RuleSage cited table rulings
← Creature Comforts

You asked

How do I play?

Answered counted as answered

Asked with: Creature Comfortsbg-304051-en-1e

### Player Setup
1. Choose your Family, and take the Home board, four Workers, four Cottages, and two Family dice of your colour.[1]
2. Place your four Cottages on the slots on your Home board.[1]
3. Draw three Comfort cards from the deck; choose two to keep in your hand and discard the third into a shared faceup discard pile.[1]
4. Depending on the number of players and the length of your game, certain players may receive 1 Coin from the supply.[1]
### Monthly Gameplay Sequence
Each month plays out in these steps, in order:
**Step 1: New Traveler**
1. Flip the top Traveler card in the Inn face up.[2]
2. Read the Traveler's power to the group; if the power says "Immediately," follow the instructions on the card immediately.[2]
**Step 2: Family Dice**
1. All players roll their own two Family dice and place them in the Family dice slots on their own Home board.[2]
**Step 3: Placement**
1. All players place their workers into any locations they wish at the same time.[3]
2. Only one of a player's own workers may be in each location, though multiple players may share a location.[3]
**Step 4: Village Dice**
1. Once all players have finished placing workers, the Early Bird rolls the four Village dice and places them onto the Hilltop.[3]
**Step 5: Player Turns**
Starting with the Early Bird and proceeding clockwise, each player takes their turn:
1. Place your two Family dice on the Hilltop with the four Village dice to create a pool of six available dice.[4]
2. Assign dice from the Hilltop to locations where you have workers to satisfy location requirements.[4]
3. You may spend Lesson Learned tokens to modify dice values by +1 or -1 (though you cannot make a die higher than 6 or lower than 1, and you cannot change a 1 into a 6 or vice versa).[4]
4. Resolve each location/Glade where you assigned dice, one at a time in any order.[4]
5. As you resolve, take your worker and any assigned Family dice back to your Home (leave Village dice in the locations).[4]
6. If you were unable to resolve any workers, bring any unresolved workers Home and take one Lesson Learned token from the supply for each one.[5]
7. Craft any number of Comforts from your hand by spending the required resources (Goods, Coins, and Stories).[5]
8. Take your Family dice back into your Home (if not already there) and return all Village dice to the Hilltop for the next player.[5]
9. Discard any spent Lesson Learned tokens on the board back to the supply.[5]
10. If you have more than three Comfort cards in hand at the end of your turn, discard them until you have only three.[5]
11. Pass play to the next player clockwise; if you were the last player for the month, proceed to Upkeep.[5]
### End of Game and Scoring
1. When the game ends, all players may freely craft any Comforts from their hand if they have the resources to do so.[6][7]
2. Tally scores to see who built the most comfortable home.[6][7]
3. Flip your Home board over and use the score track to tally points using any token from the game as a marker.[6][7]
4. Replace any remaining Cottages on the topmost Cottage slots on the Home board.[6][7]
5. Points are earned through:
* Comfort Cards: Based on their value and potential bonus scoring from stored resources.[6][7]
* Improvements: Based on their value and potential bonus scoring.[6]
* Cottage Slots: The revealed values in empty Cottage slots on the home board.[6][7]
* Leftover Resources: Specific values for certain resource types.[6]
6. The player with the highest score wins; in the event of a tie, all tied players win.[6][7]
[1] RULEBOOK Creature Comforts — Rulebook · p.5 · PLAYER SETUP · Now you are ready to begin!
[2] RULEBOOK Creature Comforts — Rulebook · p.6 · GAMEPLAY · STEP 1: NEW TRAVELER · STEP 2: FAMILY DICE
[3] RULEBOOK Creature Comforts — Rulebook · p.7 · STEP 3: PLACEMENT · STEP 4: VILLAGE DICE
[4] RULEBOOK Creature Comforts — Rulebook · p.8 · STEP 5: PLAYER TURNS
[5] RULEBOOK Creature Comforts — Rulebook · p.9 · STEP 5: PLAYER TURNS
[6] RULEBOOK Creature Comforts — Rulebook · p.14
[7] RULEBOOK Creature Comforts — Rulebook · p.14 · SCORING · COMFORT CARDS · IMPROVEMENTS · COTTAGE SLOTS
🔧 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 121 ms · ask 14778 ms · total 14901 ms
single-flight (PR-5)
