RuleSage cited table rulings
← Unmatched: Battle of Legends, Volume One

You asked

How do I play?

Answered counted as answered

Asked with: Unmatched: Battle of Legends, Volume Onebg-274637-en-1e

### Setup
1. Choose a battlefield and place it on the table.[1]
2. Each player chooses a hero and takes the corresponding 30 action cards, character card, hero miniature, sidekick tokens, health dials, and any other components for their hero.[1]
3. Each player sets their hero's starting health and their sidekick's starting health on the matching health dials (sidekicks without a health dial have only one health each).[1]
4. Each player shuffles their action cards to form a single deck, places it face down, and draws 5 cards as a starting hand.[1]
5. If you have to make a decision about your fighter at the beginning of the game (such as Alice's size), make it now.[1]
6. The younger player places their hero in the 1st space on the battlefield, then places their sidekicks in separate spaces within the same zone as their hero (if the hero is in a space that is part of multiple zones, sidekicks may be in any of those zones).[1]
7. The older player places their hero in the 2nd space on the battlefield, then places their sidekicks based on the same rules.[1]
### A Turn
On your turn, you must take 2 actions; you cannot skip an action.[2] You may choose two different actions or the same action twice.[2] The possible actions are: MANEUVER, SCHEME, or ATTACK.[2]
**Maneuver Action**
1. Draw the top card of your deck and add it to your hand.[2]
2. You may move each of your fighters, one at a time, a number of spaces equal to or less than your move value.[2]
3. When moving a fighter, each space they move into must be adjacent to their previous space.[2]
4. You may move a fighter through spaces occupied by your own fighters, but they cannot end their movement in an occupied space.[2]
5. You may not move a fighter through spaces occupied by opposing fighters.[2]
6. You may choose to BOOST your movement by discarding 1 card from your hand and adding that card's BOOST value to your movement value.[3][2]
**Scheme Action**
1. Choose a scheme card (indicated by the icon) from your hand and play it onto the table, face up.[3]
2. Declare which of your fighters is playing the scheme card; they are the active fighter.[3]
3. You may not play a scheme card if the listed fighters are defeated.[3]
4. Resolve the card's effect, then place the card into your discard pile.[3]
**Attack Action**
1. Declare which of your fighters is performing the attack; they are the active fighter.[3]
2. You may not take the attack action if you do not have an attack card in hand or if none of your fighters have valid targets to attack.[3]
3. Any fighter may target a fighter in an adjacent space, regardless of zone.[3]
4. Fighters with melee attacks may only target a fighter in an adjacent space.[3]
5. Fighters with ranged attacks may target an adjacent fighter or a fighter anywhere in the same zone, regardless of adjacency.[3]
6. Choose an attack card from your hand and play it face down in front of you; it must be a card your attacking fighter is allowed to use.[3]
7. The defender may (but is not required to) choose a defense card from their hand and place it face down in front of them; it must be a card their defending fighter is allowed to use.[3]
8. Reveal both cards at the same time.[3]
9. Resolve combat:
a. Resolve any effects that occur immediately.[4]
b. Resolve any effects that occur during combat.[4]
c. Determine the result: The attacker deals damage equal to their played attack card's value, minus the value of the defender's played defense card (if played).[4]
d. Reduce the defender's health by the amount of damage taken.[4]
e. Resolve any card effects that occur after combat.[4]
f. Resolve any other game effects that occur after combat, such as a hero's special ability.[4]
g. Place all played cards in their respective discard piles.[4]
### End of Turn
1. At the end of your turn, if you have more than 7 cards in your hand, you must discard down to 7 cards, placing any discarded cards in your discard pile.[2]
2. The turn passes to your opponent.[2]
### Winning the Game
1. A fighter is defeated when reduced to zero health.[5]
[1] RULEBOOK Unmatched: Battle of Legends, Volume One — Rulebook · p.4 · HOW TO PLAY · SETUP · SPACES AND ZONES
[2] RULEBOOK Unmatched: Battle of Legends, Volume One — Rulebook · p.5 · YOUR TURN · ACTION: MANEUVER · STEP 1 : DRAW A CARD (MANDATORY) · DRAWING CARDS · STEP 2: MOVE YOUR FIGHTERS (OPTIONAL)
[3] RULEBOOK Unmatched: Battle of Legends, Volume One — Rulebook · p.6 · STEP 2: MOVE YOUR FIGHTERS (OPTIONAL) · ACTION: SCHEME · DISCARD PILES · ACTION: ATTACK · STEP 1 : DECLARE TARGET · STEP 2: CHOOSE AND REVEAL
[4] RULEBOOK Unmatched: Battle of Legends, Volume One — Rulebook · p.7 · STEP 3: RESOLVE COMBAT · WINNING THE COMBAT
