You asked
How do I set up the game?
Answered counted as answeredAsked with: Nemesisbg-167355-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 1335 ms · ask 21967 ms · total 820778 ms
- single-flight (PR-5)
- queued 797387 ms · generation 23391 ms
- retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
- [{"page": 8, "score": 0.047712, "snippet": "14] Take as many Help cards as there are players and deal one to each player at random. These cards determine the order of choosing Characters (Step 17). If there are 3 players, take the cards with the number 1-3. If there are 4 players, take cards 1-4, etc. The number shown on the Help card and Inv", "headingPath": "GAME SETup: steps 14-20, CrEW SETup", "sharpsignalDocId": 258}, {"page": 8, "score": 0.046964, "snippet": "After the draft, put all remaining Character draft cards back in the box, as they will no longer be used. 18] Each player takes the following components: A) The Character board of the Character chosen during the draft. B) The miniature of their Character and places it in the Hiberna -torium. Place y", "headingPath": "GAME SETup: steps 14-20, CrEW SETup", "sharpsignalDocId": 258}, {"page": 6, "score": 0.046898, "snippet": "1] Place the board on the table. Use the basic side of the board as shown in the picture. Note: The basic side of the board is marked by a red arrow symbol in its upper left corner. 2] Shuffle all Room '2' tiles without looking at their fronts and randomly place (face down) one Room '2' tile on each", "headingPath": "GAME SETup: steps 1-13, board setup", "sharpsignalDocId": 258}, {"page": 2, "score": 0.046244, "snippet": "4 GAME OVERVIEW 5 GAME INTRODUCTION 6 GAME SETUP: STEPS 1-13, BOARD SETUP 8 GAME SETUP: STEPS 14-20, CREW SETUP 9 BOARD DESCRIPTION DISCARD PILES 10 FLOW OF THE GAME (ROUND ORDER, PLAYER PHASE, EVENT PHASE) 11 PLAYER GOALS AND END OF THE GAME VICTORY CHECK 12 CRITICAL GAMEPLAY MOMENTS OBJECTIVES ACT", "headingPath": "contents · GAME elements · Miniatures:", "sharpsignalDocId": 258}, {"page": 6, "score": 0.046154, "snippet": "Place them on the cor -responding Engine '1' slot on the board, one atop the other, and face down. The top Engine token indicates the true status of the Engine. Repeat this step for Engine tokens '2' and '3'. Important: Make sure that the players do not see the fronts of the tokens. They shouldn't k", "headingPath": "GAME SETup: steps 1-13, board setup", "sharpsignalDocId": 258}, {"page": 7, "score": 0.045743, "snippet": "<<< BoArD setup >>> 7", "headingPath": "GAME SETup: steps 1-13, board setup", "sharpsignalDocId": 258}, {"page": 10, "score": 0.030303, "snippet": "T he game is played over a series of consecutive turns , and ends when any of the end game conditions are met. More on Player Goals and End of the Game - see page 11. Each round is split into two consecutive Phases: I: Player Phase, II: Event Phase. Resolve the following steps: At the start of each ", "headingPath": "FLoW oF THE GAME · round orDEr · I: pLAYEr pHASE · 1: DrAW ACTIoN CArDS · 2: FIrST pLAYEr ToKEN · 3: pLAYEr turns", "sharpsignalDocId": 258}, {"page": 27, "score": 0.029828, "snippet": "Alternative side of the board You can use this additional ship layout in any game mode, but keep in mind that it is more difficult to survive on it. One of the features of this ship layout is the double set of Technical Corridors. They work as usual, but each one is not connected to the other (any N", "headingPath": "", "sharpsignalDocId": 258}]
- citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
- [{"page": 6, "quote": null, "headingPath": "GAME SETup: steps 1-13, board setup", "sharpsignalDocId": 258}, {"page": 6, "quote": null, "headingPath": "GAME SETup: steps 1-13, board setup", "sharpsignalDocId": 258}, {"page": 8, "quote": null, "headingPath": "GAME SETup: steps 14-20, CrEW SETup", "sharpsignalDocId": 258}, {"page": 8, "quote": null, "headingPath": "GAME SETup: steps 14-20, CrEW SETup", "sharpsignalDocId": 258}]
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 258 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 258 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 14:22
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 Nemesis — Rulebook (corpus doc 258) | GAME SETup: steps 14-20, CrEW SETup | p.8 | 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 Nemesis — Rulebook (corpus doc 258) | GAME SETup: steps 14-20, CrEW SETup | p.8 | 0.046964 (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 Nemesis — Rulebook (corpus doc 258) | GAME SETup: steps 1-13, board setup | 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 |
| #4 | RULEBOOK Nemesis — Rulebook (corpus doc 258) | contents · GAME elements · Miniatures: | p.2 | 0.046244 (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 Nemesis — Rulebook (corpus doc 258) | GAME SETup: steps 1-13, board setup | p.6 | 0.046154 (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 Nemesis — Rulebook (corpus doc 258) | GAME SETup: steps 1-13, board setup | p.7 | 0.045743 (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)) | 21 |
| #7 | RULEBOOK Nemesis — Rulebook (corpus doc 258) | FLoW oF THE GAME · round orDEr · I: pLAYEr pHASE · 1: DrAW ACTIoN CArDS · 2: FIrST pLAYEr ToKEN · 3: pLAYEr turns | p.10 | 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 Nemesis — Rulebook (corpus doc 258) | p.27 | 0.029828 (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 Nemesis — Rulebook (corpus doc 258) | GAME SETup: steps 1-13, board setup | p.6 | no quote on the wire |
| [2] | RULEBOOK Nemesis — Rulebook (corpus doc 258) | GAME SETup: steps 1-13, board setup | p.6 | no quote on the wire |
| [3] | RULEBOOK Nemesis — Rulebook (corpus doc 258) | GAME SETup: steps 14-20, CrEW SETup | p.8 | no quote on the wire |
| [4] | RULEBOOK Nemesis — Rulebook (corpus doc 258) | GAME SETup: steps 14-20, CrEW SETup | p.8 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 1335 ms · first delta 16760 ms · total 820778 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
- full breakdown
- queued 797387 ms · retrieval 1335 ms · ask 21967 ms · gateway work 23391 ms · total 820778 ms
- tokens in (the prompt the answerer read)
- 4188
- tokens out (what the answerer generated)
- 895
- tok/sec
- 136.1 tok/sec — 895 output tokens in 6.575 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 12s 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 186), 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.