RuleSage cited table rulings
← The Vale of Eternity

You asked

How do I play?

Answered counted as answered

Asked with: The Vale of Eternitybg-385529-en-1e

The game is played over several rounds, typically 8 to 10, with each round divided into three phases: Hunting, Action, and Resolution.[1]
**Setup**
1. Each player chooses a color and takes 2 player markers and 1 player tile of that color.[2]
2. The player who has most recently seen a reptile becomes the first player and receives the first player marker.[2]
3. Place the game board and the score board in the middle of the table.[2]
4. Shuffle all the cards to form a draw pile, leaving space for a discard pile.[2]
5. Put the round marker on the and first space on the round track.[2]
6. From the first player and going clockwise, each player gets as many points as their rank in the turn order, and their score marker is placed on the scoring track.[2]
7. Put the magic stones next to the score board to form the supply.[2]
**1. Hunting Phase**
1. Reveal as many cards as twice the number of players from the draw pile.[1][3]
2. Sort them by their families and place them in the matching zone around the game board (if the draw pile runs out, shuffle discarded cards to create a new pile).[1][3]
3. From the first player and in clockwise order, each player chooses a card and places their player marker on it, provided no other marker is already on that card.[1][3]
4. From the last player and in counterclockwise order, each player chooses a second card and places their remaining player marker on it; the last player chooses two cards consecutively.[1][3]
5. The Hunting Phase ends after the first player has placed their marker on the last card.[1][3]
**2. Action Phase**
1. From the first player and in clockwise order, players take turns performing any number of desired actions.[4]
2. Players may perform the same action several times and in any order.[4]
3. A player finishes their turn when they have no more actions to do or do not want to do any more.[4]
4. The next player in clockwise order begins their turn.[4]
5. The Action Phase ends once all players have finished their turns.[4]
*Note: A player cannot end a turn while their player marker is on a card; it must be retrieved by selling or taming that card.[4] *
**3. Resolution Phase**
1. From the first player and in clockwise order, players take turns.[5][6]
2. On their turn, players use every available Active effect of the cards in their areas once, in any order of their choice.[5][6]
3. A player finishes their turn if they have no remaining Active effects or have already activated every available Active effect once.[5][6]
4. The Resolution Phase ends when all players have finished their turns.[5][6]
**End of the Round and Game**
1. After the Resolution Phase, the round ends.[5][6]
2. Check the end of the game condition.[5][6]
3. If the condition is not met, move the round marker to the next space, and the player to the left of the first player becomes the new first player.[5][6]
4. The game ends if any player has a score of 60 or more at the end of the round, or if the 10th round ends.[7]
5. The player with the most points wins; in a tie, the player with the most summoned cards wins; if still tied, players share the victory.[7]
[1] RULEBOOK The Vale of Eternity — Rulebook · p.6
[2] RULEBOOK The Vale of Eternity — Rulebook · p.3 · Components · Setting Up the Game
[3] RULEBOOK The Vale of Eternity — Rulebook · p.6 · 1. Hunting Phase
[4] RULEBOOK The Vale of Eternity — Rulebook · p.7 · 2. Action Phase · Sell a Card
[5] RULEBOOK The Vale of Eternity — Rulebook · p.10 · 3. Resolution Phase · End of the Round
[6] RULEBOOK The Vale of Eternity — Rulebook · p.10
[7] RULEBOOK The Vale of Eternity — Rulebook · p.11
🔧 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 85 ms · ask 5330 ms · total 5417 ms
single-flight (PR-5)
queued 0 ms · generation 5417 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 6, "score": 0.04918, "snippet": "1. Reveal as many cards as twice the number of players from the draw pile. Sort them by their families and place them in the matching zone around the game board. NOTE) If the draw pile runs out, shuffle the discarded cards to create a new draw pile. 2. From the first player and in clockwise order, e", "headingPath": "", "sharpsignalDocId": 420}, {"page": 7, "score": 0.047875, "snippet": "From the first player and in clockwise order, players take their turns. A player can take as many actions as desired during their turn. There are 4 kinds of action that players may perform (see right). ㆍPlayers may perform the same action several times. ㆍPlayers may perform actions in the order of t", "headingPath": "2. Action Phase · Sell a Card", "sharpsignalDocId": 420}, {"page": 3, "score": 0.032258, "snippet": "❹ ❶ Each player chooses a color and takes 2 player markers and 1 player tile of that color. ❷ The player who has most recently seen a reptile becomes the first player. They receive the first player marker. ❸ Place the game board and the score board in the middle of the table. ❹ Shuffle all the cards", "headingPath": "Components · Setting Up the Game", "sharpsignalDocId": 420}, {"page": 10, "score": 0.03125, "snippet": "From the first player and in clockwise order, players take their turns. On their turn, players use every available Active effect of the cards in their areas once. If there are multiple Active effects, they may use the effects in the order of their choice. If a player doesn’t have any Active effect r", "headingPath": "", "sharpsignalDocId": 420}, {"page": 10, "score": 0.030769, "snippet": "From the first player and in clockwise order, players take their turns. On their turn, players use every available Active effect of the cards in their areas once. If there are multiple Active effects, they may use the effects in the order of their choice. If a player doesn't have any Active effect r", "headingPath": "3. Resolution Phase · End of the Round", "sharpsignalDocId": 420}, {"page": 6, "score": 0.030303, "snippet": "Reveal as many cards as twice the number of players from the draw pile. Sort them by their families and place them in the matching zone around the game board. NOTE) If the draw pile runs out, shuffle the discarded cards to create a new draw pile. From the first player and in clockwise order, each pl", "headingPath": "1. Hunting Phase", "sharpsignalDocId": 420}, {"page": 11, "score": 0.029851, "snippet": "If the end game condition has been met at the end of the round, the game ends. There are two kinds of end game conditions. ㆍAny player has a score of 60 or more at the end of the round. ㆍOr, the 10th round ends. End of Game and Victory If your score marker exceeds 60 points, flip your player tile to", "headingPath": "", "sharpsignalDocId": 420}, {"page": 8, "score": 0.029412, "snippet": "ㆍTo tame a card, retrieve one of the player markers that you placed during the Hunting Phase. Then take the matching card in your hand. ㆍREMINDER: There is no hand limit. ㆍFirst, check whether your areas are full or not. ㆍIf your areas are full (that is, you already have as many summoned cards as th", "headingPath": "Tame a Card · Summon a Card", "sharpsignalDocId": 420}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 6, "quote": null, "headingPath": "", "sharpsignalDocId": 420}, {"page": 3, "quote": null, "headingPath": "Components · Setting Up the Game", "sharpsignalDocId": 420}, {"page": 6, "quote": null, "headingPath": "1. Hunting Phase", "sharpsignalDocId": 420}, {"page": 7, "quote": null, "headingPath": "2. Action Phase · Sell a Card", "sharpsignalDocId": 420}, {"page": 10, "quote": null, "headingPath": "3. Resolution Phase · End of the Round", "sharpsignalDocId": 420}, {"page": 10, "quote": null, "headingPath": "", "sharpsignalDocId": 420}, {"page": 11, "quote": null, "headingPath": "", "sharpsignalDocId": 420}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 420 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 420 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 0.89622 of 2563 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 15, 2026 04:29

