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← Aeon Trespass: Odyssey

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Asked with: Aeon Trespass: Odysseybg-242705-en-1e

Aeon Trespass: Odyssey is a cooperative boardgame for 1-4 players played over multiple sessions in a campaign called a Cycle.[1] The game involves traveling across Ancient Greece aboard the Argo to explore, develop technologies, craft gear, train Argonauts, create Titans, and battle Primordials.[1]
**Campaign Round Sequence**
Each Campaign Round represents one in-game day on the Timeline and follows these steps from top to bottom:
1. Movement (always): Move the Argo onto a different tile.[2]
2. Timeline (always): Advance the Timeline.[2]
3. Exploration (always): Trigger Exploration symbols, then resolve an Exploration Draw.[2]
4. Expedition (conditional): If on a tile with an adventure or R&R symbol, consult the Adventure Table and resolve an adventure.[2]
5. Encounter (conditional): If there are any Timeline Battles or Battle Events on the Timeline, resolve them.[2]
6. Advancement (optional): Craft Gear, resolve Advancement Events, develop new Technologies, and use existing ones.[2]
7. Story (conditional): If there are any Story Events on the Timeline, someone has an unresolved Mnemos Breakthrough, or the Story progression has been triggered, resolve them.[2]
8. Doom (conditional): If there are any Doom Events on the Timeline or the Doom progression has been triggered, resolve them.[2]
9. End (always): If you are on an Unexplored tile, it becomes Explored.[2]
**Gameplay Phases**
The game structure incorporates different phases:
* **Voyage Phase:** Occurs when you are not in the Adventure or Battle Phase; involves moving across the map, gathering resources, and advancing the Timeline.[3]
* **Adventure Phase:** Includes Main Story adventures, hub adventures, or R&R;[4] players use choice chain and choice matrix mechanics to make decisions that impact the campaign.[1]
* **Battle Phase:** Occurs when resolving a Primordial encounter on the Battle Board; players must cooperate to defeat a giant Primordial boss controlled by an AI system.[1]
**Winning and Losing**
* **Victory:** You win by following the story, achieving story goals, and defeating the main villain(s) or solving a crisis.[1]
* **Defeat:** You lose if your crew abandons you, your ship is destroyed, you tempt fate too much, the villains fulfill their plot, or time runs out.[1]
[1] RULEBOOK Aeon Trespass: Odyssey — Rulebook · p.4 · What is Aeon Trespass: Odyssey?
[2] RULEBOOK Aeon Trespass: Odyssey — Rulebook · p.13 · Campaign Round Sequence
[3] RULEBOOK Aeon Trespass: Odyssey — Rulebook · p.13 · Gameplay Flow
[4] RULEBOOK Aeon Trespass: Odyssey — Rulebook · p.4 · Using this Book · {do*not*open*Secret*envelopeS!}
🔧 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 102 ms · ask 8797 ms · total 8904 ms
single-flight (PR-5)
queued 0 ms · generation 8904 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 4, "score": 0.048916, "snippet": "This Rulebook is not meant to teach you the basics of Aeon Trespass: Odyssey . If you are new to the game, use the Learn to Play book instead and play the Tutorial that will introduce game elements and rules necessary to start playing step by step. This Rulebook is meant as a reference for specific ", "headingPath": "Using this Book · {do*not*open*Secret*envelopeS!}", "sharpsignalDocId": 585}, {"page": 12, "score": 0.048139, "snippet": "If this is your first campaign of Aeon Trespass: Odyssey , we recommend starting with the Learn to Play book, which will introduce all necessary game elements as they become relevant. If you have already played through the Learn to Play story and wish to start a new Cycle, follow these steps: Find a", "headingPath": "Campaign Setup", "sharpsignalDocId": 585}, {"page": 13, "score": 0.046964, "snippet": "Aeon Trespass: Odyssey is a campaign game played over multiple game sessions. It's a big game and its structure is pretty fluid. On a given game session, you will play a few Campaign Rounds . During each Campaign Round, you'll go through a series of Steps . Each of these Steps will incorporate one o", "headingPath": "Gameplay Flow", "sharpsignalDocId": 585}, {"page": 71, "score": 0.046635, "snippet": "You can either play a Scenario through the Tree of Knowledge in an attempt to earn unique rewards or replay a previously played Battle Sce - nario, for the fun and training of it! In the case of the Tree of Knowledge, you can only choose Battles that are not marked (you haven’t won them yet), but th", "headingPath": "", "sharpsignalDocId": 585}, {"page": 35, "score": 0.044002, "snippet": "Before each Battle, perform Standard Preparations. These include instructions that are common for every Battle in every Cycle. Whenever you are instructed to setup a Battle, perform the following steps first: Battle Board: Place the Battle Board in the middle of the table. Decks and tokens: Shuffle ", "headingPath": "1. Standard Preparations", "sharpsignalDocId": 585}, {"page": 13, "score": 0.042133, "snippet": "As already mentioned, Aeon Trespass: Odyssey is played in a series of Campaign Rounds, with each Campaign Round representing one in-game day on the Timeline. Each day you will go through the following nine steps, resolving them from top to bottom. Some of these steps will always require your action ", "headingPath": "Campaign Round Sequence", "sharpsignalDocId": 585}, {"page": 9, "score": 0.029851, "snippet": "When you are asked to choose a random element, perform the following: F Random Argonaut: Roll one d10 for each Argonaut. The lowest roll designates the randomly chosen Argonaut. F Random direction: Draw the top card from the Minor Trauma deck. The arrow in the bottom left corner designates the rando", "headingPath": "Choosing a Random Element · Secret Decks", "sharpsignalDocId": 585}, {"page": 81, "score": 0.029412, "snippet": "Timeline Step (always): Advance the Timeline (p. 14). Exploration Step (always): 1. Resolve Exploration symbols (p. 15). 2. Draw two stacks of cards from the Exploration deck (p. 15). 3. Move the Adversary (p. 16) 4. Perform an Acclimation (if applicable). Expedition Step (conditional): If on a tile", "headingPath": "", "sharpsignalDocId": 585}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 4, "quote": null, "headingPath": "What is Aeon Trespass: Odyssey?", "sharpsignalDocId": 585}, {"page": 13, "quote": null, "headingPath": "Campaign Round Sequence", "sharpsignalDocId": 585}, {"page": 13, "quote": null, "headingPath": "Gameplay Flow", "sharpsignalDocId": 585}, {"page": 4, "quote": null, "headingPath": "Using this Book · {do*not*open*Secret*envelopeS!}", "sharpsignalDocId": 585}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 585 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 585 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 0.89969 of 1934 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 13, 2026 10:25

