You asked
How do I set up the game?
Answered counted as answeredAsked with: Too Many Bonesbg-192135-en-1e
🔧 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 243 ms · ask 19692 ms · total 389328 ms
- single-flight (PR-5)
- queued 369383 ms · generation 19945 ms
- retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
- [{"page": 7, "score": 0.047712, "snippet": "Each player chooses a Gearloc and places their selected Gearloc Mat, Gearloc Chip (with # of Starting Health Chips underneath it), Initiative (Ini) Die, and Stat Dice as shown. Adjust mat placement to your liking based on party size. Place Gearloc Reference Sheet nearby. Find your Gearloc's 16 Skill", "headingPath": "Gearlocs · Other Components", "sharpsignalDocId": 261}, {"page": 6, "score": 0.046898, "snippet": "Your task is easy...according to the Gearloc Council. Reach and defeat the selected Tyrant within its day allotment to win. Let's start by setting up for your Adventure. Place the Battle Mat in the center of your play area. Select a Tyrant or draw one at random (you may look at both sides and famili", "headingPath": "Game Objective · Tyrant and Day Counter", "sharpsignalDocId": 261}, {"page": 18, "score": 0.032258, "snippet": "Now that you understand BQ basics, let's go through the battle set-up from start to finish. Trigger 'Before battle' effects and Skills such as Tantrum's Innate - Rage. Use Encounter Card instructions to build your BQ. Place top Baddie from BQ in its appropriate lane and Battle Mat position (also its", "headingPath": "Battle Set-up Sequence · BQ In Battle", "sharpsignalDocId": 261}, {"page": 17, "score": 0.03125, "snippet": "Baddies have their Ini ( ) indicated on their Baddie Chip. A Baddie Ini Die is used to represent this # on the Ini Meter (e.g. if a Baddie with 3 Initiative is in Lane 1, use the blue Lane 1 Ini Die, and set it to 3 on the Ini Meter). Place the Ini Die of each Baddie in the Ini Meter (highest on top", "headingPath": "Ini Dice Placement (setting up for R1 of battle) · Ini Dice During Battle (R2 and beyond) · 2. Baddie Starting Positions · 3. Gearloc Starting Positions", "sharpsignalDocId": 261}, {"page": 5, "score": 0.030769, "snippet": "Draw # Trove Loot. *Party decides how to distribute. Encounter Text Colors Choice, Result, Battle Modifier, Flavor, Special Instructions Training Points! Earn these precious points from Encounters. With a Training Pt, do one of the following: Unlock a Skill Die (place it in your Gearloc’s Skills Are", "headingPath": "", "sharpsignalDocId": 261}, {"page": 23, "score": 0.030415, "snippet": "Invading The Ebon is no easy task. In fact, some Gearlocs may struggle finding success even on Day 2 of their Adventure! Don't be disheartened! TMB was designed to be quite challenging. When we suggest that first-time adventurers should ask the guards for help (on day 2), we mean it! We also underst", "headingPath": "Training Points (Pts) · STOP & READ!!!", "sharpsignalDocId": 261}, {"page": 12, "score": 0.030303, "snippet": "Begin your Adventure with all Skill Dice in your Storage Tray (out of play), except for any Skills your Gearloc starts with. These have circled bullets on your Gearloc Reference Sheet ( ). Skills are learned through Training Pts. When you train/unlock a Skill, locate the numbered die in your Storage", "headingPath": "4. Skills Area Skill Dice", "sharpsignalDocId": 261}, {"page": 18, "score": 0.029851, "snippet": "Every battle must start with the creation of a BQ that contains the Baddies you will be facing for the fight. To build the BQ, you must refer to your Encounter Card and then assemble a stack of Baddie chips using your Active Stacks. Except for scouted Baddies (which are face up), the BQ should alway", "headingPath": "Battle Queue (BQ) · Baddie Points (Baddie Pts)", "sharpsignalDocId": 261}]
- citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
- [{"page": 6, "quote": null, "headingPath": "Game Objective · Tyrant and Day Counter", "sharpsignalDocId": 261}, {"page": 7, "quote": null, "headingPath": "Encounters · Loot & Trove Loot · Baddies", "sharpsignalDocId": 261}, {"page": 7, "quote": null, "headingPath": "Gearlocs · Other Components", "sharpsignalDocId": 261}, {"page": 18, "quote": null, "headingPath": "Battle Set-up Sequence · BQ In Battle", "sharpsignalDocId": 261}]
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 261 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 261 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 14:14
retrieval — what the passage search returned
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 rank | document | heading | page | fused RRF score | snippet chars |
|---|---|---|---|---|---|
| #1 | RULEBOOK Too Many Bones — Rulebook (corpus doc 261) | Gearlocs · Other Components | p.7 | 0.047712 (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 Too Many Bones — Rulebook (corpus doc 261) | Game Objective · Tyrant and Day Counter | p.6 | 0.046898 (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 Too Many Bones — Rulebook (corpus doc 261) | Battle Set-up Sequence · BQ In Battle | p.18 | 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 |
| #4 | RULEBOOK Too Many Bones — Rulebook (corpus doc 261) | Ini Dice Placement (setting up for R1 of battle) · Ini Dice During Battle (R2 and beyond) · 2. Baddie Starting Positions · 3. Gearloc Starting Positions | p.17 | 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 |
| #5 | RULEBOOK Too Many Bones — Rulebook (corpus doc 261) | p.5 | 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 | |
| #6 | RULEBOOK Too Many Bones — Rulebook (corpus doc 261) | Training Points (Pts) · STOP & READ!!! | p.23 | 0.030415 (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 Too Many Bones — Rulebook (corpus doc 261) | 4. Skills Area Skill Dice | p.12 | 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 Too Many Bones — Rulebook (corpus doc 261) | Battle Queue (BQ) · Baddie Points (Baddie Pts) | p.18 | 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 the answerer read — the passages it actually had in front of it
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.
chosen chunks — what the answer actually cited
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.
| # | document | heading | page | quote chars |
|---|---|---|---|---|
| [1] | RULEBOOK Too Many Bones — Rulebook (corpus doc 261) | Game Objective · Tyrant and Day Counter | p.6 | no quote on the wire |
| [2] | RULEBOOK Too Many Bones — Rulebook (corpus doc 261) | Encounters · Loot & Trove Loot · Baddies | p.7 | no quote on the wire |
| [3] | RULEBOOK Too Many Bones — Rulebook (corpus doc 261) | Gearlocs · Other Components | p.7 | no quote on the wire |
| [4] | RULEBOOK Too Many Bones — Rulebook (corpus doc 261) | Battle Set-up Sequence · BQ In Battle | p.18 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 243 ms · first delta 14575 ms · total 389328 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
- full breakdown
- queued 369383 ms · retrieval 243 ms · ask 19692 ms · gateway work 19945 ms · total 389328 ms
- tokens in (the prompt the answerer read)
- 3516
- tokens out (what the answerer generated)
- 786
- tok/sec
- 147.6 tok/sec — 786 output tokens in 5.324 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 29s 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.
disposition
- outcome
- ANSWERED — Answered
- abstain rationale (n/a — this ruling answered)
- answered — no abstain rationale applies
setup-shape — why the checklist band did or didn't render
- 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
errata registry — what the gate above had to match against
this game registers NO errata cards (edition 188), 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.