RuleSage cited table rulings
← Arkham Horror (Third Edition)

You asked

How do I play?

Answered counted as answered

Asked with: Arkham Horror (Third Edition)bg-257499-en-1e

To play the game, follow these setup and gameplay procedures:
**Setup**
1. As a group, choose one available scenario sheet and place it in the play area.[1][2]
2. Arrange neighborhood and street tiles as shown on the back of the scenario sheet using tiles with the indicated icons.[1][2]
3. Shuffle encounter cards separately to create encounter decks using only the neighborhood and street cards that correspond to the current scenario.[1][2]
4. Take the event cards for the chosen scenario, shuffle them, and place them facedown in the event deck holder.[3]
5. Gather indicated monster cards, place starting monsters as indicated on the back of the scenario sheet, shuffle the remaining cards to form the monster deck, and place it ready side up near the board.[3]
6. Provide a mythos cup and gather the required mythos tokens inside it.[3]
7. Shuffle headline cards and deal 13 into a facedown deck to create the headline deck.[4]
8. Separately shuffle item, ally, and spell cards to form three decks; place the top five cards of the item deck faceup in a row called the "display".[4]
9. Separate all tokens by type and keep them nearby with the dice.[4]
10. Keep all archive cards in a single stack in numerical order.[4]
11. Draw the top three cards of the event deck one at a time; for each, place one clue token in the central area of its corresponding neighborhood tile, then add that card to its corresponding neighborhood deck by shuffling it with the top two cards of that deck.[5]
12. Place one doom token on each space indicated on the back of the scenario sheet.[5]
13. Draw the bottom card of the event deck and discard it faceup next to the deck; place one doom token in each space that has a doom icon next to its name on that card.[5]
14. Resolve any effects in the "Finalize Setup" section of the scenario sheet, which includes adding specific cards to the codex and creating an anomaly deck.[5][2]
15. Each player chooses an investigator sheet, takes their respective investigator token, one activation token, and one reference card.[6]
16. Choose one player to be the leader, who takes the leader activation token (with the flashlight icon).[6]
17. Investigators gain starting possessions (cards and money tokens) indicated on the back of their sheet.[6]
18. Place all investigator tokens in the starting space indicated on the scenario sheet.[6]
**Gameplay**
The game is played over a number of rounds, each consisting of four phases:[7]
1. **Action Phase**: Investigators take turns performing up to two actions each (such as moving or attacking monsters).[7] After performing two actions, an investigator flips their token to its inactive side; they flip it back to active after resolving an encounter.[7]
2. **Monster Phase**: Monsters activate, attack investigators they are engaged with, or ready if they were previously exhausted.[7]
3. **Encounter Phase**: Investigators take turns resolving an encounter, which tells a short narrative of what the investigator experiences in their location.[7]
4. **Mythos Phase**: Each investigator draws two tokens that can cause clues, monsters, and doom to spread across Arkham.[7]
After the mythos phase, the game continues to a new round starting again with the action phase.[7]
[1] RULEBOOK Arkham Horror (Third Edition) — Rulebook · p.4 · Components · Setup · 1. Choose Scenario · 2. Prepare Board and Encounters
[2] RULEBOOK Arkham Horror (Third Edition) — Rulebook · p.4
[3] RULEBOOK Arkham Horror (Third Edition) — Rulebook · p.5
[4] RULEBOOK Arkham Horror (Third Edition) — Rulebook · p.6
[5] RULEBOOK Arkham Horror (Third Edition) — Rulebook · p.7 · 11. Final Preparations · Investigator Roles
[6] RULEBOOK Arkham Horror (Third Edition) — Rulebook · p.7 · 10. Choose Investigator(s)
[7] RULEBOOK Arkham Horror (Third Edition) — Rulebook · p.8 · Tracking Your Turns · The Codex · Playing the Game
🔧 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 78 ms · ask 8755 ms · total 8836 ms
single-flight (PR-5)
queued 0 ms · generation 8836 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 8, "score": 0.047875, "snippet": "During the action phase and encounter phase, investigators can take their turns in any order. After you perform your two actions, flip your token to its inactive side. Active Inactive After you resolve your encounter, flip your token back to the active side. The codex is the collection of cards plac", "headingPath": "Tracking Your Turns · The Codex · Playing the Game", "sharpsignalDocId": 413}, {"page": 1, "score": 0.046871, "snippet": "Learn to Play", "headingPath": "", "sharpsignalDocId": 413}, {"page": 4, "score": 0.046642, "snippet": "Scenario Sheet To set up the game, follow these steps in order: As a group, choose one of the available scenario sheets. For your first game, we recommend 'Approach of Azathoth.' Place that sheet in the play area. Return all other scenario sheets to the game box. Arrange the neighborhood and street ", "headingPath": "Components · Setup · 1. Choose Scenario · 2. Prepare Board and Encounters", "sharpsignalDocId": 413}, {"page": 3, "score": 0.045957, "snippet": "Rules Reference 6 Reference Cards 12 Ally Cards 12 Map Tiles 5 Neighborhoods 7 Streets 32 Headline Cards 28 Item Cards 40 Archive Cards 10 Spell Cards 4 Scenario Sheets 12 Investigator Sheets With matching token and plastic stand 36 Anomaly Cards 96 Event Cards 72 Encounter Cards Event and encounter", "headingPath": "Learning How to Play · Components", "sharpsignalDocId": 413}, {"page": 6, "score": 0.044563, "snippet": "6 6. Create Headline Deck Shuffle the headline cards and deal 13 of them into a facedown deck. These 13 cards are the headline deck. Return the other headline cards to the game box. 7. Prepare Assets and Display Separately shuffle the item cards, ally cards, and spell cards to form three decks and p", "headingPath": "", "sharpsignalDocId": 413}, {"page": 9, "score": 0.03125, "snippet": "Before you learn more about the phases of the game, it is important that you understand some core concepts that are commonly referenced throughout the game. A skill test (or 'test') represents a physical, mental, or social challenge you are facing. Cards instruct you to resolve tests, either by dire", "headingPath": "Core Concepts · Skill Tests · Modifying Tests · Damage and Horror", "sharpsignalDocId": 413}, {"page": 8, "score": 0.030303, "snippet": "At the start of the game, it is not obvious how you win. You should begin by investigating every lead and studying the clues to unravel the scenario's mystery and discover a way to fight back against the encroaching doom. The cards in the codex (see sidebar) provide you with objectives that help you", "headingPath": "Winning the Game · Researching Clues · Warding Doom", "sharpsignalDocId": 413}, {"page": 7, "score": 0.029851, "snippet": "Each player chooses one of the investigator sheets. There are many investigators, and each one has unique abilities and skills. Each player takes their respective investigator token (inserted into a plastic stand), one activation token, and one reference card. As a group, choose one player to be the", "headingPath": "10. Choose Investigator(s)", "sharpsignalDocId": 413}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 4, "quote": null, "headingPath": "Components · Setup · 1. Choose Scenario · 2. Prepare Board and Encounters", "sharpsignalDocId": 413}, {"page": 4, "quote": null, "headingPath": "", "sharpsignalDocId": 413}, {"page": 5, "quote": null, "headingPath": "", "sharpsignalDocId": 413}, {"page": 6, "quote": null, "headingPath": "", "sharpsignalDocId": 413}, {"page": 7, "quote": null, "headingPath": "11. Final Preparations · Investigator Roles", "sharpsignalDocId": 413}, {"page": 7, "quote": null, "headingPath": "10. Choose Investigator(s)", "sharpsignalDocId": 413}, {"page": 8, "quote": null, "headingPath": "Tracking Your Turns · The Codex · Playing the Game", "sharpsignalDocId": 413}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 413 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 413 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 0.91381 of 2715 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 13, 2026 16:00

