RuleSage cited table rulings
← Escape: The Curse of the Temple

You asked

Playing Escape with the Illusions expansion, how many magic gems must we still activate before anyone can escape?

Abstained — no grounded answer; closest passages below counted as honest abstain

Asked with: Escape: The Curse of the Templebg-113294-en-1e · Escape: The Curse of the Temple – Expansion 1: Illusionsbg-128236-en-1e

I looked through Escape: The Curse of the Temple's rulebook and couldn't find a solid answer to that one — and I'd rather tell you so than guess at your table. Try asking it another way, or ask me about setup, turns, or how the game ends: those I know cold.

The closest rulebook passages are below — check them before ruling.

RULEBOOK Escape: The Curse of the Temple — Rulebook · p.12 · Secret passage: · Module 3: Illusion chambers · Module 4: Special chambers · When playing without module 1: Curses · The 6 th adventurer · New curse card & new treasure tile · …
You must own the 'Escape' basic game to use this expansion. Except for the following modifications, the rules of the basic game remain unchanged. 6 illusion chambers 3 linked chambers 2 double chambers 1 treasure chamber and 1 chalice Remove the 6 chambers showing only one magic gem from the 13 basi
RULEBOOK Escape: The Curse of the Temple — Rulebook · p.4 · Index · Game components for the basic game · Summary and object of the game
You must activate the magic gems in the temple chambers in order to banish the curse, and you have only ten minutes to do so before the temple collapses. Don't sit still for a second - start running now and you might just escape! You must activate the magic gems in the temple chambers in order to ba
RULEBOOK Escape: The Curse of the Temple — Rulebook · p.8 · 3. Activate magic gems · A player can escape only if he is inside the exit chamber.
You will find two types of chambers in which you can activate magic gems: Chamber with 1 gem icon Chamber with 3 gem icons A player inside a chamber containing one or more magic gem icons must roll the required number of torch or key icons in order to activate the number of magic gems shown. After a
RULEBOOK Escape: The Curse of the Temple — Rulebook · p.16
New components This expansion contains 2 new modules: Module 5: Quest chambers Module 6: Characters You may use these modules individually, together, or in any combination with other modules for “Escape”, whether from the basic game, the “Illusions” expansion, or elsewhere. Compose your own adventur
RULEBOOK Escape: The Curse of the Temple — Rulebook · p.9 · For a more challenging game
Players may agree before the start of the game to increase the number of gems in the gem depot. number of gems in the gem depot. There are two variants: Example: With black masks slowing their progress and hastening their doom, the adventurers take a chance with fate, freeing their black masks from
🔧 debug — where this ruling came from
outcome
ABSTAINED — Abstained — no grounded answer; closest passages below
warm abstain
  • this ruling — W1 — generic warm abstain · receipt: none (generic)
corpus profile
live,vps
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 91 ms · ask 3588 ms · total 7571 ms
single-flight (PR-5)
queued 3891 ms · generation 3680 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 12, "score": 0.032787, "snippet": "You must own the 'Escape' basic game to use this expansion. Except for the following modifications, the rules of the basic game remain unchanged. 6 illusion chambers 3 linked chambers 2 double chambers 1 treasure chamber and 1 chalice Remove the 6 chambers showing only one magic gem from the 13 basi", "headingPath": "Secret passage: · Module 3: Illusion chambers · Module 4: Special chambers · When playing without module 1: Curses · The 6 th adventurer · New curse card & new treasure tile · …", "sharpsignalDocId": 775}, {"page": 4, "score": 0.032002, "snippet": "You must activate the magic gems in the temple chambers in order to banish the curse, and you have only ten minutes to do so before the temple collapses. Don't sit still for a second - start running now and you might just escape! You must activate the magic gems in the temple chambers in order to ba", "headingPath": "Index · Game components for the basic game · Summary and object of the game", "sharpsignalDocId": 775}, {"page": 8, "score": 0.031498, "snippet": "You will find two types of chambers in which you can activate magic gems: Chamber with 1 gem icon Chamber with 3 gem icons A player inside a chamber containing one or more magic gem icons must roll the required number of torch or key icons in order to activate the number of magic gems shown. After a", "headingPath": "3. Activate magic gems · A player can escape only if he is inside the exit chamber.", "sharpsignalDocId": 775}, {"page": 16, "score": 0.03101, "snippet": "New components This expansion contains 2 new modules: Module 5: Quest chambers Module 6: Characters You may use these modules individually, together, or in any combination with other modules for “Escape”, whether from the basic game, the “Illusions” expansion, or elsewhere. Compose your own adventur", "headingPath": "", "sharpsignalDocId": 775}, {"page": 9, "score": 0.030536, "snippet": "Players may agree before the start of the game to increase the number of gems in the gem depot. number of gems in the gem depot. There are two variants: Example: With black masks slowing their progress and hastening their doom, the adventurers take a chance with fate, freeing their black masks from ", "headingPath": "For a more challenging game", "sharpsignalDocId": 775}, {"page": 10, "score": 0.030077, "snippet": "A game of Escape is even more exciting and varied when you include one or both of the following modules. exciting and varied when you include one Module 1: Curses Module 2: Treasures For Module 1: Curses & Module 2: Treasures 13 curse and treasure chambers All of these chambers show a purple mask, a", "headingPath": "For a more challenging game · Additional game components for the modules 'Curses' and 'Treasures' · During set-up, shuffle the curse cards and place the pile face down in easy reach of all players. · During set-up, shuffle the treasure tiles and stack them face down in easy reach of all players.", "sharpsignalDocId": 775}, {"page": 5, "score": 0.029418, "snippet": "You will need the 6 main chambers and the 13 basic chambers (that is, all the chambers without the purple mask and/or treasure icon). Set aside the starting chamber and exit. Mix the remaining chamber tiles face down, then stack them as a draw pile. Place the starting chamber in the center of the pl", "headingPath": "Set-up of the basic game Set-up of the basic game", "sharpsignalDocId": 775}, {"page": 13, "score": 0.028992, "snippet": "Immediately after both the first and the second countdown, remove all discovered illusion chambers from the temple and place them on the bottom of the draw pile (example 1). This may result in gaps within the temple, so in order to continue exploring, the players must fill these gaps by discovering ", "headingPath": "Special features of the illusion chambers:", "sharpsignalDocId": 775}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 775 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 775 boosted
answered-before recall
no past answered ruling for this game matched closely enough
similarity threshold in force: 0.55 (rulesage.answered-before.similarity-threshold; the exact-question tier is not gated by it)
debug row retained until
Nov 13, 2026 18:19

