RuleSage cited table rulings
← Neuroshima Hex

You asked

Before anyone takes a turn, how is everything laid out on the table?

Answered counted as answered

Asked with: Neuroshima Hexbg-21241-en-1e

Before anyone takes a turn, the following steps are taken to lay out the game:
1. The tiles must be shuffled before each game session.[1]
2. The starting player (Player 1) places his HQ tile anywhere on the board.[2]
3. The opposing player subsequently places their HQ tile on the board, which may be adjacent to the first.[2]
4. Player 1 draws one tile from his pile and puts it in front of him face up (not on the board yet!).[2]
5. Player 2 then draws two tiles from his pile and puts them in front of him face up.[2]
[1] RULEBOOK Neuroshima Hex — Rulebook · p.4 · GAME SEQUENCE · Unlucky Draw
[2] RULEBOOK Neuroshima Hex — Rulebook · p.4 · STARTING THE GAME
🔧 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 237 ms · ask 9561 ms · total 9808 ms
single-flight (PR-5)
queued 0 ms · generation 9808 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 4, "score": 0.032787, "snippet": "On his turn a player draws UP TO three tiles (i.e. under no condition can he have more than three tiles in front of himself), and puts them face up in front of himself. Then, after the tiles have been drawn, the player must discard one of the three tiles (usually the least useful one) aside into the", "headingPath": "GAME SEQUENCE · Unlucky Draw", "sharpsignalDocId": 484}, {"page": 4, "score": 0.032258, "snippet": "The owner of the game starts a game session (becomes Player 1). He may also choose a starting player or the starting player may be chosen randomly. The starting player places his HQ tile anywhere on the board. The opposing player subsequently does the same. The HQ tiles may even be placed adjacent t", "headingPath": "STARTING THE GAME", "sharpsignalDocId": 484}, {"page": 5, "score": 0.031746, "snippet": "In their decks of tiles (among the 35 tiles that make up a players ' armies) players have several Battle tiles, which are a special kind of Instant Action tile. As soon as a Battle tile is played, a battle starts on the board. During a battle, the players must check the effects of each tile on the b", "headingPath": "BATTLES", "sharpsignalDocId": 484}, {"page": 9, "score": 0.03125, "snippet": "A unit marked with this symbol can move one hex and/or turn freely on the board. A tile may only be moved onto a free hex and all movement is carried out in its controlling player ' s turn (not during Battles!). A player can move a Mobile unit before or after placing his new tiles on the board.", "headingPath": "MOBILITY", "sharpsignalDocId": 484}, {"page": 6, "score": 0.030769, "snippet": "If after the first few plays the game seems too chaotic to you, we recommend you play more to get to know the game better. During the next plays try to use the army reference charts which allow you to play more tactically. If you feel that some armies are stronger, others weaker, we recommend you pl", "headingPath": "TIPS FOR THE BEGINNERS · MORE TACTICAL GAME", "sharpsignalDocId": 484}, {"page": 6, "score": 0.030303, "snippet": "If any of the players draws his last tile from the deck, he can finish his turn. Then the opposing player finishes his turn and the Final Battle begins. When any of the players has drawn his last tile, Battle tiles cannot be used. If a player has used his last tile and filled in the last unoccupied ", "headingPath": "ENDING THE GAME · VICTORY · BOARD DESCRIPTION", "sharpsignalDocId": 484}, {"page": 4, "score": 0.029851, "snippet": "If you are already familiar with Neuroshima Hex rules and just want to check the changes and clarifications in this new edition, you only need to read the sections marked with this symbol . The following rules refer to a two-player game. All adjustments necessary for a three or four player games are", "headingPath": "GAME RULES · GOAL OF THE GAME · SETTING UP · HQ tokens and the Damage track", "sharpsignalDocId": 484}, {"page": 19, "score": 0.029412, "snippet": "The Outpost player starts, deciding to place his HQ at the very center of the board for better mobility thanks to numerous Move tiles in his deck. The Hegemony controlling player places his HQ in one of the corners of the board for better defense. The player draws a Medic tile (at the beginning of t", "headingPath": "Turn 1 (Placing HQs) · Turn 2 (The Outpost) · Turn 3 (Hegemony) · Turn 4 (The Outpost) · Turn 5 (Hegemony) · Turn 6 (The Outpost)", "sharpsignalDocId": 484}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 4, "quote": null, "headingPath": "GAME SEQUENCE · Unlucky Draw", "sharpsignalDocId": 484}, {"page": 4, "quote": null, "headingPath": "STARTING THE GAME", "sharpsignalDocId": 484}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 484 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 484 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 7, 2026 05:54

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 Neuroshima Hex — Rulebook (corpus doc 484) GAME SEQUENCE · Unlucky Draw 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
#2 RULEBOOK Neuroshima Hex — Rulebook (corpus doc 484) STARTING THE GAME p.4 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
#3 RULEBOOK Neuroshima Hex — Rulebook (corpus doc 484) BATTLES p.5 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
#4 RULEBOOK Neuroshima Hex — Rulebook (corpus doc 484) MOBILITY p.9 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)) 295
#5 RULEBOOK Neuroshima Hex — Rulebook (corpus doc 484) TIPS FOR THE BEGINNERS · MORE TACTICAL GAME p.6 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 Neuroshima Hex — Rulebook (corpus doc 484) ENDING THE GAME · VICTORY · BOARD DESCRIPTION p.6 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
#7 RULEBOOK Neuroshima Hex — Rulebook (corpus doc 484) GAME RULES · GOAL OF THE GAME · SETTING UP · HQ tokens and the Damage track p.4 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 Neuroshima Hex — Rulebook (corpus doc 484) Turn 1 (Placing HQs) · Turn 2 (The Outpost) · Turn 3 (Hegemony) · Turn 4 (The Outpost) · Turn 5 (Hegemony) · Turn 6 (The Outpost) p.19 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 Neuroshima Hex — Rulebook (corpus doc 484) GAME SEQUENCE · Unlucky Draw p.4 no quote on the wire
[2] RULEBOOK Neuroshima Hex — Rulebook (corpus doc 484) STARTING THE GAME p.4 no quote on the wire
timing split
retrieval 237 ms · first delta 8807 ms · total 9808 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 237 ms · ask 9561 ms · gateway work 9808 ms · total 9808 ms
tokens in (the prompt the answerer read)
3148
tokens out (what the answerer generated)
136
tok/sec
148.5 tok/sec — 136 output tokens in 0.916 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
BEFORE_FIRST_PLAY — "before the first turn" / "before we begin"
matched words (in the normalized question)
before anyone

this game registers NO errata cards (edition 415), 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.