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← Bloodborne: The Board Game

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Asked with: Bloodborne: The Board Gamebg-273330-en-1e

Bloodborne: The Board Game is a cooperative game for 1-4 players.[1] Players take on the role of Hunters to combat monsters, discover mysteries, and unearth secrets.[1] The game is played as a Campaign consisting of 3 interconnected Chapters.[1]
**Turn Sequence**
Each Chapter is played over a series of rounds.[2] Players can take their turns in any order and may switch the order each round.[2] Each player turn is followed by an Enemy Activation.[2] Once all players have taken their turn, the round ends.[2]
**The Hunter Turn**
During the Hunter Turn, a player performs actions.[2] To perform an action, a player must discard 1 Stat card from their hand, placing it faceup in a discard pile, unless the action is an Attack.[2] There is no limit to how many times an action can be performed during a turn, and a player does not have to use all their cards.[2]
* **Move:** When using a Stat card to Move, a player may move their Hunter up to 2 spaces.[2] Players can only move between adjacent spaces separated by a grey line.[2] If a Hunter exits a space or tile containing Enemies at the end of a Move action, those Enemies will immediately Pursue the Hunter by moving 1 space toward the Hunter, following the same path taken.[3] If a Hunter is on a space with an exit not connected to another tile, they may move off that tile to an unexplored area by taking the top tile from the tile deck and flipping it over.[3]
* **Attack:** Combat is initiated when a Hunter Attacks an Enemy during their Hunter Turn.[4] In Combat, the Hunter combines the Attacks of their Trick Weapon and Stat cards to form combos.[4]
* **Interact:** A player interacts when they wish to pick up a Consumable on the map or when a Mission card requires it.[5] Using a Stat card to Interact with a Consumable token requires discarding the token, drawing 1 random Consumable card, and placing it faceup near the Hunter dashboard.[5] If a player Interacts while Enemies are in their space, those Enemies immediately Attack the Hunter.[5]
* **Transform Trick Weapon:** Using a Stat card to Transform allows a player to flip their Trick Weapon dashboard to its opposite side, which clears all slots on the dashboard.[5]
**Enemy Activation**
An Enemy Attacks a Hunter during Enemy Activation.[4]
**Starting a New Round**
After the last Hunter Turn and Enemy Activation are completed, the round ends and a new one begins with these steps:[4]
1. Advance the Hunt Track by 1 space.[4]
2. Refresh Hands: All players may discard any cards they wish from their hands, then draw from their Hunter deck until their hand contains 3 Stat cards.[4]
[1] RULEBOOK Bloodborne: The Board Game — Rulebook · p.2 · OVERVIEW
[2] RULEBOOK Bloodborne: The Board Game — Rulebook · p.14 · THE GAME ROUND · turn SEquEnCE · 1. huntEr turn · mOVE
[3] RULEBOOK Bloodborne: The Board Game — Rulebook · p.14 · ENEMIES IN PURSUIT · REVEALING AND POPULATING TILES
[4] RULEBOOK Bloodborne: The Board Game — Rulebook · p.18 · STARTING A NEW ROUND · COMBAT
[5] RULEBOOK Bloodborne: The Board Game — Rulebook · p.16 · intEraCt · ENEMIES AND INTERACTING · tranSfOrm triCk WEapOn
🔧 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 83 ms · ask 6667 ms · total 6751 ms
single-flight (PR-5)
queued 0 ms · generation 6751 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 14, "score": 0.048412, "snippet": "Each Chapter is played over a series of rounds, made up of individual player turns. The players can take their turns in any order they wish and can switch up the order each round, based on what they want to accomplish. Players take their turns one at a time, each followed by an Enemy Activation. Onc", "headingPath": "THE GAME ROUND · turn SEquEnCE · 1. huntEr turn · mOVE", "sharpsignalDocId": 694}, {"page": 9, "score": 0.048131, "snippet": "Place the Hunt board in view of all players. 1 Take only the Chapter card corresponding to the Chapter you are playing and place it on the Chapter card slot on the Hunt board. Place the Mission deck facedown next to it. Then, place the Introduction card faceup within reach of all players. NOTE: The ", "headingPath": "3. HUNT BOARD SETUP", "sharpsignalDocId": 694}, {"page": 10, "score": 0.047163, "snippet": "Hunters begin every Chapter on the Central Lamp tile . Set out this tile and place it in the middle of your play area, within reach of all players. Place all the Hunter miniatures on it, in any space, chosen by their player. Take the Chapter card specific to the Chapter you are playing and read its ", "headingPath": "4. CHAPTER SETUP", "sharpsignalDocId": 694}, {"page": 12, "score": 0.031746, "snippet": "Start every Campaign by reading the Introduction card . This card gives the players a brief summary of the threat facing the city and a starting point for their investigation. It is up to the players to uncover the source of the threat and how to solve it. Each Campaign is composed of 3 separate Cha", "headingPath": "BEGINNING THE HUNT · HUNT MISSIONS AND INSIGHT MISSIONS · READING A MISSION CARD", "sharpsignalDocId": 694}, {"page": 16, "score": 0.03125, "snippet": "There are two primary times a player will Interact: When a player wishes to pick up a Consumable on the map and when a Mission card requires that a player makes an Interact action. When a player uses a Stat card to Interact with a Consumable token, they must discard that token from the map, draw 1 C", "headingPath": "intEraCt · ENEMIES AND INTERACTING · tranSfOrm triCk WEapOn", "sharpsignalDocId": 694}, {"page": 7, "score": 0.030622, "snippet": "There are 4 Campaigns to choose from in Bloodborne: The Board Game . Each Campaign features its own unique story, revealed over the course of its 3 Chapters. Each Chapter has its own unique missions, enemies, and surprises to uncover. Before setting up the game, players must select the Campaign they", "headingPath": "CAMPAIGNS · 1. CAMPAIGN SETUP", "sharpsignalDocId": 694}, {"page": 18, "score": 0.030303, "snippet": "Once the last Hunter Turn and Enemy Activation have been completed, the round ends and a new one beings. Take the following steps, in order: Š Advance the Hunt Track by 1 : Move the token 1 space on the Hunt Track. If, after this move, the token has reached the final space of the Hunt Track, the Fin", "headingPath": "STARTING A NEW ROUND · COMBAT", "sharpsignalDocId": 694}, {"page": 16, "score": 0.029851, "snippet": "The Hunter's Dream is where the players can upgrade their Hunter deck, Heal, and generally recover their Hunter from the chaos of Yharnam. When a player uses a Stat card to perform this action, they must remove their Hunter miniature from the map and place it on the Hunter's Dream section of the Hun", "headingPath": "gO tO thE huntEr'S DrEam · attaCk · 2. EnEmy aCtiVatiOn", "sharpsignalDocId": 694}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 2, "quote": null, "headingPath": "OVERVIEW", "sharpsignalDocId": 694}, {"page": 14, "quote": null, "headingPath": "THE GAME ROUND · turn SEquEnCE · 1. huntEr turn · mOVE", "sharpsignalDocId": 694}, {"page": 14, "quote": null, "headingPath": "ENEMIES IN PURSUIT · REVEALING AND POPULATING TILES", "sharpsignalDocId": 694}, {"page": 18, "quote": null, "headingPath": "STARTING A NEW ROUND · COMBAT", "sharpsignalDocId": 694}, {"page": 16, "quote": null, "headingPath": "intEraCt · ENEMIES AND INTERACTING · tranSfOrm triCk WEapOn", "sharpsignalDocId": 694}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 694 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 694 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 0.92080 of 2159 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 15, 2026 05:03

