RuleSage cited table rulings
← Mage Knight Board Game

You asked

How do I play?

Answered counted as answered

Asked with: Mage Knight Board Gamebg-96848-en-1e

A Regular turn consists of two voluntary parts in this order: movement and a single action.[1][2]
1. Movement: You may (but do not have to) move your figure space by space, spending Move points according to the type of terrain you are moving into.[3][2] During movement, you can reveal new map tiles.[3][2] You may play any amount of movement effects, use movement Skills, or activate Units with movement abilities.[3] Any card (except for a Wound) can be played sideways to a movement column as Move 1.[3] All movement must be completed before taking any action.[3]
2. Action: After movement, you may perform an action, such as combat.[3] During the Ranged and Siege Attack Phase, you may perform one or more attacks, or pass and do nothing.[4] To perform an attack, choose one or more enemy tokens as the target; you may play Ranged Attacks, Siege Attacks, or use Skills/Units to achieve this.[4] If enemies are fortified, only Siege Attacks can be played.[4] An attack is successful if the total Attack value equals or exceeds the total Armor values of all targeted enemies.[4]
3. End of Turn: You must end your turn on a safe space; if you are not on a safe space, you must backtrack until you arrive at one, adding a Wound to your hand for each space moved while backtracking.[5] To clear your play area, reroll and return any used mana dice to the Source, return all used or unused mana crystals from your play area to the bank, and put all played cards into your discard pile (except those thrown away).[5] Level ups are done at the end of the turn.[4]
[1] RULEBOOK Mage Knight Board Game — Rulebook · p.6 · ~ A Player's Turn ~
[2] RULEBOOK Mage Knight Board Game — Rulebook · p.6 · ~ A Player's Turn ~
[3] RULEBOOK Mage Knight Board Game — Rulebook · p.7 · ~ A Player's Turn ~
[4] RULEBOOK Mage Knight Board Game — Rulebook · p.9 · RANGED AND SIEGE ATTACK PHASE
[5] RULEBOOK Mage Knight Board Game — Rulebook · p.11 · ~ End of the Turn ~ · 3. Clear up your play Area:
🔧 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 91 ms · ask 6462 ms · total 6556 ms
single-flight (PR-5)
queued 0 ms · generation 6556 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 23, "score": 0.047643, "snippet": "Choose scenario and variants. Players choose Heroes. Setup the game. Play the Rounds, until Round limit or end conditions. Determine the game outcome. Prepare the Round (not on the fi rst Round): -Flip Day/Night board and refresh the Source. -Create a new Unit off er. -Refresh Advanced Action and Sp", "headingPath": "GAME · ONE ROUND · Players choose Tactics · ONE TURN · Resting: no movement, no action. · Any turn: · …", "sharpsignalDocId": 260}, {"page": 7, "score": 0.045335, "snippet": "You may move during a Regular turn (not Resting). During movement, you can reveal new map tiles. All movement must be completed before taking any action (combat or interacting with locals). When moving, you may play any amount of movement eff ects 2. When moving, you may play any amount of . Most of", "headingPath": "~ A Player's Turn ~", "sharpsignalDocId": 260}, {"page": 6, "score": 0.045285, "snippet": "Some Tactic cards, Skill tokens, and the village Description card off er you options that are labeled as ' before your turn ' or ' on another player's turn '. For game purposes both of these are the same. You can play them while others are playing, or just before your turn. Note: You can use eff ect", "headingPath": "~ A Player's Turn ~", "sharpsignalDocId": 260}, {"page": 1, "score": 0.044103, "snippet": "This book has two parts, the Rulebook and the Scenario Book. The Rulebook provides the complete rules for playing the Mage Knight Board Game. We strongly recommend that players start by reading the Game Walkthrough, where the rules are explained in a more natural order, with many pictures and exampl", "headingPath": "RULEBOOK", "sharpsignalDocId": 260}, {"page": 6, "score": 0.041615, "snippet": "Depending on the contents of your hand, you must either take a Standard Rest (if you have at least one card other than a Wound in your hand) or a Slow Recovery (if you have only Wound cards in your hand). Note: Playing all of your non-Wound cards earlier in the turn will eff ect which type of Rest y", "headingPath": "~ A Player's Turn ~", "sharpsignalDocId": 260}, {"page": 5, "score": 0.032787, "snippet": "Skills are represented by Skill tokens. Each character has their own set of Skill tokens. At the start of the game, players have no Skill tokens available to them. Each time a Hero reaches an even-numbered Fame level, they gain one Skill token. Players put the Skill tokens they gain during the game ", "headingPath": "USING SKILLS", "sharpsignalDocId": 260}, {"page": 15, "score": 0.031746, "snippet": "In a Solo game, you also use a set of Skills belonging to the Dummy player's Hero. Either remove the Competitive Interactive Skill (with the player's Hero. Either remove the Competitive Interactive Skill (with symbol) of the Dummy player Hero before the game or, if drawn during the game, discard and", "headingPath": "Skills in a Solo Game · The Greatest Adventurer · The Greatest Beating", "sharpsignalDocId": 260}, {"page": 6, "score": 0.030415, "snippet": "If your Deed deck is empty at the start of your turn, and if the End of the Round has not been announced yet, you may forfeit your turn and announce the End of the Round . If you do, each other player takes one more turn, and then the Round is over. Playing a Regular turn has two voluntary parts: mo", "headingPath": "~ A Player's Turn ~", "sharpsignalDocId": 260}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 6, "quote": null, "headingPath": "~ A Player's Turn ~", "sharpsignalDocId": 260}, {"page": 6, "quote": null, "headingPath": "~ A Player's Turn ~", "sharpsignalDocId": 260}, {"page": 7, "quote": null, "headingPath": "~ A Player's Turn ~", "sharpsignalDocId": 260}, {"page": 9, "quote": null, "headingPath": "RANGED AND SIEGE ATTACK PHASE", "sharpsignalDocId": 260}, {"page": 11, "quote": null, "headingPath": "~ End of the Turn ~ · 3. Clear up your play Area:", "sharpsignalDocId": 260}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 260 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 260 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 0.92062 of 1285 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 13, 2026 13:36