queued 0 ms · generation 14901 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 9, "score": 0.047371, "snippet": "D It is possible that you will be unable to resolve one or more workers because of how the dice turned out; you also may choose to not resolve any workers you wish. Once you are finished resolving all workers that you are willing and able to, bring any unresolved workers Home and take one Lesson Lea", "headingPath": "STEP 5: PLAYER TURNS", "sharpsignalDocId": 708}, {"page": 6, "score": 0.046432, "snippet": "Each month plays out in these steps, played in order: Flip the top Traveler card in the Inn face up; this is the Traveler that is visiting Maple Valley this month! Each Traveler has a power that will either affect all of the players for the month, or one that will happen when the card says. Each Tra", "headingPath": "GAMEPLAY · STEP 1: NEW TRAVELER · STEP 2: FAMILY DICE", "sharpsignalDocId": 708}, {"page": 5, "score": 0.032787, "snippet": "( Each player does this ) Choose your Family, and take the Home board , four Workers , four Cottages , and two Family dice of your colour. A Place your four Cottages on the slots on your Home board. B Draw three Comfort cards from the deck. Choose two to keep in your hand ( Comforts in your hand are", "headingPath": "PLAYER SETUP · Now you are ready to begin!", "sharpsignalDocId": 708}, {"page": 8, "score": 0.032258, "snippet": "Starting with the Early Bird and proceeding clockwise, each player takes their turn. On your turn: Place your two Family dice ( without altering them ) on the Hilltop with the four Village dice. These six dice are now the pool of dice available for you to assign . A Assign dice from Hilltop to locat", "headingPath": "STEP 5: PLAYER TURNS", "sharpsignalDocId": 708}, {"page": 7, "score": 0.03125, "snippet": "All players do this at the same time . Place your workers into any locations you wish. Only one of your own workers may be in each location, but workers from multiple players may share a location. It doesn't matter who places when, and you are free to change your mind and move your workers around un", "headingPath": "STEP 3: PLACEMENT · STEP 4: VILLAGE DICE", "sharpsignalDocId": 708}, {"page": 4, "score": 0.030769, "snippet": "Place the game board on the table. Set the River dial in its place at a random rotation, ( so that dividing lines on the dial line up with the three gaps in the surrounding plank ). Place the Hilltop tile in its spot. 1 Create the Valley card stacks face down ( Forest stack and Meadow stack ). Each ", "headingPath": "GENERAL SETUP", "sharpsignalDocId": 708}, {"page": 15, "score": 0.030092, "snippet": "Creature Comforts plays very smoothly as a 1-player game, without any rules changes! The only thing you need to do is remove these items from the game: From the Travelers deck, remove the Canada Lynx , the Common Loon , and the Moose . From the Improvements deck, remove both copies of the Barrel Sau", "headingPath": "SOLO PLAY · 1. Which Comfort type did you craft the most of?", "sharpsignalDocId": 708}, {"page": 14, "score": 0.029851, "snippet": "When the game ends, first all players may freely craft any Comforts from their hand if they have the resources to do so. Then all players tally up their scores to see who built the most comfortable home for the long winter ahead! Flip your Home board over, and use the score track to tally your point", "headingPath": "SCORING · COMFORT CARDS · IMPROVEMENTS · COTTAGE SLOTS", "sharpsignalDocId": 708}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 5, "quote": null, "headingPath": "PLAYER SETUP · Now you are ready to begin!", "sharpsignalDocId": 708}, {"page": 6, "quote": null, "headingPath": "GAMEPLAY · STEP 1: NEW TRAVELER · STEP 2: FAMILY DICE", "sharpsignalDocId": 708}, {"page": 7, "quote": null, "headingPath": "STEP 3: PLACEMENT · STEP 4: VILLAGE DICE", "sharpsignalDocId": 708}, {"page": 8, "quote": null, "headingPath": "STEP 5: PLAYER TURNS", "sharpsignalDocId": 708}, {"page": 9, "quote": null, "headingPath": "STEP 5: PLAYER TURNS", "sharpsignalDocId": 708}, {"page": 14, "quote": null, "headingPath": "", "sharpsignalDocId": 708}, {"page": 14, "quote": null, "headingPath": "SCORING · COMFORT CARDS · IMPROVEMENTS · COTTAGE SLOTS", "sharpsignalDocId": 708}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 708 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 708 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 0.89986 of 2926 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 16, 2026 06:32

