RuleSage cited table rulings
← Trickerion: Legends of Illusion

You asked

How do I take my turn?

Answered counted as answered

Asked with: Trickerion: Legends of Illusionbg-163068-en-1e

Each turn follows these phases:
1. **Roll Dice**: The starting player rolls the six Downtown dice, which determines which Trick categories are available for learning, which Characters can be hired, and how many Coins can be taken at the Bank.[1] The dice are then placed on matching colored slots at the Downtown.[1]
2. **Set Initiative Order**: Players rearrange the Initiative Order based on the opposite of their Fame point ranking (the player with the fewest Fame points acts first).[2][1] This phase is skipped during the first turn.[2][1]
3. **Advertise**: Players may use their Poster cards to Advertise once per turn by paying Coins equal to their position in the Initiative Order (1-4) to immediately receive 2 Fame.[1]
4. **Assignment Phase**: Players simultaneously plan for the "Place Characters" phase by placing Assignment cards from their hands face down below their Characters.[2][1]
5. **Place Characters Phase**: All Assignment cards are revealed, and following the Initiative Order, players place their Characters at the Location specified on their Assignment card one at a time.[2]
6. **Performance Phase**: (The sources mention this phase exists and that Magicians can perform tricks during it, but do not provide specific steps for taking a turn within this phase).[1]
7. **End Turn Phase**: To wrap up the turn, players complete several sub-phases:
* Pay Wages: Each player pays 1 Coin for each non-Idle Apprentice (except one on the Assistant's Board Extension) and 2 Coins for each non-Idle Specialist; failure to pay results in losing 2 Fame for each unpaid Coin.[3]
* Return Characters: All Characters are returned to their owner's Game Board, including newly hired Specialists whose Board Extensions are added to the board.[3]
* Orders Arrive: Components from the Order area move to the Buy area (replacing existing components which return to supply), the Quick Order component returns to supply, and Performance cards move one slot clockwise around the Theater.[3] From the third turn onward, the last Performance card is discarded, its Trick markers are returned to the supply, and a new card is placed face up on the leftmost empty slot.[3]
* Return Magician Posters: All Magician Posters are returned to their owners' hands.[3]
* Move Turn Counter: The Trickerion Stone token advances one step forward on the Turn Counter track.[3]
* Move Prophecies (if playing with Dark Alley): The Active Prophecy is discarded, the leftmost Pending Prophecy becomes Active, remaining Pending Prophecies move clockwise, and a new one is drawn.[3]
* Discard Special Assignment Cards (if playing with Dark Alley): Used cards are placed face down at the bottom of their decks, and face-down cards below Idle Characters are returned to the owner's hand.[3]
[1] RULEBOOK Trickerion: Legends of Illusion — Rulebook · p.11 · COINS · PERFORMANCE PHASE · END TURN PHASE · ROLL DICE · S E T I N I T I A T I V E O R D E R · I M P O R TA N T · …
[2] RULEBOOK Trickerion: Legends of Illusion — Rulebook · p.10
[3] RULEBOOK Trickerion: Legends of Illusion — Rulebook · p.19 · END TURN PHASE
🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live,vps
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 97 ms · ask 6713 ms · total 6812 ms
single-flight (PR-5)
