RuleSage cited table rulings
← That's Pretty Clever!

You asked

How do I play?

Answered counted as answered

Asked with: That's Pretty Clever!bg-244522-en-1e

The game is played over four rounds (for 4 players), five rounds (for 3 players), or six rounds (for 1 and 2 players).[1]
**Setup and Start of Round**
1. Each player receives a Felt-tip pen and Score sheet.[2]
2. Randomly choose a starting player, who picks up the 6 dice.[2]
3. At the start of each of the first four rounds, each player gets one bonus, as shown on the Round track on the Score sheet (players choose one of the two options in round 4).[1]
**Active Player's Turn**
1. The active player receives all the dice and rolls all 6 once.[1]
2. The active player chooses a die and places it onto one of his 3 Dice fields on the Score sheet without changing the die's number.[1]
3. Using the chosen die, the player uses the value and color to mark a corresponding number in the same color field on his Score sheet.[1] The white die is a wild color and can be used in place of any other color.[1]
4. The active player must place all dice that show a lower value than the currently selected die onto the Silver Platter.[1] If the lowest value die was selected, no dice are placed on the Silver Platter.[1]
5. With the remaining dice, the active player rolls a second time.[1]
6. The player again chooses a die, places it onto a free Dice field, and enters its value in the matching color field on the Score sheet.[1]
7. All dice showing a lower value than the selected die are again placed onto the Silver Platter.[1]
8. The active player rolls a third time and executes the actions as described above one last time.[1]
9. The player then places ALL remaining dice not on his Score sheet onto the Silver Platter.[1]
*Note: If a player selects a high value die in the first or second roll, there may be no dice left for a reroll, resulting in fewer than three rolls.[1] *
**Passive Players' Turn**
1. Once the active player has placed 3 dice onto his Score sheet, or can no longer reroll because all remaining dice are on the Silver Platter, passive players enter play.[3]
2. Each passive player may choose one die from the Silver Platter to use to mark a space on their Score sheet.[3]
3. All passive players choose simultaneously, and a die can be chosen by multiple passive players.[3]
**Actions**
Players can perform as many actions as they wish in a given turn, provided they have actions available.[4]
* **Reroll action:** The active player can spend an action to reroll all dice they just threw (excluding dice on their sheet or the Silver Platter); all rolled dice must be rerolled.[4][5]
* **Extra die action:** At the end of a turn (after the active player has assigned all dice or after a passive player has chosen a die from the Silver Platter), a player can use an action to select an extra die.[4][5] This can include dice the active player has taken or a die a passive player just took.[4][5] Multiple extra die actions can be used in one turn, but each individual die can only be chosen once per turn in this manner.[4][5]
**Ending the Game**
1. The game ends after the last active player has finished their turn in the final round and after passive players have all taken their actions for this round.[4][5]
2. At the end of the game, players count marks in the blue area to determine points.[6]
3. Points are summed, and the player with the most points wins.[2]
4. In the event of a tie, the player with the highest score in an individual area breaks the tie; if a winner still cannot be determined, victory is shared.[7]
[1] RULEBOOK That's Pretty Clever! — Rulebook · p.2 · GAMEPLAY · ACTIVE PLAYER
[2] RULEBOOK That's Pretty Clever! — Rulebook · p.1 · GAME OVERVIEW · SETUP · CONTENTS
[3] RULEBOOK That's Pretty Clever! — Rulebook · p.3 · ACTIVE PLAYER EXAMPLE · PASSIVE PLAYERS
[4] RULEBOOK That's Pretty Clever! — Rulebook · p.6
[5] RULEBOOK That's Pretty Clever! — Rulebook · p.7 · ACTIONS · Reroll action : · Extra die action: · ACTIONS EXAMPLE · GAME END
[6] RULEBOOK That's Pretty Clever! — Rulebook · p.5 · BLUE DICE · GREEN DICE · ORANGE DICE · PURPLE DICE
[7] RULEBOOK That's Pretty Clever! — Rulebook · p.8 · GAME END · SOLO 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 103 ms · ask 5656 ms · total 5762 ms
single-flight (PR-5)
