RuleSage cited table rulings
← Glen More

You asked

How do I play?

Answered counted as answered

Asked with: Glen Morebg-66362-en-1e

The game is played for three rounds.[1][2] The first round ends when the last tile from the '1' pile is placed on the board, the second when the last '2' tile is placed, and the third when the last '3' tile is placed.[2] After the third scoring phase, players conduct a special final scoring.[2] The player with the most points wins.[3][2]
**Setup**
1. Punch out all die-cut pieces from their frames.[4]
2. Place the game board in the middle of the table.[4]
3. Sort tiles by their backs (0, 1, and 2) to form 4 face-down stacks next to the board.[4]
4. Prepare a general supply near the board containing 25 clan members, 16 whiskey barrels, 44 resource cubes, 33 coins, and all victory point tokens.[4]
5. Each player takes 1 starting village (placed in their play area), 1 clan member (placed on their starting village), 1 player figure in a chosen color, and 6 coins (placed visibly in their play area).[4]
6. Players choose a starting player, who places their figure on any of the 14 spaces on the track around the board.[4]
7. Other players place their figures on the next spaces on the track in clockwise order until all players have a figure on the track.[4]
8. Players draw tiles from the '0' stack one at a time and place them face-up, one per space on the track, starting with the next space after the last player's figure and continuing up to, but not including, the space directly behind the starting player's figure.[4] (Note: When playing with fewer than 5 players, players draw from the '1' pile to complete the track).[4]
9. (For 2 or 3 players): Cover each '1' space on the warehouse with a coin, and place the die on the next clockwise open space.[5]
**A Turn**
The player whose turn it is is always the player whose figure is at the start of the chain on the track.[1][2] A player's turn consists of the following steps in order:
1. Move the figure to any space on the track that contains a tile (provided the player can legally place the tile in their display and pay for it).[2]
2. Place that tile in the player's own display.[2]
3. Activate the new tile and all adjacent tiles (including diagonally adjacent tiles).[2]
4. Draw a new tile from the current stack and place it at the end of the track.[2] (Note: If the space directly behind the starting player figure still has tiles on them, the player should remove them and add an equal number of newly drawn tiles face-up to the end of the track).[2]
**Scoring**
As soon as the last tile of the 1st, 2nd, or 3rd stack is placed on the board, players score.[6] During each of the three scorings, players compare levels of achievement in three areas: whiskey production, chieftains (including all tams), and the number of special locations possessed.[6][5] After the third scoring, players add specific bonuses/penalties such as special location values, coins, and tile differences.[5]
[1] RULEBOOK Glen More — Rulebook · p.3 · PLAYING THE GAME · Each turn, a player:
[2] RULEBOOK Glen More — Rulebook · p.3 · Playing the game · → 1) Moving a Figure · → 2.) Placing a Tile · → 3.) Activating Tiles · → 4.) Drawing a New Tile
[3] RULEBOOK Glen More — Rulebook · p.1 · Overview · Contents · OVERVIEW
[4] RULEBOOK Glen More — Rulebook · p.2 · Preparation · Each player takes:
[5] RULEBOOK Glen More — Rulebook · p.8 · Playing with 2 or 3 Players · GAME END
[6] RULEBOOK Glen More — Rulebook · p.7 · The 3 scorings
🔧 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 101 ms · ask 5459 ms · total 5562 ms
single-flight (PR-5)
queued 0 ms · generation 5562 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 3, "score": 0.048916, "snippet": "The game is played for three rounds. Each round ends when the last tile of each stack is placed on the board and the round is then scored The players do not play in clockwise order . Instead, the next player is always the player at the head of the chain (a player may be able to take consecutive turn", "headingPath": "PLAYING THE GAME · Each turn, a player:", "sharpsignalDocId": 547}, {"page": 2, "score": 0.048139, "snippet": "Before your first game, carefully punch out all of the die-cut pieces from their frames. Place the game board in the middle of the table. Sort the tiles by their backs (0, 1, 2, and 3) to form 4 face-down stacks next to the board. In addition, there are 5 starting villages (with identical fronts and", "headingPath": "Preparation · Each player takes:", "sharpsignalDocId": 547}, {"page": 3, "score": 0.048131, "snippet": "The game consists of 3 rounds. At the end of each round, a scoring phase takes place. The first round ends when the last tile from the '1' pile is placed on the board; the second when the last '2' tile is placed, and the third when the last '3' tile is placed. After the third scoring phase, players ", "headingPath": "Playing the game · → 1) Moving a Figure · → 2.) Placing a Tile · → 3.) Activating Tiles · → 4.) Drawing a New Tile", "sharpsignalDocId": 547}, {"page": 8, "score": 0.046635, "snippet": "All of the rules described above remain in effect, with the following exceptions: During setup, cover each of the '1' spaces on the warehouse with a coin. Additionally, players will use the die. At the start of the game, each player places his figure as described. Then they place the die (as a third", "headingPath": "Playing with 2 or 3 Players · GAME END", "sharpsignalDocId": 547}, {"page": 7, "score": 0.030769, "snippet": "As soon as the last '1' tile is placed on the board, the game comes to a momentary halt for the first scoring. Afterward, the game resumes with the player whose figure is farthest behind on the track taking a turn. The same holds true for the second scoring which occurs after the last '2' tile is pl", "headingPath": "The 3 scorings", "sharpsignalDocId": 547}, {"page": 4, "score": 0.030303, "snippet": "The warehouse is in the center of the board. Each of the 5 resources has its own row (containing the numbers 1, 2 and 3). A player may engage in transactions at the warehouse at any time on his turn by buying and selling resources there. Buying (only permitted to cover immediate costs!) : when a pla", "headingPath": "The warehouse", "sharpsignalDocId": 547}, {"page": 8, "score": 0.029851, "snippet": "To score whiskey production, each player compares how many whiskey barrels he has to the number owned by the player with the fewest (which could be 0). Each player then uses the difference to score points according to the table on the game board (below the warehouse), taking the number of victory po", "headingPath": "The 3 scorings · Anna · Clara · Game end", "sharpsignalDocId": 547}, {"page": 4, "score": 0.029412, "snippet": "Each tile has a name (upper right) that indicates the tile's type. Many tiles have costs (upper left) that the player must pay before placing the tile. Some tile have a '1-time windfall' (lower right) The image at the bottom middle of the tile shows what the player takes each time he activates the t", "headingPath": "THE TILES · The warehouse", "sharpsignalDocId": 547}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 3, "quote": null, "headingPath": "PLAYING THE GAME · Each turn, a player:", "sharpsignalDocId": 547}, {"page": 3, "quote": null, "headingPath": "Playing the game · → 1) Moving a Figure · → 2.) Placing a Tile · → 3.) Activating Tiles · → 4.) Drawing a New Tile", "sharpsignalDocId": 547}, {"page": 1, "quote": null, "headingPath": "Overview · Contents · OVERVIEW", "sharpsignalDocId": 547}, {"page": 2, "quote": null, "headingPath": "Preparation · Each player takes:", "sharpsignalDocId": 547}, {"page": 8, "quote": null, "headingPath": "Playing with 2 or 3 Players · GAME END", "sharpsignalDocId": 547}, {"page": 7, "quote": null, "headingPath": "The 3 scorings", "sharpsignalDocId": 547}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 547 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 547 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 0.89503 of 2353 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 15, 2026 07:32

