RuleSage cited table rulings
← Carson City

You asked

How do I play?

Answered counted as answered

Asked with: Carson Citybg-39938-en-1e

To play the game, follow these steps:
**Setup**
1. Place all personality cards near the board.[1]
2. Each player, according to turn order, chooses one personality card.[1]
3. The turn order is modified based on the number indicated on the chosen personality cards, with markers placed on the upper turn order track in ascending order.[1]
4. (For a three-player game) Each player receives $15, 1 road, 12 property tiles of their color, and 3 cowboys of their color.[2]
5. Place remaining money in the Central Bank.[2]
6. Place houses, victory points, roads, and remaining cowboys in the general reserve.[2]
7. Place one ranch on the $3 construction square and another on the $1/0 construction square.[2]
8. Place one mine on the $4 construction square and another on the $12 construction square.[2]
9. Draw three other buildings randomly from the bag and set them on the remaining $5, $6, and $8 construction squares.[2]
10. Determine the center of Carson City by rolling the dice (using a white die for the column and a black die for the row).[2]
11. Set a house on that parcel and place four roads along the house, one per side.[2]
12. Place 9 mountains randomly on the board using the dice.[2]
13. Set the special (3) gun tile on its square.[2]
14. Set the turn counter to the start position.[2]
15. Randomly choose the turn order for the first turn.[2]
16. Starting with the first player, each player chooses a parcel by placing one of their property tiles on it.[2]
17. Starting from the last player and going back to the first, each player chooses a second parcel.[2]
**Gameplay**
1. On your turn, you must choose one of the following options:
* Choose an action.[1]
* Place a cowboy from your reserve onto one of the action squares above the city's map.[1]
* Choose a parcel of land and place a cowboy from your reserve onto it.[1]
* Attack or defend a building by placing a cowboy from your reserve onto it.[1]
* Pass, which involves moving your marker onto the first free position of the lower turn order track.[1]
2. You may place a cowboy on a square or parcel already occupied by another player's cowboy, which leads to a duel.[1]
3. In a duel, every player involved rolls a die; the winner is the player with the highest total when the roll is added to the number of revolvers and cowboys in their respective reserve.[1]
4. If multiple players are in a duel, the winner performs the action, while the loser places their cowboy back into their personal reserve.[1] In a tie, the player with the lowest turn order number on the turn order track wins.[1]
5. After all players have passed, actions are performed one by one according to the sequence on the board.[1]
6. As soon as an action is completed, the cowboy returns to the general reserve.[1]
7. At the end of the turn:
* The turn counter token moves one square forward, blocking a "victory points purchase" square.[3]
* Every player receives new cowboys from the general reserve to their personal reserves (4 cowboys at the end of the 1st turn; 5 cowboys at the ends of the 2nd and 3rd turns).[3]
* Money exceeding the cash limit (indicated in red on the personality card) must be spent; any excess results in 1 victory point per $10 spent.[3]
* Unbought buildings shift sequentially toward lower prices.[3]
* A new building is drawn from the bag and placed on the Action track for the next turn.[3]
**End of the Game**
1. The game ends, and each player receives 1 victory point for every player positioned after them on the turn order track.[4]
[1] RULEBOOK Carson City — Rulebook · p.3 · 1 cHoice of perSonality · 2 cowboy placement · 3 performinG tHe actionS and duelS
[2] RULEBOOK Carson City — Rulebook · p.2 · The image below shows an example of set up for three players.
[3] RULEBOOK Carson City — Rulebook · p.3 · 4 end of turn
[4] RULEBOOK Carson City — Rulebook · p.8 · Fair play rules:
🔧 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 87 ms · ask 5948 ms · total 6039 ms
single-flight (PR-5)
queued 0 ms · generation 6039 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 8, "score": 0.048652, "snippet": "Only one hand may be used to set the cowboys down on the board; Make calm and precise movements, do not knock pawns and tiles over, or shake the gameboard; Do not stay undecided with your cowboy while hanging your hand over the board, bothering other players. End of the game is completed as follows:", "headingPath": "Fair play rules:", "sharpsignalDocId": 654}, {"page": 8, "score": 0.046898, "snippet": "Each player announces the total of points on his duel tiles. The sum of the totals must be 45 (if 3 players), 60 (if 4 players) or 75 (if 5 players). As starting cash, each player receives $30 minus the total of his duel tile points. How to perform duels: Instead of rolling dice, each player challen", "headingPath": "VariantS", "sharpsignalDocId": 654}, {"page": 8, "score": 0.046394, "snippet": "This variant proposes less randomly determined duels, replacing dice for duel tiles. To play this variant, you have to use the following modifications. For a two-player game, each receives 6 duel tiles, numbered 0 to 5, and $15. For a three- to five-player game, take 6 duel tiles (from 0 to 5) per p", "headingPath": "tHe «miGHt iS riGHt» Variant · During game set up: · tHe «carSon riVer» Variant · During game set up : · tHe «kit carSon» Variant · The section on page 3 point 2 is modified as follows:", "sharpsignalDocId": 654}, {"page": 3, "score": 0.032787, "snippet": "All personality cards are placed near the board. Then, each player, according to turn order, chooses one of them. Certain choices may be directly followed by an action, depending on the personality (see page 7). When all players have chosen a personality, the turn order is modified. The markers are ", "headingPath": "1 cHoice of perSonality · 2 cowboy placement · 3 performinG tHe actionS and duelS", "sharpsignalDocId": 654}, {"page": 4, "score": 0.03125, "snippet": "There are seven « building construction » squares, each giving the right to build one building at the price indicated on the bottom of the square. The building process consists of the player placing a building on one of his property tiles, with two conditions: 1 - The parcel must be reached by a roa", "headingPath": "buildinG conStruction · ammunition · roadS", "sharpsignalDocId": 654}, {"page": 7, "score": 0.030366, "snippet": "Every personality tile shows two different powers (common rules on the yellow side and variants on the red side). For your initial game, we recommend that you use the yellow side. In future games, the players may choose which personalities will be played during the game (either randomly chosen or de", "headingPath": "perSonalitieS · tHe SHeriff · tHe banker · tHe Grocer · tHe cHineSe coolie · tHe Settler", "sharpsignalDocId": 654}, {"page": 3, "score": 0.030303, "snippet": "After all actions have been performed: The turn counter token is moved one square forward (left), blocking one of the 'victory points purchase' squares from being used for the rest of the game. Every player receives new cowboys of his color. They are taken from the general reserve to be placed into ", "headingPath": "4 end of turn", "sharpsignalDocId": 654}, {"page": 1, "score": 0.030214, "snippet": "20 houses 9 mountain tiles the year is 1858 in Carson City, Nevada. You have rounded up a team of courageous cowboys, and your plan is to buy up the best parcels of land in this new town, then build them up with the most prosperous ranches, mines, saloons, etc. You will need guts to challenge your o", "headingPath": "carSon city · Game contentS", "sharpsignalDocId": 654}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 3, "quote": null, "headingPath": "1 cHoice of perSonality · 2 cowboy placement · 3 performinG tHe actionS and duelS", "sharpsignalDocId": 654}, {"page": 2, "quote": null, "headingPath": "The image below shows an example of set up for three players.", "sharpsignalDocId": 654}, {"page": 3, "quote": null, "headingPath": "4 end of turn", "sharpsignalDocId": 654}, {"page": 8, "quote": null, "headingPath": "Fair play rules:", "sharpsignalDocId": 654}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 654 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 654 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 0.89658 of 2891 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 14, 2026 20:39