queued 0 ms · generation 5762 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 2, "score": 0.04918, "snippet": "The game is played over four (4 players), five (3 players), or six (1 and 2 player) rounds. Actions or bonuses that players receive at the start of each round At the start of each of the first four rounds, each player gets one bonus, as shown on the Round track on the Score sheet (players choose one", "headingPath": "GAMEPLAY · ACTIVE PLAYER", "sharpsignalDocId": 360}, {"page": 3, "score": 0.047379, "snippet": "Paula is the active player and rolls all 6 dice. 2. She chooses the purple die, a 3, and places it onto an empty Dice field on her Score sheet. Paula then records the corresponding number (3) in the purple area of her Score sheet. Paula places all the dice that are less than 3 onto the Silver Platte", "headingPath": "ACTIVE PLAYER EXAMPLE · PASSIVE PLAYERS", "sharpsignalDocId": 360}, {"page": 8, "score": 0.032258, "snippet": "A player will then record the scores for each player in each colored area. Earned Foxes will be scored for each player. A player's Foxes are each worth the value of that player's lowest scoring area. Points are summed, and the player with the highest total wins. If there is a tie, the player with th", "headingPath": "GAME END · SOLO GAME", "sharpsignalDocId": 360}, {"page": 1, "score": 0.031746, "snippet": "Choose your dice cleverly in Ganz Schön Clever , marking them in the matching colored areas on your Score sheet, putting together tricky chain scoring opportunities, and racking up the points! The dice you don't use are as important as those you do, because every die that has a lower value than your", "headingPath": "GAME OVERVIEW · SETUP · CONTENTS", "sharpsignalDocId": 360}, {"page": 6, "score": 0.030769, "snippet": "For example if a player’s worst-scoring area is orange, with 5 points, each Fox will score that player 5 points. If a player scores 0 points in an area, Foxes are worthless! ACTIONS The two action bars can be unlocked during the game. Unlike bonuses, actions can either be used immediately after they", "headingPath": "", "sharpsignalDocId": 360}, {"page": 7, "score": 0.030303, "snippet": "The two action bars can be unlocked during the game. Unlike bonuses, actions can either be used immediately after they have been unlocked or can be saved for a later turn or round. When a player unlocks an action, they should circle the next space in the corresponding row. After they use the action,", "headingPath": "ACTIONS · Reroll action : · Extra die action: · ACTIONS EXAMPLE · GAME END", "sharpsignalDocId": 360}, {"page": 4, "score": 0.029851, "snippet": "The white die is wild and can either be used as a yellow, green, orange, or purple die or can be combined with the blue die to create a sum for the blue area. Yellow dice are recorded by the player in this area. You simply cross out the value of the chosen die in the yellow area. Although each value", "headingPath": "WHITE DICE · YELLOW DICE · BLUE DICE", "sharpsignalDocId": 360}, {"page": 5, "score": 0.029412, "snippet": "At the end of the game, players count how many marks they have made in the blue area. The point scale at the top of the area indicates how many points they will get for this section. Using green dice, players can mark off spots in the green area. Players must start at the leftmost space and proceed ", "headingPath": "BLUE DICE · GREEN DICE · ORANGE DICE · PURPLE DICE", "sharpsignalDocId": 360}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 2, "quote": null, "headingPath": "GAMEPLAY · ACTIVE PLAYER", "sharpsignalDocId": 360}, {"page": 1, "quote": null, "headingPath": "GAME OVERVIEW · SETUP · CONTENTS", "sharpsignalDocId": 360}, {"page": 3, "quote": null, "headingPath": "ACTIVE PLAYER EXAMPLE · PASSIVE PLAYERS", "sharpsignalDocId": 360}, {"page": 6, "quote": null, "headingPath": "", "sharpsignalDocId": 360}, {"page": 7, "quote": null, "headingPath": "ACTIONS · Reroll action : · Extra die action: · ACTIONS EXAMPLE · GAME END", "sharpsignalDocId": 360}, {"page": 5, "quote": null, "headingPath": "BLUE DICE · GREEN DICE · ORANGE DICE · PURPLE DICE", "sharpsignalDocId": 360}, {"page": 8, "quote": null, "headingPath": "GAME END · SOLO GAME", "sharpsignalDocId": 360}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 360 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 360 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 0.91155 of 2815 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 14, 2026 20:42

