RuleSage cited table rulings
← Lost Cities

You asked

How do I take my turn?

Answered counted as answered
During your turn, you must follow these steps:
1. Play one of the cards from your hand.[1]
2. Draw one new card.[1]
3. Choose one of two options for drawing: take the top card from the draw pile or take the top card from one of the five discard piles (provided it is not the card you just discarded).[2]
4. Once you have drawn a card, your turn ends.[2]
[1] RULEBOOK Lost Cities — Rulebook · p.2 · Sequence of Play
[2] RULEBOOK Lost Cities — Rulebook · p.3 · 2. Draw a Card
🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live
answerer pin (deploy-frozen, attribution only)
gemma4:12b think:false 4eb23ef187e2
timings
search 189 ms · ask 3533 ms · total 3733 ms
single-flight (PR-5)
queued 0 ms · generation 3733 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 3, "score": 0.032787, "snippet": "Draw a new card into your hand. You have two options: Take the top card from the draw pile or take the top card from one of the five discard piles (if there is a card there). Important: You are not allowed to draw the same card you have just discarded. Once you have drawn a card, your turn ends.", "headingPath": "2. Draw a Card", "sharpsignalDocId": 100}, {"page": 2, "score": 0.016129, "snippet": "The oldest player begins. Afterward, the players alternate turns. Each player only places cards on his or her side of the game board. During your turn, you must first play one of the cards from your hand. Only afterward are you allowed to draw one new card.", "headingPath": "Sequence of Play", "sharpsignalDocId": 100}, {"page": 2, "score": 0.015873, "snippet": "Choose a card from your hand. You have two options: Option 1: Place a card in one of your own expedition columns. You can use this card to start a new expedition or expand an existing expedition. To do this, place the card face up on your side of the game board, below the space for the discard pile ", "headingPath": "1. Play a Card", "sharpsignalDocId": 100}, {"page": 3, "score": 0.015625, "snippet": "The game ends as soon as a player draws the last card from the draw pile. Note: Near the game's end, the players may agree to fan out the face-down draw pile a little and count the remaining cards to enable the players to estimate the number of turns before the game ends. When the game ends, each pl", "headingPath": "End of the Game and Scoring", "sharpsignalDocId": 100}, {"page": 3, "score": 0.015385, "snippet": "If you don't want to (or can't) place a card on an expedition, you must place a card from your hand face up on the game board - more specifically, on the space for the discard pile of the corresponding color. In this manner, five discard piles are formed during game play, one for each color. The car", "headingPath": "Option 2: Discard a card.", "sharpsignalDocId": 100}, {"page": 2, "score": 0.015152, "snippet": "Place the game board with the base game side facing up in the middle of the table between the two players. The base game side has five spaces for discard piles. Place the 12 purple playing cards (9 purple expedition cards and 3 purple wager cards) in the box. They are not needed for the base game. S", "headingPath": "Preparation", "sharpsignalDocId": 100}, {"page": 1, "score": 0.014925, "snippet": "Place your cards to form expedition routes that lead you to remote and mysterious corners of the Earth: the Himalayan mountains, the Central American rainforest, the Egyptian desert, a mysterious volcano, and the bottom of the sea. And if you are particularly daring, you can also bet on the success ", "headingPath": "The Duel of the Explorers", "sharpsignalDocId": 100}, {"page": 3, "score": 0.014706, "snippet": "The long game is played the same as previously described but with the following changes: During game preparation, flip game board over to the long game side with six expedition spaces. Then shuffle all 72 cards, including the 12 purple playing cards.", "headingPath": "Variant: Long Game with Six Expeditions", "sharpsignalDocId": 100}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 2, "quote": null, "headingPath": "Sequence of Play", "sharpsignalDocId": 100}, {"page": 3, "quote": null, "headingPath": "2. Draw a Card", "sharpsignalDocId": 100}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base-rulebook boost: not recorded (this ruling predates it); rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base-rulebook boost: not recorded (this ruling predates it)
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
Oct 22, 2026 01:10

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. How many arms fused this ruling was NOT RECORDED (it predates the boost trail, ran on the path that stored none, or stored one that could not be read), and the ceiling depends on that count (ceiling = arms/(k+1) at k=60): 2 arms top out at 0.03279; 3 arms top out at 0.04918. So a score above 0.03279 here is not an anomaly: it is arithmetic proof a boost arm voted, and the measured band 0.016–0.033 (taken on two-arm asks) is what does not apply. 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 Lost Cities — Rulebook (corpus doc 100) 2. Draw a Card p.3 0.032787 (at the 2-arm ceiling (0.03279) — the top of a 2-arm fuse; whether more arms ran here was never recorded) 296
#2 RULEBOOK Lost Cities — Rulebook (corpus doc 100) Sequence of Play p.2 0.016129 (inside the measured healthy band 0.016–0.033 (measured on two-arm asks; this ruling's arm count was never recorded)) 257
#3 RULEBOOK Lost Cities — Rulebook (corpus doc 100) 1. Play a Card p.2 0.015873 (below the measured healthy band (< 0.016) — a weak fuse on a two-arm ask, and this ruling's arm count was never recorded) 300
#4 RULEBOOK Lost Cities — Rulebook (corpus doc 100) End of the Game and Scoring p.3 0.015625 (below the measured healthy band (< 0.016) — a weak fuse on a two-arm ask, and this ruling's arm count was never recorded) 300
#5 RULEBOOK Lost Cities — Rulebook (corpus doc 100) Option 2: Discard a card. p.3 0.015385 (below the measured healthy band (< 0.016) — a weak fuse on a two-arm ask, and this ruling's arm count was never recorded) 300
#6 RULEBOOK Lost Cities — Rulebook (corpus doc 100) Preparation p.2 0.015152 (below the measured healthy band (< 0.016) — a weak fuse on a two-arm ask, and this ruling's arm count was never recorded) 300
#7 RULEBOOK Lost Cities — Rulebook (corpus doc 100) The Duel of the Explorers p.1 0.014925 (below the measured healthy band (< 0.016) — a weak fuse on a two-arm ask, and this ruling's arm count was never recorded) 300
#8 RULEBOOK Lost Cities — Rulebook (corpus doc 100) Variant: Long Game with Six Expeditions p.3 0.014706 (below the measured healthy band (< 0.016) — a weak fuse on a two-arm ask, and this ruling's arm count was never recorded) 250

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 Lost Cities — Rulebook (corpus doc 100) Sequence of Play p.2 no quote on the wire
[2] RULEBOOK Lost Cities — Rulebook (corpus doc 100) 2. Draw a Card p.3 no quote on the wire
timing split
retrieval 189 ms · first delta n/a · total 3733 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 189 ms · ask 3533 ms · gateway work 3733 ms · total 3733 ms
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 8s ago)
stream path
not recorded — this ruling predates the stream-path column (V41)
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
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 31), 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.