queued 0 ms · generation 6812 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 11, "score": 0.047131, "snippet": "have when they are placed, they immediately take Action(s) at the Location. In a Thursday to Sunday order, each Magician on the Performance slots can Perform ALL Tricks on a chosen Performance card with at least one of their own Trick markers. The owner of each Trick marker receives the respective T", "headingPath": "COINS · PERFORMANCE PHASE · END TURN PHASE · ROLL DICE · S E T I N I T I A T I V E O R D E R · I M P O R TA N T · …", "sharpsignalDocId": 301}, {"page": 10, "score": 0.047123, "snippet": "STARTING FAME POINTS AND INITIATIVE ORDER After having completed the Player Setup, place a wooden Player marker in each of the players’ colors on the Initiative Order circles (left edge of the Main Game Board) in a random order. This will be the Initiative Order in the first turn. In the subsequent ", "headingPath": "", "sharpsignalDocId": 301}, {"page": 13, "score": 0.045475, "snippet": "In the Dark Alley, players can acquire Special Assignment cards for each of the other four Locations. When drawn, these cards are added to the player's hand of Assignment cards and are used during the subsequent 'Assignment' phases just like the Permanent ones. (They are placed below Characters, whi", "headingPath": "SPECIAL ASSIGNMENT CARDS", "sharpsignalDocId": 301}, {"page": 14, "score": 0.045228, "snippet": "The player can always choose to learn a Trick from their Magician's Favorite Trick category instead of the ones available. A chosen die still has to be set to its 'X' face if a Trick is learned this way. HIRE CHARACTER (3 ) : The player chooses an Inn die and places an unused Character corresponding", "headingPath": "FAVORITE TRICK CATEGORY", "sharpsignalDocId": 301}, {"page": 12, "score": 0.044563, "snippet": "This is done simultaneously by all players until everyone has either placed a face-down Assignment card below all of their Characters, or chooses not to place any more. Characters with no Assignment cards below them cannot be placed during the 'Place Characters' phase and will automatically be Idle ", "headingPath": "ASSIGNMENT PHASE · PL ACE CHARACTERS PHASE · I D L E C H A R A C T E R S · T H E A C T I O N P O I N T S Y S T E M", "sharpsignalDocId": 301}, {"page": 19, "score": 0.032787, "snippet": "The 'End Turn' phase consists of eight quick sub-phases to wrap up the turn and prepare for the new one. Pay Wages: » Each player pays 1 Coin for each of their non-Idle Apprentices (except for the one on the Assistant's Board Extension). » Each player pays 2 Coins for each of their non-Idle Speciali", "headingPath": "END TURN PHASE", "sharpsignalDocId": 301}, {"page": 13, "score": 0.032258, "snippet": "This will usually help them decide quicker. FORTUNE TELLING (1 ) : The player may move each Pending Prophecy one slot in a clockwise direction. Players can use the Downtown to add new Tricks to their repertoire by visiting the great Dahlgaard in his Residence, expand their team by hiring Characters ", "headingPath": "SPECIAL ASSIGNMENT CARDS", "sharpsignalDocId": 301}, {"page": 21, "score": 0.029911, "snippet": "Once per turn, one of your Apprentices receives an additional Action Point when placed at any Location except for the Theater. For 1 Dark Alley Action Point, you may discard the Active Prophecy, then replace it with any of the Pending Prophecies and draw a new one in its place. Before the 'Performan", "headingPath": "T H E M E C H A N I K E R ( M E C H A N I C A L E N H A N C E M E N T ) : · PRIESTESS OF MYSTICISM (FATE WEAVING): · MASTER OF CHAINS (BREAKING FREE): · T H E G R E A T O P T I C O ( M I M E S I S ) : · T H E R E D L O T U S ( T R I C K S T E A L ) : · YORUBA SPIRITMASTER (SOUL POSSESSION): · …", "sharpsignalDocId": 301}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 11, "quote": null, "headingPath": "COINS · PERFORMANCE PHASE · END TURN PHASE · ROLL DICE · S E T I N I T I A T I V E O R D E R · I M P O R TA N T · …", "sharpsignalDocId": 301}, {"page": 10, "quote": null, "headingPath": "", "sharpsignalDocId": 301}, {"page": 19, "quote": null, "headingPath": "END TURN PHASE", "sharpsignalDocId": 301}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 301 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 301 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)
answer fence
passed — letter density 0.91981 of 2332 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 12, 2026 17:17

