RuleSage cited table rulings
← Wandering Towers

You asked

How do I take my turn?

Answered counted as answered

Asked with: Wandering Towersbg-355483-en-1e

In the standard game, your turn follows these steps:
1. Play 2 cards from your hand face up on the discard pile, one at a time.[1]
2. For each card played, perform its move if at all possible.[1]
3. At any time during your turn, you may spend full potion bottles to cast one magic spell.[1]
4. Draw to refill your hand to 3 cards.[1]
Alternatively, you may forgo both actions in step 1 to discard your entire hand and advance any 1 tower 1 space clockwise.[1]
In Solo Mode, the turn sequence is:
1. Play 1 card from your hand face up on the discard pile.[2]
2. Perform its move if at all possible.[2]
3. You may also cast a magic spell.[2]
4. Draw to fill your hand to 3 cards.[2]
In a 2-player team variant, once per turn you may ask your teammate for a useful card or they may offer you one; if accepted, you exchange one card each, face down.[3]
[1] RULEBOOK Wandering Towers — Rulebook · p.4 · PLAYING THE GAME · THE MOVEMENT CARDS · Cards That Move a Wizard
[2] RULEBOOK Wandering Towers — Rulebook · p.6 · SOLO MODE · GOAL OF THE GAME · SETUP · PLAYING THE GAME · END OF THE GAME · SOLO WITH SPELLS
[3] RULEBOOK Wandering Towers — Rulebook · p.7 · TEAM VARIANT
🔧 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 225 ms · ask 4130 ms · total 4365 ms
single-flight (PR-5)
queued 0 ms · generation 4365 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 4, "score": 0.032787, "snippet": "Play goes clockwise, beginning with the starting player. On your turn, you must play 2 cards from your hand face up on the discard pile, one at a time. For each card you play, perform its move if at all possible. Alternatively, you may forgo both actions to discard your entire hand and advance any 1", "headingPath": "PLAYING THE GAME · THE MOVEMENT CARDS · Cards That Move a Wizard", "sharpsignalDocId": 676}, {"page": 3, "score": 0.032258, "snippet": "Fill each tower to its number as follows: Starting with the first tower clockwise along the path from Ravenskeep, do the following: In turn order, place 1 of your wizards on this tower. If the number of wizards on that tower matches the number of blue ghost lights in the tower's space, skip to the n", "headingPath": "SETUP", "sharpsignalDocId": 676}, {"page": 5, "score": 0.031746, "snippet": "If you move a tower in such a way that it newly covers wizards, you imprison them until they are uncovered and thus visible again. When you imprison one or more wizards (even if only your own), you may fill one of your empty potion bottles (no matter how many wizards you imprisoned) by flipping it o", "headingPath": "Imprisoning Wizards · CASTING A SPELL", "sharpsignalDocId": 676}, {"page": 5, "score": 0.03125, "snippet": "If you have no more empty potion bottles, and all of your wizards are in Ravenskeep, you trigger the end of the game: Finish the round, so everyone has had the same number of turns. If only one player has all their wizards in Ravenskeep, and no more empty potion bottles, they win the game! If severa", "headingPath": "END OF THE GAME", "sharpsignalDocId": 676}, {"page": 4, "score": 0.030769, "snippet": "Move any tower (Ravenskeep is not a tower), along with everything stacked atop it. Yes, if Ravenskeep is atop the stack, it goes along, too! Once you have lifted a tower, you cannot change your mind.* If the card depicts a number, advance the tower clockwise exactly that number of spaces. If the car", "headingPath": "Cards That Move a Tower", "sharpsignalDocId": 676}, {"page": 5, "score": 0.030622, "snippet": "Each tower and each empty space can hold up to 6 wizards. If a move would exceed that limit, you cannot make that move. Whenever a wizard's move ends in the space with Ravenskeep, perform the following steps: Drop the wizard into Ravenskeep, where the wizard will remain until the end of the game. Ad", "headingPath": "Cards That Move a Wizard continued · Cards That Move a Tower continued", "sharpsignalDocId": 676}, {"page": 3, "score": 0.030478, "snippet": "1 Arrange the 4 landscape tiles into a circular path in the middle of the table, as depicted on the previous page. 2 Place Ravenskeep centered on its starting space, where crumbling black walls are depicted. 3 Going clockwise along the track from Ravenskeep, place a tower centered on each of the nex", "headingPath": "SETUP", "sharpsignalDocId": 676}, {"page": 7, "score": 0.030303, "snippet": "In a 4- or 6-player game, you can agree to play in 2-player teams. All of the usual rules apply, with the following exceptions: On your turn, either you may ask your teammate if they have a useful card for you, or your teammate may offer you a card. You cannot exchange any other information, and thi", "headingPath": "TEAM VARIANT", "sharpsignalDocId": 676}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 4, "quote": null, "headingPath": "PLAYING THE GAME · THE MOVEMENT CARDS · Cards That Move a Wizard", "sharpsignalDocId": 676}, {"page": 6, "quote": null, "headingPath": "SOLO MODE · GOAL OF THE GAME · SETUP · PLAYING THE GAME · END OF THE GAME · SOLO WITH SPELLS", "sharpsignalDocId": 676}, {"page": 7, "quote": null, "headingPath": "TEAM VARIANT", "sharpsignalDocId": 676}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 676 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 676 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 10, 2026 08:21

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. The answerer's own final rows are shown in their own block below, beside these and never mixed into them.