[5] RULEBOOK Unmatched: Battle of Legends, Volume One — Rulebook · p.8 · DEFEATING A FIGHTER · WINNING THE GAME · TEAM PLAY
🔧 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 94 ms · ask 6495 ms · total 6592 ms
single-flight (PR-5)
queued 0 ms · generation 6592 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 8, "score": 0.047883, "snippet": "When one of your fighters is reduced to zero health, for any reason, they are defeated . If your hero's sidekick is defeated, immediately remove that sidekick token from the battlefield. (A sidekick without a health dial only has 1 health and is defeated if they take any damage.) If your hero is def", "headingPath": "DEFEATING A FIGHTER · WINNING THE GAME · TEAM PLAY", "sharpsignalDocId": 366}, {"page": 4, "score": 0.047712, "snippet": "These setup instructions and the following rules are for games with 2 players . For rules on team play with 3 or 4 players, see page 1 5 . NOTE 1 . Choose a battlefield and place it on the table. Each player chooses a hero and takes the corresponding 30 action cards, character card, hero miniature, ", "headingPath": "HOW TO PLAY · SETUP · SPACES AND ZONES", "sharpsignalDocId": 366}, {"page": 6, "score": 0.047379, "snippet": "When you take the maneuver action, you may boost your movement. To do this, discard 1 card from your hand and add that card's BOOST value to your movement value. Ignore any effect on the discarded card. Certain effects (like King Arthur's special ability) allow you to boost other things, such as the", "headingPath": "STEP 2: MOVE YOUR FIGHTERS (OPTIONAL) · ACTION: SCHEME · DISCARD PILES · ACTION: ATTACK · STEP 1 : DECLARE TARGET · STEP 2: CHOOSE AND REVEAL", "sharpsignalDocId": 366}, {"page": 7, "score": 0.046642, "snippet": "Most cards have effects, with labels indicating when they occur: immediately , during combat , or after combat . Unless otherwise specified, card effects are mandatory. If two effects would ever appear to resolve at the same time, the defender's effect resolves first. After cards have been revealed,", "headingPath": "STEP 3: RESOLVE COMBAT · WINNING THE COMBAT", "sharpsignalDocId": 366}, {"page": 7, "score": 0.046244, "snippet": "2 2 4 ALICE THE JABBERWOCK KING ARTHUR ALICE THE JABBERWOCK KING ARTHUR KING ARTHUR 1 KING ARTHUR THE HOLY GRAIL AFTER COMBAT: If King Arthur has 4 or less health but is not defeated, set his health to 8. 2 KING ARTHUR | x 1 KING ARTHUR KING ARTHUR 2 NOBLE SACRIFICE DURING COMBAT: You may BOOST this", "headingPath": "", "sharpsignalDocId": 366}, {"page": 3, "score": 0.045455, "snippet": "4 HERO MINIATURES 6 SIDEKICK TOKENS 30 action cards 1 Sinbad hero miniature 1 Sinbad character card 1 Porter sidekick token 2 health dials 30 action cards 1 King Arthur hero miniature 1 King Arthur character card 1 Merlin sidekick token 2 health dials 1 20 ACTION CARDS 7 HEALTH DIALS 1 DOUBLE-SIDED ", "headingPath": "CONTENTS · 4 CHARACTER CARDS · SINBAD · KING ARTHUR · MEDUSA · ALICE · …", "sharpsignalDocId": 366}, {"page": 7, "score": 0.044796, "snippet": "There are no immediately or during combat effects. Jaws That Bite and Skirmish both have a value of 4, so the attack deals no damage. King Arthur wins the combat (for taking no damage). Ken plays Skirmish as his defense card, face down. COMBAT EXAMPLE WINNING THE COMBAT Anna attacks King Arthur with", "headingPath": "", "sharpsignalDocId": 366}, {"page": 5, "score": 0.031746, "snippet": "On your turn, you must take 2 actions ; you cannot skip an action. You may choose two different actions or the same action twice. The possible actions are: MANEUVER SCHEME ATTACK You have a hand limit of 7 cards. At the end of your turn, if you have more than 7 cards in your hand, you must discard d", "headingPath": "YOUR TURN · ACTION: MANEUVER · STEP 1 : DRAW A CARD (MANDATORY) · DRAWING CARDS · STEP 2: MOVE YOUR FIGHTERS (OPTIONAL)", "sharpsignalDocId": 366}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 4, "quote": null, "headingPath": "HOW TO PLAY · SETUP · SPACES AND ZONES", "sharpsignalDocId": 366}, {"page": 5, "quote": null, "headingPath": "YOUR TURN · ACTION: MANEUVER · STEP 1 : DRAW A CARD (MANDATORY) · DRAWING CARDS · STEP 2: MOVE YOUR FIGHTERS (OPTIONAL)", "sharpsignalDocId": 366}, {"page": 6, "quote": null, "headingPath": "STEP 2: MOVE YOUR FIGHTERS (OPTIONAL) · ACTION: SCHEME · DISCARD PILES · ACTION: ATTACK · STEP 1 : DECLARE TARGET · STEP 2: CHOOSE AND REVEAL", "sharpsignalDocId": 366}, {"page": 7, "quote": null, "headingPath": "STEP 3: RESOLVE COMBAT · WINNING THE COMBAT", "sharpsignalDocId": 366}, {"page": 8, "quote": null, "headingPath": "DEFEATING A FIGHTER · WINNING THE GAME · TEAM PLAY", "sharpsignalDocId": 366}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 366 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 366 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 0.90749 of 3340 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 15, 2026 13:26