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 Carson City — Rulebook (corpus doc 654) Fair play rules: p.8 0.048652 (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 Carson City — Rulebook (corpus doc 654) VariantS p.8 0.046898 (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 Carson City — Rulebook (corpus doc 654) tHe «miGHt iS riGHt» Variant · During game set up: · tHe «carSon riVer» Variant · During game set up : · tHe «kit carSon» Variant · The section on page 3 point 2 is modified as follows: p.8 0.046394 (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 Carson City — Rulebook (corpus doc 654) 1 cHoice of perSonality · 2 cowboy placement · 3 performinG tHe actionS and duelS p.3 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
#5 RULEBOOK Carson City — Rulebook (corpus doc 654) buildinG conStruction · ammunition · roadS p.4 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
#6 RULEBOOK Carson City — Rulebook (corpus doc 654) perSonalitieS · tHe SHeriff · tHe banker · tHe Grocer · tHe cHineSe coolie · tHe Settler p.7 0.030366 (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 Carson City — Rulebook (corpus doc 654) 4 end of turn p.3 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 Carson City — Rulebook (corpus doc 654) carSon city · Game contentS p.1 0.030214 (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 15 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 Carson City — Rulebook (corpus doc 654) VariantS p.8 #2 0.046898 (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 Carson City — Rulebook (corpus doc 654) tHe «miGHt iS riGHt» Variant · During game set up: · tHe «carSon riVer» Variant · During game set up : · tHe «kit carSon» Variant · The section on page 3 point 2 is modified as follows: p.8 #3 0.046394 (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 Carson City — Rulebook (corpus doc 654) 1 cHoice of perSonality · 2 cowboy placement · 3 performinG tHe actionS and duelS p.3 #4 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
#4 RULEBOOK Carson City — Rulebook (corpus doc 654) cHurcH · priSon p.6 #14 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
#5 RULEBOOK Carson City — Rulebook (corpus doc 654) 4 end of turn p.3 #7 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)) vector + the doc-priority boost arm the re-ranker chose it
#6 RULEBOOK Carson City — Rulebook (corpus doc 654) The image below shows an example of set up for three players. p.2 #10 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)) vector + the doc-priority boost arm the re-ranker chose it
#7 RULEBOOK Carson City — Rulebook (corpus doc 654) perSonalitieS · tHe SHeriff · tHe banker · tHe Grocer · tHe cHineSe coolie · tHe Settler p.7 #6 0.030366 (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 Carson City — Rulebook (corpus doc 654) Fair play rules: p.8 #1 0.048652 (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 Carson City — Rulebook (corpus doc 654) 1 cHoice of perSonality · 2 cowboy placement · 3 performinG tHe actionS and duelS p.3 no quote on the wire
[2] RULEBOOK Carson City — Rulebook (corpus doc 654) The image below shows an example of set up for three players. p.2 no quote on the wire
[3] RULEBOOK Carson City — Rulebook (corpus doc 654) 4 end of turn p.3 no quote on the wire
[4] RULEBOOK Carson City — Rulebook (corpus doc 654) Fair play rules: p.8 no quote on the wire
timing split
retrieval 87 ms · first delta 1595 ms · total 6039 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 87 ms · ask 5948 ms · gateway work 6039 ms · total 6039 ms
tokens in (the prompt the answerer read)
3676
tokens out (what the answerer generated)
892
tok/sec
203.1 tok/sec — 892 output tokens in 4.391 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 28s 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 587), 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.