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What does this expansion add?

Answered counted as answered

Asked with: Roll Playerbg-169426-en-1e · Roll Player: Fiends & Familiarsbg-255601-en-1e

The Fiends & Familiars expansion adds the following:
* **Components and Setup**:
* Fiend cards, which are placed on Initiative cards that have a Fiend card slot.[1]
* A Familiar Board for each player, which is considered part of their Character Sheet.[1]
* A Familiar Row (not considered an Attribute Row) and a Familiar Action (not considered an Attribute Action).[1]
* **Gameplay Changes**:
* In the early rounds of the game, the Start Player draws and rolls two dice per Initiative card in the Roll Phase.[1]
* Once the Call to Adventure card has been drawn, for the rest of the game, the Start player draws and rolls only one die per Initiative card in the Roll Phase.[1]
* Final scoring changes: Players total the values of the dice on each player's Familiar Board to determine a Familiar's Power Score; if that score is within the required range, the player earns Reputation Stars for meeting their Familiar's Power Goal.[2]
* Fiend cards introduce unique restrictions that make it more difficult for affected players to accomplish goals.[3]
* Fiend cards can be banished by spending Gold or Charisma tokens.[3]
[1] RULEBOOK Roll Player: Fiends & Familiars — Rulebook · p.6 · 19. Minion Deck · Play Sequence v · ROLL PHASE · 20. Fiend Deck
[2] RULEBOOK Roll Player: Fiends & Familiars — Rulebook · p.10 · Final Scoring v · Familiar Power Goal
[3] RULEBOOK Roll Player: Fiends & Familiars — Rulebook · p.4 · FIEND CARDS · ADVENTURE TOKENS · HONOR AND INJURY TOKENS · XP CUBES · Game Setup v · 1. Market Deck · …
🔧 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 83 ms · ask 4227 ms · total 4312 ms
single-flight (PR-5)
queued 0 ms · generation 4312 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 5, "score": 0.032002, "snippet": "Insert the Call to Adventure card in the Market deck at a position based on the number of players. 2 players  under the 15th card 3 players  under the 23rd card 4 players  under the 33rd card 5 players  under the 38th card Draw a number of cards from the Market deck based on the number of player", "headingPath": "2. Call to Adventure Card · 3. Market · 4. Initiative Cards · 5. Supply · 6. Dice Bag · 7. Start Player · …", "sharpsignalDocId": 916}, {"page": 4, "score": 0.032002, "snippet": "Fiends represent pesky creatures that have infested the kingdom. In every round, some of the Initiative cards also come with Fiend cards! Each Fiend has a unique restriction that makes it more difficult for the affected player to accomplish their goals. Fiend cards can be banished by spending Gold o", "headingPath": "FIEND CARDS · ADVENTURE TOKENS · HONOR AND INJURY TOKENS · XP CUBES · Game Setup v · 1. Market Deck · …", "sharpsignalDocId": 916}, {"page": 10, "score": 0.031778, "snippet": "During the Market Phase, each player has the opportunity to buy a card from the Market. The player order for this phase is dictated by the numbers on the Initiative cards that were chosen during the Dice Phase. The player with the lowest value Initiative card buys first, followed by the next lowest,", "headingPath": "MARKET PHASE", "sharpsignalDocId": 370}, {"page": 13, "score": 0.030622, "snippet": "If used with the Heavy Crossbow, the player does pay 1 fewer Gold when buying from the Market discard pile. Negotiate: When using Negotiate, if the player places a gold die from the Dice Pool on their Character Sheet, the player does gain 2 Gold from the supply. When reordering the dice on the Initi", "headingPath": "Notes v", "sharpsignalDocId": 370}, {"page": 7, "score": 0.030159, "snippet": "Shuffle the piles separately and place the single-dot pile on top of the double-dot pile to form the Market deck. Create the Market by drawing cards from the Market deck equal to the number of players plus one (3/4/5 cards for 2/3/4 players, respectively) and placing them face up in the center of th", "headingPath": "Setup v", "sharpsignalDocId": 370}, {"page": 10, "score": 0.029139, "snippet": "In the Market Phase, Isaac goes first, since Isaac chose the '1' Initiative card during the Dice Phase. Because there are three players, there are four Market cards available. Isaac wants the Reckless card, which costs 6 Gold. He decides to use his Charisma token, which he discards, and pays 5 Gold ", "headingPath": "MARKET PHASE", "sharpsignalDocId": 370}, {"page": 10, "score": 0.028543, "snippet": "During the Cleanup Phase, the players prepare for the next round: Each player discards any unused Charisma tokens. Each player may refresh one exhausted Skill card by turning it upright (See page 11 for more detail about Skill cards), thereby making it available for use in the next round. The Start ", "headingPath": "CLEANUP PHASE", "sharpsignalDocId": 370}, {"page": 9, "score": 0.028139, "snippet": "Example: A player places a die in the Dexterity Attribute Row and uses the Dexterity Attribute Action to exchange a die between Charisma and Strength. This triggers neither the Charisma Attribute Action nor the Strength Attribute Action. Once all players have completed their turn during the Dice Pha", "headingPath": "DICE PHASE", "sharpsignalDocId": 370}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 6, "quote": null, "headingPath": "19. Minion Deck · Play Sequence v · ROLL PHASE · 20. Fiend Deck", "sharpsignalDocId": 916}, {"page": 10, "quote": null, "headingPath": "Final Scoring v · Familiar Power Goal", "sharpsignalDocId": 916}, {"page": 4, "quote": null, "headingPath": "FIEND CARDS · ADVENTURE TOKENS · HONOR AND INJURY TOKENS · XP CUBES · Game Setup v · 1. Market Deck · …", "sharpsignalDocId": 916}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 370 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 370 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 0.92581 of 930 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 12, 2026 23:41