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 Unmatched: Battle of Legends, Volume One — Rulebook (corpus doc 366) DEFEATING A FIGHTER · WINNING THE GAME · TEAM PLAY p.8 0.047883 (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 Unmatched: Battle of Legends, Volume One — Rulebook (corpus doc 366) HOW TO PLAY · SETUP · SPACES AND ZONES p.4 0.047712 (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 Unmatched: Battle of Legends, Volume One — Rulebook (corpus doc 366) STEP 2: MOVE YOUR FIGHTERS (OPTIONAL) · ACTION: SCHEME · DISCARD PILES · ACTION: ATTACK · STEP 1 : DECLARE TARGET · STEP 2: CHOOSE AND REVEAL p.6 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
#4 RULEBOOK Unmatched: Battle of Legends, Volume One — Rulebook (corpus doc 366) STEP 3: RESOLVE COMBAT · WINNING THE COMBAT p.7 0.046642 (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 Unmatched: Battle of Legends, Volume One — Rulebook (corpus doc 366) p.7 0.046244 (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 Unmatched: Battle of Legends, Volume One — Rulebook (corpus doc 366) CONTENTS · 4 CHARACTER CARDS · SINBAD · KING ARTHUR · MEDUSA · ALICE · … p.3 0.045455 (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 Unmatched: Battle of Legends, Volume One — Rulebook (corpus doc 366) p.7 0.044796 (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 Unmatched: Battle of Legends, Volume One — Rulebook (corpus doc 366) YOUR TURN · ACTION: MANEUVER · STEP 1 : DRAW A CARD (MANDATORY) · DRAWING CARDS · STEP 2: MOVE YOUR FIGHTERS (OPTIONAL) p.5 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

