RuleSage cited table rulings
← Distilled

You asked

How do I setup the game?

Answered counted as answered

Asked with: Distilledbg-295895-en-1e

**Standard Game Setup**
1. Place the shelf board on the table.[1]
2. Place a scoring token for each player in a color of their choice next to the shelf board and place the round marker (brown barrel) on the '1' space of the round track.[1]
3. Place the basic market board on the table, laying out all the basic ingredient and item cards into 7 face-up piles.[1]
4. Shuffle the distillery upgrade cards, premium ingredient cards, and premium item cards separately, then set them above each other and lay out the top 4 cards of each deck face up in a row to create the premium market.[1]
5. Place the truck board beside the premium market.[1]
6. Shuffle the flavor cards and place them face-down within reach, and place the alcohol cards face-up beside them.[1]
7. Place the bronze, silver, and gold recipe cubes within reach.[1]
8. Choose a tasting flight to use for the game and give each player that tasting flight, returning any unused cards to the box.[1]
9. Place spirit label tokens (including those for Moonshine and Vodka) in separate face-up stacks at the top of the shelf board; include 2 Moonshine and Vodka labels per player, and 1 label for all other spirits per player, returning unused labels to the box.[1]
10. Randomly select a number of spirit awards equal to the number of players plus one and place them face-up on the table.[1]
11. Place money tokens within reach to create a general supply.[1]
12. Give each player a distillery board with its matching color score modifier token.[2]
13. Give each player a recipe clipboard to place to the right of their distillery board and place the chosen tasting flight card in each clipboard.[2]
14. Give each player one starting Metal Barrel card and one starting Glass Bottle card to place in their distillery board's storeroom.[2]
15. Shuffle the distillery goal cards and deal three to each player, then return the remaining goals to the box.[2]
16. Randomly choose a player to take the first player token or give it to whoever last visited a distillery.[2]
17. Deal each player two random identities from those paired with the chosen tasting flight.[2][3]
18. Each player must select one of their two distiller identities and return the other to the box.[2]
19. Each player takes the ingredients and money listed on the reverse side of their selected distiller identity card and places the ingredients in their distillery board's pantry.[2]
20. Each player takes the signature recipe label and signature ingredient from their identity card, placing the label on their clipboard recipe-side up and the ingredient out of play next to their distillery board.[2]
21. Each player places their distiller identity card face-up on the office space on their distillery board.[2]
**Solo Setup**
1. Separate solo goals by type (A, B, and C), shuffle each type separately, and lay them out without looking at them according to figure A.[4]
2. Set the solo goal swap card near the barrel-shaped goal setup in figure A.[4]
3. Shuffle the remaining B goal cards and place them face-down beside the premium market.[4]
4. Return unused A and C goal cards to the box.[4]
5. Flip the cards in rows 1, 3, and 5 face-up.[4]
6. Set one extra scoring token beside this display, like in figure B.[4]
7. Choose your distiller identity from those paired with the chosen tasting flight.[4]
8. Complete the setup as usual, but include all spirit labels for Moonshine, Vodka, and the seven recipes on the tasting flight, while ignoring distillery goals and spirit awards.[4]
[1] RULEBOOK Distilled — Rulebook · p.3
[2] RULEBOOK Distilled — Rulebook · p.4 · PLAYER SETUP · GAME OVERVIEW · ROUND OVERVIEW · Each round is made up of four phases: · 2. Distill Phase · 3. Sell Phase · …
[3] RULEBOOK Distilled — Rulebook · p.10 · COMMONLY FORGOTTEN RULES:
[4] RULEBOOK Distilled — Rulebook · p.12 · Country: Europe · SOLO 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 254 ms · ask 12373 ms · total 12637 ms
single-flight (PR-5)
queued 0 ms · generation 12637 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 3, "score": 0.04866, "snippet": "GAME SETUP Shelf Board: Place the shelf board on the table. It holds spirit labels and tracks rounds and spirit points. Place a scoring token for each player in a color of their choice next to it and the round marker (brown barrel) on the '1' space of the round track. Basic Market: Place the basic m", "headingPath": "", "sharpsignalDocId": 376}, {"page": 12, "score": 0.048387, "snippet": "Like all good inheritances, the distillery bequeathed to you by your eccentric relative comes with several challenges and restrictions that you must meet in order to take ownership of the property. In particular, you'll need to complete a 'path' of goal cards, working from the bottom of the barrel u", "headingPath": "Country: Europe · SOLO SETUP", "sharpsignalDocId": 376}, {"page": 4, "score": 0.047131, "snippet": "Distillery Board: Give each player a distillery board to place in their player area along with the score modifier token of matching color. Recipe Clipboard: Give each player a recipe clipboard to place to the right of their distillery board. Place the chosen tasting flight card in each clipboard. St", "headingPath": "PLAYER SETUP · GAME OVERVIEW · ROUND OVERVIEW · Each round is made up of four phases: · 2. Distill Phase · 3. Sell Phase · …", "sharpsignalDocId": 376}, {"page": 2, "score": 0.046244, "snippet": "Over the course of seven rounds you will acquire ingredients, items, recipes, and upgrades to create the world's most renowned spirits. Whoever has the most spirit points at the end of the game earns the title of Master Distiller. BEGINNER GUIDE: If this is your first time playing Distilled, we reco", "headingPath": "", "sharpsignalDocId": 376}, {"page": 12, "score": 0.03125, "snippet": "The solo game plays over 7 rounds as normal, but with one modification to the market phase. At the end of each market phase, instead of the market clean up, discard the top card from the leftover B goal stack to reveal the back of the next card. The chart on the back of the revealed card shows which", "headingPath": "SOLO GAMEPLAY", "sharpsignalDocId": 376}, {"page": 6, "score": 0.030769, "snippet": "Once all players have passed, discard the rightmost face-up card from each premium market row (or two rightmost in two player games), placing them face-up on the truck. Shift all cards to the right and lay out the top card of each deck to fill the leftmost space so there are always four cards availa", "headingPath": "MARKET CLEAN UP", "sharpsignalDocId": 376}, {"page": 6, "score": 0.030303, "snippet": "Resolve any start of round powers from distillery identities or distillery upgrade cards, using turn order if any compete. Then, you're off to the market. In this phase you will take turns, starting with the first player and moving clockwise around the table, to purchase any of the following: Recipe", "headingPath": "GAMEPLAY · 1. MARKET PHASE", "sharpsignalDocId": 376}, {"page": 12, "score": 0.029412, "snippet": "Completing goals is optional, so even if you achieve the target, you do not have to claim the goal if you don't want to. Once per game, you may swap any 2 solo goal cards within the same row. If you do this, flip the solo swap card, which increases the target score by 5. Swapping can include face-do", "headingPath": "SOLO GAMEPLAY", "sharpsignalDocId": 376}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 3, "quote": null, "headingPath": "", "sharpsignalDocId": 376}, {"page": 4, "quote": null, "headingPath": "PLAYER SETUP · GAME OVERVIEW · ROUND OVERVIEW · Each round is made up of four phases: · 2. Distill Phase · 3. Sell Phase · …", "sharpsignalDocId": 376}, {"page": 10, "quote": null, "headingPath": "COMMONLY FORGOTTEN RULES:", "sharpsignalDocId": 376}, {"page": 12, "quote": null, "headingPath": "Country: Europe · SOLO SETUP", "sharpsignalDocId": 376}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 376 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 376 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 8, 2026 01:00