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 Bloodborne: The Board Game — Rulebook (corpus doc 694) THE GAME ROUND · turn SEquEnCE · 1. huntEr turn · mOVE p.14 0.048412 (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 Bloodborne: The Board Game — Rulebook (corpus doc 694) 3. HUNT BOARD SETUP p.9 0.048131 (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 Bloodborne: The Board Game — Rulebook (corpus doc 694) 4. CHAPTER SETUP p.10 0.047163 (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 Bloodborne: The Board Game — Rulebook (corpus doc 694) BEGINNING THE HUNT · HUNT MISSIONS AND INSIGHT MISSIONS · READING A MISSION CARD p.12 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 Bloodborne: The Board Game — Rulebook (corpus doc 694) intEraCt · ENEMIES AND INTERACTING · tranSfOrm triCk WEapOn p.16 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 Bloodborne: The Board Game — Rulebook (corpus doc 694) CAMPAIGNS · 1. CAMPAIGN SETUP p.7 0.030622 (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 Bloodborne: The Board Game — Rulebook (corpus doc 694) STARTING A NEW ROUND · COMBAT p.18 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 Bloodborne: The Board Game — Rulebook (corpus doc 694) gO tO thE huntEr'S DrEam · attaCk · 2. EnEmy aCtiVatiOn p.16 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 44 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 Bloodborne: The Board Game — Rulebook (corpus doc 694) 4. CHAPTER SETUP p.10 #3 0.047163 (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 Bloodborne: The Board Game — Rulebook (corpus doc 694) 3. HUNT BOARD SETUP p.9 #2 0.048131 (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 Bloodborne: The Board Game — Rulebook (corpus doc 694) OVERVIEW p.2 #10 0.029236 (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
#4 RULEBOOK Bloodborne: The Board Game — Rulebook (corpus doc 694) ENEMIES IN PURSUIT · REVEALING AND POPULATING TILES p.14 #20 0.012987 (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 Bloodborne: The Board Game — Rulebook (corpus doc 694) STARTING A NEW ROUND · COMBAT p.18 #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 Bloodborne: The Board Game — Rulebook (corpus doc 694) intEraCt · ENEMIES AND INTERACTING · tranSfOrm triCk WEapOn p.16 #5 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 Bloodborne: The Board Game — Rulebook (corpus doc 694) CAMPAIGNS · 1. CAMPAIGN SETUP p.7 #6 0.030622 (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 Bloodborne: The Board Game — Rulebook (corpus doc 694) THE GAME ROUND · turn SEquEnCE · 1. huntEr turn · mOVE p.14 #1 0.048412 (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 Bloodborne: The Board Game — Rulebook (corpus doc 694) OVERVIEW p.2 no quote on the wire
[2] RULEBOOK Bloodborne: The Board Game — Rulebook (corpus doc 694) THE GAME ROUND · turn SEquEnCE · 1. huntEr turn · mOVE p.14 no quote on the wire
[3] RULEBOOK Bloodborne: The Board Game — Rulebook (corpus doc 694) ENEMIES IN PURSUIT · REVEALING AND POPULATING TILES p.14 no quote on the wire
[4] RULEBOOK Bloodborne: The Board Game — Rulebook (corpus doc 694) STARTING A NEW ROUND · COMBAT p.18 no quote on the wire
[5] RULEBOOK Bloodborne: The Board Game — Rulebook (corpus doc 694) intEraCt · ENEMIES AND INTERACTING · tranSfOrm triCk WEapOn p.16 no quote on the wire
timing split
retrieval 83 ms · first delta 3717 ms · total 6751 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 83 ms · ask 6667 ms · gateway work 6751 ms · total 6751 ms
tokens in (the prompt the answerer read)
3366
tokens out (what the answerer generated)
603
tok/sec
201.9 tok/sec — 603 output tokens in 2.987 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 37s 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 627), 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.