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 The Vale of Eternity — Rulebook (corpus doc 420) p.6 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) 300
#2 RULEBOOK The Vale of Eternity — Rulebook (corpus doc 420) 2. Action Phase · Sell a Card p.7 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
#3 RULEBOOK The Vale of Eternity — Rulebook (corpus doc 420) Components · Setting Up the Game p.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)) 300
#4 RULEBOOK The Vale of Eternity — Rulebook (corpus doc 420) p.10 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
#5 RULEBOOK The Vale of Eternity — Rulebook (corpus doc 420) 3. Resolution Phase · End of the Round p.10 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 The Vale of Eternity — Rulebook (corpus doc 420) 1. Hunting Phase p.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)) 300
#7 RULEBOOK The Vale of Eternity — Rulebook (corpus doc 420) p.11 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 The Vale of Eternity — Rulebook (corpus doc 420) Tame a Card · Summon a Card p.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)) 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 14 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 The Vale of Eternity — Rulebook (corpus doc 420) p.6 #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 The Vale of Eternity — Rulebook (corpus doc 420) 3. Resolution Phase · End of the Round p.10 #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
#3 RULEBOOK The Vale of Eternity — Rulebook (corpus doc 420) 1. Hunting Phase p.6 #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
#4 RULEBOOK The Vale of Eternity — Rulebook (corpus doc 420) Tame a Card · Summon a Card p.8 #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
#5 RULEBOOK The Vale of Eternity — Rulebook (corpus doc 420) p.11 #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 The Vale of Eternity — Rulebook (corpus doc 420) p.10 #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)) vector + the doc-priority boost arm the re-ranker chose it
#7 RULEBOOK The Vale of Eternity — Rulebook (corpus doc 420) 2. Action Phase · Sell a Card p.7 #2 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
#8 RULEBOOK The Vale of Eternity — Rulebook (corpus doc 420) Components · Setting Up the Game p.3 #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 The Vale of Eternity — Rulebook (corpus doc 420) p.6 no quote on the wire
[2] RULEBOOK The Vale of Eternity — Rulebook (corpus doc 420) Components · Setting Up the Game p.3 no quote on the wire
[3] RULEBOOK The Vale of Eternity — Rulebook (corpus doc 420) 1. Hunting Phase p.6 no quote on the wire
[4] RULEBOOK The Vale of Eternity — Rulebook (corpus doc 420) 2. Action Phase · Sell a Card p.7 no quote on the wire
[5] RULEBOOK The Vale of Eternity — Rulebook (corpus doc 420) 3. Resolution Phase · End of the Round p.10 no quote on the wire
[6] RULEBOOK The Vale of Eternity — Rulebook (corpus doc 420) p.10 no quote on the wire
[7] RULEBOOK The Vale of Eternity — Rulebook (corpus doc 420) p.11 no quote on the wire
timing split
retrieval 85 ms · first delta 1540 ms · total 5417 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 85 ms · ask 5330 ms · gateway work 5417 ms · total 5417 ms
tokens in (the prompt the answerer read)
2390
tokens out (what the answerer generated)
791
tok/sec
206.0 tok/sec — 791 output tokens in 3.840 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 5s 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 349), 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.