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 Roll Player: Fiends & Familiars — Rulebook (corpus doc 916) 2. Call to Adventure Card · 3. Market · 4. Initiative Cards · 5. Supply · 6. Dice Bag · 7. Start Player · … p.5 0.032002 (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 Roll Player: Fiends & Familiars — Rulebook (corpus doc 916) FIEND CARDS · ADVENTURE TOKENS · HONOR AND INJURY TOKENS · XP CUBES · Game Setup v · 1. Market Deck · … p.4 0.032002 (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 Roll Player — Rulebook (corpus doc 370) MARKET PHASE p.10 0.031778 (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 Roll Player — Rulebook (corpus doc 370) Notes v p.13 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
#5 RULEBOOK Roll Player — Rulebook (corpus doc 370) Setup v p.7 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)) 300
#6 RULEBOOK Roll Player — Rulebook (corpus doc 370) MARKET PHASE p.10 0.029139 (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 Roll Player — Rulebook (corpus doc 370) CLEANUP PHASE p.10 0.028543 (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 Roll Player — Rulebook (corpus doc 370) DICE PHASE p.9 0.028139 (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 40 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 — 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.

one thing that looks wrong and is not: a row a floor seated can carry a fused rank LARGER than the pool size above it. The floors draw from the whole fused list, not only from the passages the re-ranker scored — so a rank past the pool is a floor reaching down for something the re-ranker would never have seen, which is exactly what the floors are for.

read atdocumentheadingpage fused rankfused RRF scorecarried byhow it got its slot
#1 RULEBOOK Roll Player: Fiends & Familiars — Rulebook (corpus doc 916) 2. Call to Adventure Card · 3. Market · 4. Initiative Cards · 5. Supply · 6. Dice Bag · 7. Start Player · … p.5 #1 0.032002 (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 guaranteed a slot by the base-rulebook floor
#2 RULEBOOK Roll Player: Fiends & Familiars — Rulebook (corpus doc 916) Final Scoring v · Familiar Power Goal p.10 #17 0.014085 (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
#3 RULEBOOK Roll Player: Fiends & Familiars — Rulebook (corpus doc 916) Monster Combat · Final Scoring p.11 #9 0.028021 (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 Roll Player — Rulebook (corpus doc 370) MARKET PHASE p.10 #3 0.031778 (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
#5 RULEBOOK Roll Player — Rulebook (corpus doc 370) Setup · 1. Roll · 2. Dice · 3. Market · 4. Cleanup p.16 #28 0.011364 (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
#6 RULEBOOK Roll Player — Rulebook (corpus doc 370) Notes v p.13 #10 0.027746 (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 Roll Player: Fiends & Familiars — Rulebook (corpus doc 916) FIEND CARDS · ADVENTURE TOKENS · HONOR AND INJURY TOKENS · XP CUBES · Game Setup v · 1. Market Deck · … p.4 #2 0.032002 (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
#8 RULEBOOK Roll Player: Fiends & Familiars — Rulebook (corpus doc 916) 19. Minion Deck · Play Sequence v · ROLL PHASE · 20. Fiend Deck p.6 #14 0.015152 (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

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 Roll Player: Fiends & Familiars — Rulebook (corpus doc 916) 19. Minion Deck · Play Sequence v · ROLL PHASE · 20. Fiend Deck p.6 no quote on the wire
[2] RULEBOOK Roll Player: Fiends & Familiars — Rulebook (corpus doc 916) Final Scoring v · Familiar Power Goal p.10 no quote on the wire
[3] RULEBOOK Roll Player: Fiends & Familiars — Rulebook (corpus doc 916) FIEND CARDS · ADVENTURE TOKENS · HONOR AND INJURY TOKENS · XP CUBES · Game Setup v · 1. Market Deck · … p.4 no quote on the wire
timing split
retrieval 83 ms · first delta 2291 ms · total 4312 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 83 ms · ask 4227 ms · gateway work 4312 ms · total 4312 ms
tokens in (the prompt the answerer read)
3583
tokens out (what the answerer generated)
273
tok/sec
138.1 tok/sec — 273 output tokens in 1.977 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 5s 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 299), 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.