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 Wandering Towers — Rulebook (corpus doc 676) PLAYING THE GAME · THE MOVEMENT CARDS · Cards That Move a Wizard 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 Wandering Towers — Rulebook (corpus doc 676) SETUP p.3 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 Wandering Towers — Rulebook (corpus doc 676) Imprisoning Wizards · CASTING A SPELL 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 Wandering Towers — Rulebook (corpus doc 676) END OF THE GAME p.5 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 Wandering Towers — Rulebook (corpus doc 676) Cards That Move a Tower p.4 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 Wandering Towers — Rulebook (corpus doc 676) Cards That Move a Wizard continued · Cards That Move a Tower continued p.5 0.030622 (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 Wandering Towers — Rulebook (corpus doc 676) SETUP p.3 0.030478 (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 Wandering Towers — Rulebook (corpus doc 676) TEAM VARIANT p.7 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

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.

candidate pool: the answering read scored 14 passages, out of a ceiling of 80 set gateway-side. Both figures are reported by the gateway for THIS ask — measurements of what actually happened, not constants read out of anyone's source and printed here on faith.

floors armed for this ask: the base rulebook — armed · surviving errata corrections — not armed · one slot per book on a multi-book read — not armed. Every floor is stated on every ask, armed or not, so a floor that did not apply here is never mistaken for one this app does not know about.

arms fused for this ask: vector + full-text + the doc-priority boost arm. Stated separately from the rows because an arm that ran and carried nothing is a different fact from an arm that never ran.

read atdocumentheadingpage fused rankfused RRF scorecarried byhow it got its slot
#1 RULEBOOK Wandering Towers — Rulebook (corpus doc 676) PLAYING THE GAME · THE MOVEMENT CARDS · Cards That Move a Wizard p.4 #1 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)) vector + the doc-priority boost arm the re-ranker chose it
#2 RULEBOOK Wandering Towers — Rulebook (corpus doc 676) Cards That Move a Wizard continued · Cards That Move a Tower continued p.5 #6 0.030622 (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)) vector + full-text the re-ranker chose it
#3 RULEBOOK Wandering Towers — Rulebook (corpus doc 676) SOLO MODE · GOAL OF THE GAME · SETUP · PLAYING THE GAME · END OF THE GAME · SOLO WITH SPELLS p.6 #9 0.030159 (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)) vector + full-text the re-ranker chose it
#4 RULEBOOK Wandering Towers — Rulebook (corpus doc 676) SETUP p.3 #7 0.030478 (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)) vector + full-text the re-ranker chose it
#5 RULEBOOK Wandering Towers — Rulebook (corpus doc 676) END OF THE GAME p.5 #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)) vector + the doc-priority boost arm the re-ranker chose it
#6 RULEBOOK Wandering Towers — Rulebook (corpus doc 676) Imprisoning Wizards · CASTING A SPELL p.5 #3 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)) vector + the doc-priority boost arm the re-ranker chose it
#7 RULEBOOK Wandering Towers — Rulebook (corpus doc 676) SETUP p.3 #2 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)) vector + the doc-priority boost arm the re-ranker chose it
#8 RULEBOOK Wandering Towers — Rulebook (corpus doc 676) TEAM VARIANT p.7 #8 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)) vector + the doc-priority boost arm the re-ranker chose it

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 Wandering Towers — Rulebook (corpus doc 676) PLAYING THE GAME · THE MOVEMENT CARDS · Cards That Move a Wizard p.4 no quote on the wire
[2] RULEBOOK Wandering Towers — Rulebook (corpus doc 676) SOLO MODE · GOAL OF THE GAME · SETUP · PLAYING THE GAME · END OF THE GAME · SOLO WITH SPELLS p.6 no quote on the wire
[3] RULEBOOK Wandering Towers — Rulebook (corpus doc 676) TEAM VARIANT p.7 no quote on the wire
timing split
retrieval 225 ms · first delta 2635 ms · total 4365 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 225 ms · ask 4130 ms · gateway work 4365 ms · total 4365 ms
tokens in (the prompt the answerer read)
2909
tokens out (what the answerer generated)
236
tok/sec
139.8 tok/sec — 236 output tokens in 1.688 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 55s 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
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 609), 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.