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 Unmatched: Battle of Legends, Volume One — Rulebook (corpus doc 366) HOW TO PLAY · SETUP · SPACES AND ZONES p.4 #2 0.047712 (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 Unmatched: Battle of Legends, Volume One — Rulebook (corpus doc 366) STEP 2: MOVE YOUR FIGHTERS (OPTIONAL) · ACTION: SCHEME · DISCARD PILES · ACTION: ATTACK · STEP 1 : DECLARE TARGET · STEP 2: CHOOSE AND REVEAL p.6 #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)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#3 RULEBOOK Unmatched: Battle of Legends, Volume One — Rulebook (corpus doc 366) STEP 3: RESOLVE COMBAT · WINNING THE COMBAT p.7 #4 0.046642 (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
#4 RULEBOOK Unmatched: Battle of Legends, Volume One — Rulebook (corpus doc 366) THE UNMATCHED SYSTEM p.2 #10 0.014493 (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 Unmatched: Battle of Legends, Volume One — Rulebook (corpus doc 366) ICON REFERENCE · CREDITS p.9 #9 0.028992 (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
#6 RULEBOOK Unmatched: Battle of Legends, Volume One — Rulebook (corpus doc 366) p.7 #7 0.044796 (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
#7 RULEBOOK Unmatched: Battle of Legends, Volume One — Rulebook (corpus doc 366) YOUR TURN · ACTION: MANEUVER · STEP 1 : DRAW A CARD (MANDATORY) · DRAWING CARDS · STEP 2: MOVE YOUR FIGHTERS (OPTIONAL) p.5 #8 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
#8 RULEBOOK Unmatched: Battle of Legends, Volume One — Rulebook (corpus doc 366) DEFEATING A FIGHTER · WINNING THE GAME · TEAM PLAY p.8 #1 0.047883 (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 Unmatched: Battle of Legends, Volume One — Rulebook (corpus doc 366) HOW TO PLAY · SETUP · SPACES AND ZONES p.4 no quote on the wire
[2] RULEBOOK Unmatched: Battle of Legends, Volume One — Rulebook (corpus doc 366) YOUR TURN · ACTION: MANEUVER · STEP 1 : DRAW A CARD (MANDATORY) · DRAWING CARDS · STEP 2: MOVE YOUR FIGHTERS (OPTIONAL) p.5 no quote on the wire
[3] RULEBOOK Unmatched: Battle of Legends, Volume One — Rulebook (corpus doc 366) STEP 2: MOVE YOUR FIGHTERS (OPTIONAL) · ACTION: SCHEME · DISCARD PILES · ACTION: ATTACK · STEP 1 : DECLARE TARGET · STEP 2: CHOOSE AND REVEAL p.6 no quote on the wire
[4] RULEBOOK Unmatched: Battle of Legends, Volume One — Rulebook (corpus doc 366) STEP 3: RESOLVE COMBAT · WINNING THE COMBAT p.7 no quote on the wire
[5] RULEBOOK Unmatched: Battle of Legends, Volume One — Rulebook (corpus doc 366) DEFEATING A FIGHTER · WINNING THE GAME · TEAM PLAY p.8 no quote on the wire
timing split
retrieval 94 ms · first delta 1562 ms · total 6592 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 94 ms · ask 6495 ms · gateway work 6592 ms · total 6592 ms
tokens in (the prompt the answerer read)
3562
tokens out (what the answerer generated)
1024
tok/sec
205.3 tok/sec — 1024 output tokens in 4.988 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 33s 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 295), 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.