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 Arkham Horror (Third Edition) — Rulebook (corpus doc 413) Tracking Your Turns · The Codex · Playing the Game p.8 0.047875 (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 Arkham Horror (Third Edition) — Rulebook (corpus doc 413) p.1 0.046871 (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)) 13
#3 RULEBOOK Arkham Horror (Third Edition) — Rulebook (corpus doc 413) Components · Setup · 1. Choose Scenario · 2. Prepare Board and Encounters p.4 0.046642 (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 Arkham Horror (Third Edition) — Rulebook (corpus doc 413) Learning How to Play · Components p.3 0.045957 (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 Arkham Horror (Third Edition) — Rulebook (corpus doc 413) p.6 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 Arkham Horror (Third Edition) — Rulebook (corpus doc 413) Core Concepts · Skill Tests · Modifying Tests · Damage and Horror p.9 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
#7 RULEBOOK Arkham Horror (Third Edition) — Rulebook (corpus doc 413) Winning the Game · Researching Clues · Warding Doom p.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)) 300
#8 RULEBOOK Arkham Horror (Third Edition) — Rulebook (corpus doc 413) 10. Choose Investigator(s) p.7 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

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 — 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 Arkham Horror (Third Edition) — Rulebook (corpus doc 413) p.1 #2 0.046871 (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 Arkham Horror (Third Edition) — Rulebook (corpus doc 413) Tracking Your Turns · The Codex · Playing the Game p.8 #1 0.047875 (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 Arkham Horror (Third Edition) — Rulebook (corpus doc 413) Components · Setup · 1. Choose Scenario · 2. Prepare Board and Encounters p.4 #3 0.046642 (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 Arkham Horror (Third Edition) — Rulebook (corpus doc 413) p.5 #25 0.011765 (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 Arkham Horror (Third Edition) — Rulebook (corpus doc 413) 11. Final Preparations · Investigator Roles p.7 #12 0.028439 (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 Arkham Horror (Third Edition) — Rulebook (corpus doc 413) 10. Choose Investigator(s) p.7 #8 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
#7 RULEBOOK Arkham Horror (Third Edition) — Rulebook (corpus doc 413) p.6 #5 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)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#8 RULEBOOK Arkham Horror (Third Edition) — Rulebook (corpus doc 413) p.4 #14 0.027971 (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 Arkham Horror (Third Edition) — Rulebook (corpus doc 413) Components · Setup · 1. Choose Scenario · 2. Prepare Board and Encounters p.4 no quote on the wire
[2] RULEBOOK Arkham Horror (Third Edition) — Rulebook (corpus doc 413) p.4 no quote on the wire
[3] RULEBOOK Arkham Horror (Third Edition) — Rulebook (corpus doc 413) p.5 no quote on the wire
[4] RULEBOOK Arkham Horror (Third Edition) — Rulebook (corpus doc 413) p.6 no quote on the wire
[5] RULEBOOK Arkham Horror (Third Edition) — Rulebook (corpus doc 413) 11. Final Preparations · Investigator Roles p.7 no quote on the wire
[6] RULEBOOK Arkham Horror (Third Edition) — Rulebook (corpus doc 413) 10. Choose Investigator(s) p.7 no quote on the wire
[7] RULEBOOK Arkham Horror (Third Edition) — Rulebook (corpus doc 413) Tracking Your Turns · The Codex · Playing the Game p.8 no quote on the wire
timing split
retrieval 78 ms · first delta 3144 ms · total 8836 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 78 ms · ask 8755 ms · gateway work 8836 ms · total 8836 ms
tokens in (the prompt the answerer read)
3483
tokens out (what the answerer generated)
744
tok/sec
133.7 tok/sec — 744 output tokens in 5.566 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 56s 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 342), 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.