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 That's Pretty Clever! — Rulebook (corpus doc 360) GAMEPLAY · ACTIVE PLAYER p.2 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) 300
#2 RULEBOOK That's Pretty Clever! — Rulebook (corpus doc 360) ACTIVE PLAYER EXAMPLE · PASSIVE PLAYERS p.3 0.047379 (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 That's Pretty Clever! — Rulebook (corpus doc 360) GAME END · SOLO GAME p.8 0.032258 (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 That's Pretty Clever! — Rulebook (corpus doc 360) GAME OVERVIEW · SETUP · CONTENTS p.1 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
#5 RULEBOOK That's Pretty Clever! — Rulebook (corpus doc 360) p.6 0.030769 (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 That's Pretty Clever! — Rulebook (corpus doc 360) ACTIONS · Reroll action : · Extra die action: · ACTIONS EXAMPLE · GAME END p.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)) 300
#7 RULEBOOK That's Pretty Clever! — Rulebook (corpus doc 360) WHITE DICE · YELLOW DICE · BLUE DICE p.4 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 That's Pretty Clever! — Rulebook (corpus doc 360) BLUE DICE · GREEN DICE · ORANGE DICE · PURPLE DICE p.5 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 10 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 That's Pretty Clever! — Rulebook (corpus doc 360) GAMEPLAY · ACTIVE PLAYER p.2 #1 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) vector + full-text + the doc-priority boost arm the re-ranker chose it
#2 RULEBOOK That's Pretty Clever! — Rulebook (corpus doc 360) GAME OVERVIEW · SETUP · CONTENTS p.1 #4 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)) vector + the doc-priority boost arm the re-ranker chose it
#3 RULEBOOK That's Pretty Clever! — Rulebook (corpus doc 360) p.6 #5 0.030769 (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 That's Pretty Clever! — Rulebook (corpus doc 360) ACTIVE PLAYER EXAMPLE · PASSIVE PLAYERS p.3 #2 0.047379 (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
#5 RULEBOOK That's Pretty Clever! — Rulebook (corpus doc 360) WHITE DICE · YELLOW DICE · BLUE DICE p.4 #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)) vector + the doc-priority boost arm the re-ranker chose it
#6 RULEBOOK That's Pretty Clever! — Rulebook (corpus doc 360) ACTIONS · Reroll action : · Extra die action: · ACTIONS EXAMPLE · GAME END p.7 #6 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
#7 RULEBOOK That's Pretty Clever! — Rulebook (corpus doc 360) BLUE DICE · GREEN DICE · ORANGE DICE · PURPLE DICE p.5 #8 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
#8 RULEBOOK That's Pretty Clever! — Rulebook (corpus doc 360) GAME END · SOLO GAME p.8 #3 0.032258 (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
[1] RULEBOOK That's Pretty Clever! — Rulebook (corpus doc 360) GAMEPLAY · ACTIVE PLAYER p.2 no quote on the wire
[2] RULEBOOK That's Pretty Clever! — Rulebook (corpus doc 360) GAME OVERVIEW · SETUP · CONTENTS p.1 no quote on the wire
[3] RULEBOOK That's Pretty Clever! — Rulebook (corpus doc 360) ACTIVE PLAYER EXAMPLE · PASSIVE PLAYERS p.3 no quote on the wire
[4] RULEBOOK That's Pretty Clever! — Rulebook (corpus doc 360) p.6 no quote on the wire
[5] RULEBOOK That's Pretty Clever! — Rulebook (corpus doc 360) ACTIONS · Reroll action : · Extra die action: · ACTIONS EXAMPLE · GAME END p.7 no quote on the wire
[6] RULEBOOK That's Pretty Clever! — Rulebook (corpus doc 360) BLUE DICE · GREEN DICE · ORANGE DICE · PURPLE DICE p.5 no quote on the wire
[7] RULEBOOK That's Pretty Clever! — Rulebook (corpus doc 360) GAME END · SOLO GAME p.8 no quote on the wire
timing split
retrieval 103 ms · first delta 1520 ms · total 5762 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 103 ms · ask 5656 ms · gateway work 5762 ms · total 5762 ms
tokens in (the prompt the answerer read)
3348
tokens out (what the answerer generated)
857
tok/sec
204.0 tok/sec — 857 output tokens in 4.200 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 12s 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 289), 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.