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 Escape: The Curse of the Temple — Rulebook (corpus doc 775) Secret passage: · Module 3: Illusion chambers · Module 4: Special chambers · When playing without module 1: Curses · The 6 th adventurer · New curse card & new treasure tile · … p.12 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
#2 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) Index · Game components for the basic game · Summary and object of the game 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 Escape: The Curse of the Temple — Rulebook (corpus doc 775) 3. Activate magic gems · A player can escape only if he is inside the exit chamber. p.8 0.031498 (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 Escape: The Curse of the Temple — Rulebook (corpus doc 775) p.16 0.03101 (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 Escape: The Curse of the Temple — Rulebook (corpus doc 775) For a more challenging game p.9 0.030536 (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 Escape: The Curse of the Temple — Rulebook (corpus doc 775) For a more challenging game · Additional game components for the modules 'Curses' and 'Treasures' · During set-up, shuffle the curse cards and place the pile face down in easy reach of all players. · During set-up, shuffle the treasure tiles and stack them face down in easy reach of all players. p.10 0.030077 (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 Escape: The Curse of the Temple — Rulebook (corpus doc 775) Set-up of the basic game Set-up of the basic game p.5 0.029418 (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 Escape: The Curse of the Temple — Rulebook (corpus doc 775) Special features of the illusion chambers: p.13 0.028992 (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 45 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.

read atdocumentheadingpage fused rankfused RRF scorecarried byhow it got its slot
#1 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) Index · Game components for the basic game · Summary and object of the game 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 + the doc-priority boost arm the re-ranker chose it
#2 RULEBOOK Escape: The Curse of the Temple – Expansion 1: Illusions — Rulebook (corpus doc 952) Module 3: Illusion chambers · Module 4: Special chambers · When playing without module 1: Curses · The 6 th adventurer · New curse card & new treasure tile · When playing with module 1: Curses p.1 #9 0.016129 (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 re-ranker chose it
#3 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) p.16 #4 0.03101 (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
#4 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) p.2 #11 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
#5 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) Activatable: · Permanent: · PRIEST p.21 #13 0.013699 (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 Escape: The Curse of the Temple – Expansion 1: Illusions — Rulebook (corpus doc 952) Special features of the illusion chambers: p.2 #10 0.014706 (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
#7 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) 3. Activate magic gems · A player can escape only if he is inside the exit chamber. p.8 #3 0.031498 (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
#8 RULEBOOK Escape: The Curse of the Temple — Rulebook (corpus doc 775) Secret passage: · Module 3: Illusion chambers · Module 4: Special chambers · When playing without module 1: Curses · The 6 th adventurer · New curse card & new treasure tile · … p.12 #1 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

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
timing split
retrieval 91 ms · first delta 3401 ms · total 7571 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 3891 ms · retrieval 91 ms · ask 3588 ms · gateway work 3680 ms · total 7571 ms
tokens in (the prompt the answerer read)
3062
tokens out (what the answerer generated)
9
tok/sec
44.8 tok/sec — 9 output tokens in 0.201 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 6s 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
ABSTAINED — Abstained — no grounded answer; closest passages below
abstain rationale
I don't have enough information.
the answerer's own words, verbatim — hostile corpus/LLM text, rendered escaped
decision
NO_APPROVED_CHECKLIST — setup-shaped, but no approved setup checklist exists for this game
pattern that matched
BEFORE_FIRST_PLAY — "before the first turn" / "before we begin"
matched words (in the normalized question)
before anyone

this game registers NO errata cards (edition 711), 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.