RuleSage cited table rulings
← Zombie Kidz Evolution

You asked

What needs to be placed on the table before the first round begins?

Answered counted as answered

Asked with: Zombie Kidz Evolutionbg-256952-en-1e

1. Slip the 4 hero tokens in the standees made for them.[1]
2. Place the game board in the middle of the table, 'night' side up for 2 players or 'day' side up for 3 or 4 players.[1]
3. Place 1 random zombie on each entryway.[1]
4. Create the reserve by placing the remaining 4 zombies at random in a line by the board.[1]
5. Each player chooses a hero and places it in the red room.[1]
[1] RULEBOOK Zombie Kidz Evolution — Rulebook · p.3 · OBJECT OF THE GAME · SET-UP · GAME OVERVIEW · Make a zombie enter the school. Yes, you have to! 1 · Move your hero to an adjcent space or leave them where they are. 2 · THE 'THREE ZOMBIE' RULE · …
🔧 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 263 ms · ask 3745 ms · total 213142 ms
single-flight (PR-5)
queued 209125 ms · generation 4017 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 4, "score": 0.032787, "snippet": "Karina rolls the die, then places a zombie from the reserve on the blue space, which now can't be entered by heroes as it contains 3 zombies. 1 She moves her hero to an adjacent entryway. 3 She eliminates the zombie that's located on her new space. Don't let zombies pile up in spaces; try to elimina", "headingPath": "PLAYER 1 (Karina) · TIPS", "sharpsignalDocId": 565}, {"page": 6, "score": 0.032258, "snippet": "In some of the mystery envelopes, you'll discover new rules that will be added to the basic rules. If these new rules seem too difficult for you, you don't have to apply them. You can always play with only the basic rules. Apply sticker R1 here R1 Apply sticker R2 here R2 Apply sticker R3 here R3", "headingPath": "ADVANCED RULES", "sharpsignalDocId": 565}, {"page": 8, "score": 0.031746, "snippet": "M1 Apply sticker M1 here M2 Apply sticker M2 here M3 Apply sticker M3 here Bonus mission: When you have completed all of the information on this page, you can apply a bonus trophy on your progress chart. This is an independent mission, so you can mark it as complete at the same time as another. Last", "headingPath": "Mission group ATTENDANCE · PASSPORT", "sharpsignalDocId": 565}, {"page": 4, "score": 0.03125, "snippet": "76 3 PLAYER 1 (Karina) Karina rolls the die, then places a zombie from the reserve on the blue space, which now can’t be entered by heroes as it contains 3 zombies. She moves her hero to an adjacent entryway. She eliminates the zombie that’s located on her new space. PLAY EXAMPLE 1 2 TIPS • Don’t le", "headingPath": "", "sharpsignalDocId": 565}, {"page": 7, "score": 0.030769, "snippet": "Win a game with 2 players. Win a game with 3 players. Win a game with 4 players. Win the game with no zombies left in the reserve. Win the game with at least 5 zombies in a single space. Win the game while playing with only 6 zombies. (Return 2 zombies to the box at the beginning of the game.) When ", "headingPath": "Mission group FIRST STEPS · Mission group PANIC · REMINDER · Mission group PRESTIGE · Mission group ATTENDANCE", "sharpsignalDocId": 565}, {"page": 3, "score": 0.030303, "snippet": "Zombie Kidz Evolution is a co-operative game, meaning that all players try to reach a common goal and they win or lose together. Your goal is to eliminate zombies as they appear and to lock up the school before they become too numerous. To win, you have to place 1 lock on each of the 4 entryways to ", "headingPath": "OBJECT OF THE GAME · SET-UP · GAME OVERVIEW · Make a zombie enter the school. Yes, you have to! 1 · Move your hero to an adjcent space or leave them where they are. 2 · THE 'THREE ZOMBIE' RULE · …", "sharpsignalDocId": 565}, {"page": 3, "score": 0.029851, "snippet": "If your hero is located on the same entryway as another hero, high-ffive the other player, then place a lock on that entryway. An entryway can have only one lock. If the 4 entryways are locked, you win the game!", "headingPath": "Place a lock on an entryway. 4", "sharpsignalDocId": 565}, {"page": 5, "score": 0.029412, "snippet": "You all win if there's a lock on each entryway. You all lose if the reserve has no zombies and you need to place one on the board. Each time you end a game, no matter whether the players or the zombies won, place a brain sticker on the progress chart in the passport at the end of this booklet, start", "headingPath": "END OF THE GAME · EVOLUTION OF THE GAME · MISSIONS · CAREFUL ! · If you've completed the 3 missions in a group, · OPENING AN ENVELOPE · …", "sharpsignalDocId": 565}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 3, "quote": null, "headingPath": "OBJECT OF THE GAME · SET-UP · GAME OVERVIEW · Make a zombie enter the school. Yes, you have to! 1 · Move your hero to an adjcent space or leave them where they are. 2 · THE 'THREE ZOMBIE' RULE · …", "sharpsignalDocId": 565}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 565 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 565 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 08:06

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 Zombie Kidz Evolution — Rulebook (corpus doc 565) PLAYER 1 (Karina) · TIPS 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 Zombie Kidz Evolution — Rulebook (corpus doc 565) ADVANCED RULES p.6 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)) 297
#3 RULEBOOK Zombie Kidz Evolution — Rulebook (corpus doc 565) Mission group ATTENDANCE · PASSPORT p.8 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 Zombie Kidz Evolution — Rulebook (corpus doc 565) p.4 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 Zombie Kidz Evolution — Rulebook (corpus doc 565) Mission group FIRST STEPS · Mission group PANIC · REMINDER · Mission group PRESTIGE · Mission group ATTENDANCE p.7 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 Zombie Kidz Evolution — Rulebook (corpus doc 565) OBJECT OF THE GAME · SET-UP · GAME OVERVIEW · Make a zombie enter the school. Yes, you have to! 1 · Move your hero to an adjcent space or leave them where they are. 2 · THE 'THREE ZOMBIE' RULE · … p.3 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 Zombie Kidz Evolution — Rulebook (corpus doc 565) Place a lock on an entryway. 4 p.3 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)) 211
#8 RULEBOOK Zombie Kidz Evolution — Rulebook (corpus doc 565) END OF THE GAME · EVOLUTION OF THE GAME · MISSIONS · CAREFUL ! · If you've completed the 3 missions in a group, · OPENING AN ENVELOPE · … p.5 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 Zombie Kidz Evolution — Rulebook (corpus doc 565) OBJECT OF THE GAME · SET-UP · GAME OVERVIEW · Make a zombie enter the school. Yes, you have to! 1 · Move your hero to an adjcent space or leave them where they are. 2 · THE 'THREE ZOMBIE' RULE · … p.3 no quote on the wire
timing split
retrieval 263 ms · first delta 3167 ms · total 213142 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 209125 ms · retrieval 263 ms · ask 3745 ms · gateway work 4017 ms · total 213142 ms
tokens in (the prompt the answerer read)
2169
tokens out (what the answerer generated)
114
tok/sec
140.4 tok/sec — 114 output tokens in 0.812 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 0s 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 the first round

this game registers NO errata cards (edition 497), 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.