen Path board.[2]
22. For the Path of Progress, place its starting Breakthrough at random.[2]
23. Place starting Workers in the Active column (unless otherwise indicated) and set Morale and Time Travel markers to their starting positions.[2]
24. Each player picks one of two available Leader cards for their Path and places it on the designated spot on the Path board.[2]
25. Give each player their Player banners and place them in front of them.[2]
26. The player who most recently had a 'déjà vu' becomes First Player; place their Banner on the designated space next to the World Council Action spaces.[2]
27. In clockwise order starting from the First Player, players receive 0/1/1/2 Water.[2]
[1] RULEBOOK Anachrony — Rulebook · p.3 · GENERAL SETUP
[2] RULEBOOK Anachrony — Rulebook · p.4 · PLAYER SETUP
🔧 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 267 ms · ask 15011 ms · total 298477 ms
single-flight (PR-5)
queued 283188 ms · generation 15289 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 14, "score": 0.047619, "snippet": "By using the Starting Asset Draft, players can add more variety to the starting assets of their Path each game. During the Setup, instead of giving each player the Starting Assets depicted on their Path board, give each player: 2 Scientists (Active) 1 Engineer (Active) 2 Energy Cores 2 Water Then, d", "headingPath": "GAMEPLAY VARIANT - STARTING ASSET DRAFT · GAMEPLAY VARIANT - ENDGAME CONDITION DRAFT · BUILDING DETAILS · Abbreviations:", "sharpsignalDocId": 270}, {"page": 4, "score": 0.046875, "snippet": "Each Era is comprised of the following phases, in this order: Preparation phase - Reveal the Superproject above the next Timeline tile, shift the building stacks, fill up the supply of Workers and Resources available for this Era. 1 Paradox phase -Players who excessively strained the Timeline with W", "headingPath": "GAME TURN - ONE ERA OF PLAY · PREPARATION PHASE 1", "sharpsignalDocId": 270}, {"page": 3, "score": 0.046544, "snippet": "Place the Main board in the middle of the table. If playing with 2 or 3 players, use the side with only two Hexagonal slots for the Research, Recruit and Construct spots. Place the two Research dice on the indicated spots on the Main board. Place the Evacuation Action tile on its respective space on", "headingPath": "GENERAL SETUP", "sharpsignalDocId": 270}, {"page": 12, "score": 0.045805, "snippet": "The Chronobot is a solo play variant for Anachrony, playable with the base game only. Set up a 2-player game, with the Chronobot as one of the players. The following modifications apply to the setup: The Chronobot receives its 6 Exosuits and 8 Warp tiles. It doesn't receive any Starting Assets (nor ", "headingPath": "CHANGES IN SETUP · PARADOX PHASE 2 · POWER UP PHASE 3 · WARP PHASE 4 · ACTION ROUNDS PHASE 5", "sharpsignalDocId": 270}, {"page": 4, "score": 0.032787, "snippet": "Each player picks a Path to play, and receives its respective Player board . Players may choose whether they use the A side or B side - all players must use the same side. Give players the coloured components matching their Path color ( 6 Exosuits, 9 Warp tiles, 8 Path markers and the Morale and Tim", "headingPath": "PLAYER SETUP", "sharpsignalDocId": 270}, {"page": 14, "score": 0.030769, "snippet": "With the Alternate Timeline gameplay variant, players can add another strategic twist to the Warp phase. After setting up the Timeline, turn each Timeline tile to its alternate (crimson-colored) side. Certain Warp slots on this side have bonuses or penalties associated with them. When playing with t", "headingPath": "GAMEPLAY VARIANT - ALTERNATE TIMELINE", "sharpsignalDocId": 270}, {"page": 9, "score": 0.030303, "snippet": "All spaces on the Player boards are either Worker spaces or Free Actions - Exosuits are not needed to activate them. The Supply Action is printed on every Player board between the Active and Tired columns. Spend Water equal to the number printed on the Water symbol below your current position on the", "headingPath": "PLAYER BOARD ACTIONS · Worker specifics · FORCE WORKERS", "sharpsignalDocId": 270}, {"page": 6, "score": 0.029851, "snippet": "Each player secretly hides 0-2 Warp tiles in their hand (hide the other Warp tiles to maintain secrecy). Reveal them simultaneously and place them on the present Timeline tile (the order is not important). In player order, each Player immediately receives any asset shown on the selected Warp tile(s)", "headingPath": "WARP PHASE 4 · ACTION ROUNDS 5 · IMPORTANT: Free Actions", "sharpsignalDocId": 270}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 3, "quote": null, "headingPath": "GENERAL SETUP", "sharpsignalDocId": 270}, {"page": 4, "quote": null, "headingPath": "PLAYER SETUP", "sharpsignalDocId": 270}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 270 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 270 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 6, 2026 14:12

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 Anachrony — Rulebook (corpus doc 270) GAMEPLAY VARIANT - STARTING ASSET DRAFT · GAMEPLAY VARIANT - ENDGAME CONDITION DRAFT · BUILDING DETAILS · Abbreviations: p.14 0.047619 (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 Anachrony — Rulebook (corpus doc 270) GAME TURN - ONE ERA OF PLAY · PREPARATION PHASE 1 p.4 0.046875 (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 Anachrony — Rulebook (corpus doc 270) GENERAL SETUP p.3 0.046544 (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 Anachrony — Rulebook (corpus doc 270) CHANGES IN SETUP · PARADOX PHASE 2 · POWER UP PHASE 3 · WARP PHASE 4 · ACTION ROUNDS PHASE 5 p.12 0.045805 (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 Anachrony — Rulebook (corpus doc 270) PLAYER SETUP p.4 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
#6 RULEBOOK Anachrony — Rulebook (corpus doc 270) GAMEPLAY VARIANT - ALTERNATE TIMELINE p.14 0.030769 (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 Anachrony — Rulebook (corpus doc 270) PLAYER BOARD ACTIONS · Worker specifics · FORCE WORKERS p.9 0.030303 (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 Anachrony — Rulebook (corpus doc 270) WARP PHASE 4 · ACTION ROUNDS 5 · IMPORTANT: Free Actions p.6 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

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 Anachrony — Rulebook (corpus doc 270) GENERAL SETUP p.3 no quote on the wire
[2] RULEBOOK Anachrony — Rulebook (corpus doc 270) PLAYER SETUP p.4 no quote on the wire
timing split
retrieval 267 ms · first delta 9838 ms · total 298477 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 283188 ms · retrieval 267 ms · ask 15011 ms · gateway work 15289 ms · total 298477 ms
tokens in (the prompt the answerer read)
4069
tokens out (what the answerer generated)
737
tok/sec
136.5 tok/sec — 737 output tokens in 5.401 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 1s 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
NO_APPROVED_CHECKLIST — setup-shaped, but no approved setup checklist exists for this game
pattern that matched
SETUP — "setup" / "set up"
matched words (in the normalized question)
set up

this game registers NO errata cards (edition 198), 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.