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 Creature Comforts — Rulebook (corpus doc 708) STEP 5: PLAYER TURNS p.9 0.047371 (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 Creature Comforts — Rulebook (corpus doc 708) GAMEPLAY · STEP 1: NEW TRAVELER · STEP 2: FAMILY DICE p.6 0.046432 (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 Creature Comforts — Rulebook (corpus doc 708) PLAYER SETUP · Now you are ready to begin! p.5 0.032787 (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 Creature Comforts — Rulebook (corpus doc 708) STEP 5: PLAYER TURNS 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
#5 RULEBOOK Creature Comforts — Rulebook (corpus doc 708) STEP 3: PLACEMENT · STEP 4: VILLAGE DICE p.7 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 Creature Comforts — Rulebook (corpus doc 708) GENERAL SETUP p.4 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
#7 RULEBOOK Creature Comforts — Rulebook (corpus doc 708) SOLO PLAY · 1. Which Comfort type did you craft the most of? p.15 0.030092 (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 Creature Comforts — Rulebook (corpus doc 708) SCORING · COMFORT CARDS · IMPROVEMENTS · COTTAGE SLOTS p.14 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 21 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 Creature Comforts — Rulebook (corpus doc 708) PLAYER SETUP · Now you are ready to begin! p.5 #3 0.032787 (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
#2 RULEBOOK Creature Comforts — Rulebook (corpus doc 708) p.14 #12 0.014286 (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
#3 RULEBOOK Creature Comforts — Rulebook (corpus doc 708) STEP 5: PLAYER TURNS p.9 #1 0.047371 (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 Creature Comforts — Rulebook (corpus doc 708) SCORING · COMFORT CARDS · IMPROVEMENTS · COTTAGE SLOTS p.14 #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)) vector + the doc-priority boost arm the re-ranker chose it
#5 RULEBOOK Creature Comforts — Rulebook (corpus doc 708) STEP 3: PLACEMENT · STEP 4: VILLAGE DICE p.7 #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
#6 RULEBOOK Creature Comforts — Rulebook (corpus doc 708) STEP 5: PLAYER TURNS p.8 #4 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
#7 RULEBOOK Creature Comforts — Rulebook (corpus doc 708) GAMEPLAY · STEP 1: NEW TRAVELER · STEP 2: FAMILY DICE p.6 #2 0.046432 (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 Creature Comforts — Rulebook (corpus doc 708) SOLO PLAY · 1. Which Comfort type did you craft the most of? p.15 #7 0.030092 (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

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 Creature Comforts — Rulebook (corpus doc 708) PLAYER SETUP · Now you are ready to begin! p.5 no quote on the wire
[2] RULEBOOK Creature Comforts — Rulebook (corpus doc 708) GAMEPLAY · STEP 1: NEW TRAVELER · STEP 2: FAMILY DICE p.6 no quote on the wire
[3] RULEBOOK Creature Comforts — Rulebook (corpus doc 708) STEP 3: PLACEMENT · STEP 4: VILLAGE DICE p.7 no quote on the wire
[4] RULEBOOK Creature Comforts — Rulebook (corpus doc 708) STEP 5: PLAYER TURNS p.8 no quote on the wire
[5] RULEBOOK Creature Comforts — Rulebook (corpus doc 708) STEP 5: PLAYER TURNS p.9 no quote on the wire
[6] RULEBOOK Creature Comforts — Rulebook (corpus doc 708) p.14 no quote on the wire
[7] RULEBOOK Creature Comforts — Rulebook (corpus doc 708) SCORING · COMFORT CARDS · IMPROVEMENTS · COTTAGE SLOTS p.14 no quote on the wire
timing split
retrieval 121 ms · first delta 10030 ms · total 14901 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 121 ms · ask 14778 ms · gateway work 14901 ms · total 14901 ms
tokens in (the prompt the answerer read)
3997
tokens out (what the answerer generated)
899
tok/sec
186.7 tok/sec — 899 output tokens in 4.814 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 53s 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 641), 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.