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 Mage Knight Board Game — Rulebook (corpus doc 260) GAME · ONE ROUND · Players choose Tactics · ONE TURN · Resting: no movement, no action. · Any turn: · … p.23 0.047643 (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 Mage Knight Board Game — Rulebook (corpus doc 260) ~ A Player's Turn ~ p.7 0.045335 (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 Mage Knight Board Game — Rulebook (corpus doc 260) ~ A Player's Turn ~ p.6 0.045285 (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 Mage Knight Board Game — Rulebook (corpus doc 260) RULEBOOK p.1 0.044103 (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 Mage Knight Board Game — Rulebook (corpus doc 260) ~ A Player's Turn ~ p.6 0.041615 (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 Mage Knight Board Game — Rulebook (corpus doc 260) USING SKILLS p.5 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 Mage Knight Board Game — Rulebook (corpus doc 260) Skills in a Solo Game · The Greatest Adventurer · The Greatest Beating p.15 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
#8 RULEBOOK Mage Knight Board Game — Rulebook (corpus doc 260) ~ A Player's Turn ~ p.6 0.030415 (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 Mage Knight Board Game — Rulebook (corpus doc 260) ~ End of the Turn ~ · 3. Clear up your play Area: p.11 #25 0.023001 (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
#2 RULEBOOK Mage Knight Board Game — Rulebook (corpus doc 260) Variants · Team Game · Scoring · Other Solo Missions p.19 #43 0.01996 (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 Mage Knight Board Game — Rulebook (corpus doc 260) ~ A Player's Turn ~ p.7 #2 0.045335 (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 Mage Knight Board Game — Rulebook (corpus doc 260) RANGED AND SIEGE ATTACK PHASE p.9 #18 0.024594 (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 Mage Knight Board Game — Rulebook (corpus doc 260) ~ Basic Game Concepts ~ p.4 #10 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
#6 RULEBOOK Mage Knight Board Game — Rulebook (corpus doc 260) ~ A Player's Turn ~ p.6 #3 0.045285 (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 Mage Knight Board Game — Rulebook (corpus doc 260) Variants · Team Variant p.22 #15 0.026857 (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 Mage Knight Board Game — Rulebook (corpus doc 260) ~ A Player's Turn ~ p.6 #8 0.030415 (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

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 Mage Knight Board Game — Rulebook (corpus doc 260) ~ A Player's Turn ~ p.6 no quote on the wire
[2] RULEBOOK Mage Knight Board Game — Rulebook (corpus doc 260) ~ A Player's Turn ~ p.6 no quote on the wire
[3] RULEBOOK Mage Knight Board Game — Rulebook (corpus doc 260) ~ A Player's Turn ~ p.7 no quote on the wire
[4] RULEBOOK Mage Knight Board Game — Rulebook (corpus doc 260) RANGED AND SIEGE ATTACK PHASE p.9 no quote on the wire
[5] RULEBOOK Mage Knight Board Game — Rulebook (corpus doc 260) ~ End of the Turn ~ · 3. Clear up your play Area: p.11 no quote on the wire
timing split
retrieval 91 ms · first delta 3832 ms · total 6556 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 91 ms · ask 6462 ms · gateway work 6556 ms · total 6556 ms
tokens in (the prompt the answerer read)
3749
tokens out (what the answerer generated)
368
tok/sec
137.1 tok/sec — 368 output tokens in 2.684 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 37s 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 189), 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.