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 Trickerion: Legends of Illusion — Rulebook (corpus doc 301) COINS · PERFORMANCE PHASE · END TURN PHASE · ROLL DICE · S E T I N I T I A T I V E O R D E R · I M P O R TA N T · … p.11 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
#2 RULEBOOK Trickerion: Legends of Illusion — Rulebook (corpus doc 301) p.10 0.047123 (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 Trickerion: Legends of Illusion — Rulebook (corpus doc 301) SPECIAL ASSIGNMENT CARDS p.13 0.045475 (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 Trickerion: Legends of Illusion — Rulebook (corpus doc 301) FAVORITE TRICK CATEGORY p.14 0.045228 (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 Trickerion: Legends of Illusion — Rulebook (corpus doc 301) ASSIGNMENT PHASE · PL ACE CHARACTERS PHASE · I D L E C H A R A C T E R S · T H E A C T I O N P O I N T S Y S T E M p.12 0.044563 (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 Trickerion: Legends of Illusion — Rulebook (corpus doc 301) END TURN PHASE p.19 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
#7 RULEBOOK Trickerion: Legends of Illusion — Rulebook (corpus doc 301) SPECIAL ASSIGNMENT CARDS p.13 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
#8 RULEBOOK Trickerion: Legends of Illusion — Rulebook (corpus doc 301) T H E M E C H A N I K E R ( M E C H A N I C A L E N H A N C E M E N T ) : · PRIESTESS OF MYSTICISM (FATE WEAVING): · MASTER OF CHAINS (BREAKING FREE): · T H E G R E A T O P T I C O ( M I M E S I S ) : · T H E R E D L O T U S ( T R I C K S T E A L ) : · YORUBA SPIRITMASTER (SOUL POSSESSION): · … p.21 0.029911 (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 37 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 Trickerion: Legends of Illusion — Rulebook (corpus doc 301) END TURN PHASE p.19 #6 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 Trickerion: Legends of Illusion — Rulebook (corpus doc 301) PROPHECIES p.6 #11 0.027365 (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 Trickerion: Legends of Illusion — Rulebook (corpus doc 301) T H E M E C H A N I K E R ( M E C H A N I C A L E N H A N C E M E N T ) : · PRIESTESS OF MYSTICISM (FATE WEAVING): · MASTER OF CHAINS (BREAKING FREE): · T H E G R E A T O P T I C O ( M I M E S I S ) : · T H E R E D L O T U S ( T R I C K S T E A L ) : · YORUBA SPIRITMASTER (SOUL POSSESSION): · … p.21 #8 0.029911 (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 Trickerion: Legends of Illusion — Rulebook (corpus doc 301) PERFORMANCE CARDS · P L A Y E R S E T U P · PLAYER GAME BOARD · ASSIGNMENT CARDS POSTER · ONE CHOSEN SPECIALIST · T R I C K & S Y M B O L M A R K E R S p.9 #17 0.013514 (below 0.016, the low end of the measured band — a weak fuse (that band was taken on two-arm asks; only its low end, one arm's #1 vote, carries over to a 3-arm one)) vector the re-ranker chose it
#5 RULEBOOK Trickerion: Legends of Illusion — Rulebook (corpus doc 301) GENERAL SETUP p.8 #9 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)) vector + the doc-priority boost arm the re-ranker chose it
#6 RULEBOOK Trickerion: Legends of Illusion — Rulebook (corpus doc 301) p.10 #2 0.047123 (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 doc-priority boost arm the re-ranker chose it
#7 RULEBOOK Trickerion: Legends of Illusion — Rulebook (corpus doc 301) I M P O R TA N T · RULES OF TRICK MARKER PLACEMENT · T R I C K L I N K S p.17 #25 0.011905 (below 0.016, the low end of the measured band — a weak fuse (that band was taken on two-arm asks; only its low end, one arm's #1 vote, carries over to a 3-arm one)) vector the re-ranker chose it
#8 RULEBOOK Trickerion: Legends of Illusion — Rulebook (corpus doc 301) COINS · PERFORMANCE PHASE · END TURN PHASE · ROLL DICE · S E T I N I T I A T I V E O R D E R · I M P O R TA N T · … p.11 #1 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)) vector + full-text + 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 Trickerion: Legends of Illusion — Rulebook (corpus doc 301) COINS · PERFORMANCE PHASE · END TURN PHASE · ROLL DICE · S E T I N I T I A T I V E O R D E R · I M P O R TA N T · … p.11 no quote on the wire
[2] RULEBOOK Trickerion: Legends of Illusion — Rulebook (corpus doc 301) p.10 no quote on the wire
[3] RULEBOOK Trickerion: Legends of Illusion — Rulebook (corpus doc 301) END TURN PHASE p.19 no quote on the wire
timing split
retrieval 97 ms · first delta 2603 ms · total 6812 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 97 ms · ask 6713 ms · gateway work 6812 ms · total 6812 ms
tokens in (the prompt the answerer read)
4010
tokens out (what the answerer generated)
613
tok/sec
148.6 tok/sec — 613 output tokens in 4.125 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
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 229), 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.