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 Distilled — Rulebook (corpus doc 376) p.3 0.04866 (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 Distilled — Rulebook (corpus doc 376) Country: Europe · SOLO SETUP p.12 0.048387 (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 Distilled — Rulebook (corpus doc 376) PLAYER SETUP · GAME OVERVIEW · ROUND OVERVIEW · Each round is made up of four phases: · 2. Distill Phase · 3. Sell Phase · … p.4 0.047131 (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 Distilled — Rulebook (corpus doc 376) 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 Distilled — Rulebook (corpus doc 376) SOLO GAMEPLAY p.12 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
#6 RULEBOOK Distilled — Rulebook (corpus doc 376) MARKET CLEAN UP 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
#7 RULEBOOK Distilled — Rulebook (corpus doc 376) GAMEPLAY · 1. MARKET PHASE 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
#8 RULEBOOK Distilled — Rulebook (corpus doc 376) SOLO GAMEPLAY p.12 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 Distilled — Rulebook (corpus doc 376) p.3 no quote on the wire
[2] RULEBOOK Distilled — Rulebook (corpus doc 376) PLAYER SETUP · GAME OVERVIEW · ROUND OVERVIEW · Each round is made up of four phases: · 2. Distill Phase · 3. Sell Phase · … p.4 no quote on the wire
[3] RULEBOOK Distilled — Rulebook (corpus doc 376) COMMONLY FORGOTTEN RULES: p.10 no quote on the wire
[4] RULEBOOK Distilled — Rulebook (corpus doc 376) Country: Europe · SOLO SETUP p.12 no quote on the wire
timing split
retrieval 254 ms · first delta 6492 ms · total 12637 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 254 ms · ask 12373 ms · gateway work 12637 ms · total 12637 ms
tokens in (the prompt the answerer read)
3503
tokens out (what the answerer generated)
832
tok/sec
137.0 tok/sec — 832 output tokens in 6.071 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 6s 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)
setup

this game registers NO errata cards (edition 305), 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.