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 Aeon Trespass: Odyssey — Rulebook (corpus doc 585) Using this Book · {do*not*open*Secret*envelopeS!} p.4 0.048916 (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 Aeon Trespass: Odyssey — Rulebook (corpus doc 585) Campaign Setup p.12 0.048139 (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 Aeon Trespass: Odyssey — Rulebook (corpus doc 585) Gameplay Flow p.13 0.046964 (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 Aeon Trespass: Odyssey — Rulebook (corpus doc 585) p.71 0.046635 (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 Aeon Trespass: Odyssey — Rulebook (corpus doc 585) 1. Standard Preparations p.35 0.044002 (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 Aeon Trespass: Odyssey — Rulebook (corpus doc 585) Campaign Round Sequence p.13 0.042133 (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 Aeon Trespass: Odyssey — Rulebook (corpus doc 585) Choosing a Random Element · Secret Decks p.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)) 300
#8 RULEBOOK Aeon Trespass: Odyssey — Rulebook (corpus doc 585) p.81 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.

candidate pool: the answering read scored 80 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 Aeon Trespass: Odyssey — Rulebook (corpus doc 585) p.71 #4 0.046635 (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
#2 RULEBOOK Aeon Trespass: Odyssey — Rulebook (corpus doc 585) Campaign Setup p.12 #2 0.048139 (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
#3 RULEBOOK Aeon Trespass: Odyssey — Rulebook (corpus doc 585) 1. Standard Preparations p.35 #5 0.044002 (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
#4 RULEBOOK Aeon Trespass: Odyssey — Rulebook (corpus doc 585) What is Aeon Trespass: Odyssey? p.4 #23 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)) full-text the re-ranker chose it
#5 RULEBOOK Aeon Trespass: Odyssey — Rulebook (corpus doc 585) Campaign Round Sequence p.13 #6 0.042133 (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
#6 RULEBOOK Aeon Trespass: Odyssey — Rulebook (corpus doc 585) Pharos Delve p.29 #14 0.024147 (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
#7 RULEBOOK Aeon Trespass: Odyssey — Rulebook (corpus doc 585) Gameplay Flow p.13 #3 0.046964 (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
#8 RULEBOOK Aeon Trespass: Odyssey — Rulebook (corpus doc 585) Using this Book · {do*not*open*Secret*envelopeS!} p.4 #1 0.048916 (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 Aeon Trespass: Odyssey — Rulebook (corpus doc 585) What is Aeon Trespass: Odyssey? p.4 no quote on the wire
[2] RULEBOOK Aeon Trespass: Odyssey — Rulebook (corpus doc 585) Campaign Round Sequence p.13 no quote on the wire
[3] RULEBOOK Aeon Trespass: Odyssey — Rulebook (corpus doc 585) Gameplay Flow p.13 no quote on the wire
[4] RULEBOOK Aeon Trespass: Odyssey — Rulebook (corpus doc 585) Using this Book · {do*not*open*Secret*envelopeS!} p.4 no quote on the wire
timing split
retrieval 102 ms · first delta 5095 ms · total 8904 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 102 ms · ask 8797 ms · gateway work 8904 ms · total 8904 ms
tokens in (the prompt the answerer read)
3797
tokens out (what the answerer generated)
514
tok/sec
137.8 tok/sec — 514 output tokens in 3.730 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 39s 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 516), 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.