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 Glen More — Rulebook (corpus doc 547) PLAYING THE GAME · Each turn, a player: p.3 0.048916 (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 Glen More — Rulebook (corpus doc 547) Preparation · Each player takes: p.2 0.048139 (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 Glen More — Rulebook (corpus doc 547) Playing the game · → 1) Moving a Figure · → 2.) Placing a Tile · → 3.) Activating Tiles · → 4.) Drawing a New Tile p.3 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
#4 RULEBOOK Glen More — Rulebook (corpus doc 547) Playing with 2 or 3 Players · GAME END p.8 0.046635 (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 Glen More — Rulebook (corpus doc 547) The 3 scorings p.7 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 Glen More — Rulebook (corpus doc 547) The warehouse p.4 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 Glen More — Rulebook (corpus doc 547) The 3 scorings · Anna · Clara · Game end p.8 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 Glen More — Rulebook (corpus doc 547) THE TILES · The warehouse p.4 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 16 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 Glen More — Rulebook (corpus doc 547) PLAYING THE GAME · Each turn, a player: p.3 #1 0.048916 (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 Glen More — Rulebook (corpus doc 547) Preparation · Each player takes: p.2 #2 0.048139 (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 Glen More — Rulebook (corpus doc 547) The 3 scorings p.7 #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 Glen More — Rulebook (corpus doc 547) The special locations p.7 #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 Glen More — Rulebook (corpus doc 547) Overview · Contents · OVERVIEW p.1 #15 0.013333 (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 Glen More — Rulebook (corpus doc 547) The warehouse p.4 #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 Glen More — Rulebook (corpus doc 547) Playing with 2 or 3 Players · GAME END p.8 #4 0.046635 (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 Glen More — Rulebook (corpus doc 547) Playing the game · → 1) Moving a Figure · → 2.) Placing a Tile · → 3.) Activating Tiles · → 4.) Drawing a New Tile p.3 #3 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

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 Glen More — Rulebook (corpus doc 547) PLAYING THE GAME · Each turn, a player: p.3 no quote on the wire
[2] RULEBOOK Glen More — Rulebook (corpus doc 547) Playing the game · → 1) Moving a Figure · → 2.) Placing a Tile · → 3.) Activating Tiles · → 4.) Drawing a New Tile p.3 no quote on the wire
[3] RULEBOOK Glen More — Rulebook (corpus doc 547) Overview · Contents · OVERVIEW p.1 no quote on the wire
[4] RULEBOOK Glen More — Rulebook (corpus doc 547) Preparation · Each player takes: p.2 no quote on the wire
[5] RULEBOOK Glen More — Rulebook (corpus doc 547) Playing with 2 or 3 Players · GAME END p.8 no quote on the wire
[6] RULEBOOK Glen More — Rulebook (corpus doc 547) The 3 scorings p.7 no quote on the wire
timing split
retrieval 101 ms · first delta 1923 ms · total 5562 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 101 ms · ask 5459 ms · gateway work 5562 ms · total 5562 ms
tokens in (the prompt the answerer read)
3774
tokens out (what the answerer generated)
735
tok/sec
205.0 tok/sec — 735 output tokens in 3.586 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 19s 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 479), 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.