You asked
How do I play?
Answered counted as answeredAsked with: Stardew Valley: The Board Gamebg-332290-en-1e
That's the page. Back to the table.
🔧 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 4628 ms · total 13648 ms
- single-flight (PR-5)
- queued 8934 ms · generation 4714 ms
- retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
- [{"page": 22, "score": 0.048652, "snippet": "The basic game is described in the rules above, but players may wish to make a game easier for teaching new players, or harder for advanced players. The game ends the instant your objectives are complete. Choose a mode at the start of the game: 'Seedling' is great for teaching the game, or striving ", "headingPath": "Game Modes · 'Honest Farmer' is the standard way to play. · Optional Season Cards · Extra Challenge: Artisan Scoring · Making the Game Easier · Adjusting Game Length · …", "sharpsignalDocId": 841}, {"page": 10, "score": 0.048412, "snippet": "Each round in the game follows these steps: Season Phase : Draw a Season Card and carry out its instructions. Planning Phase : Players discuss their plans and place their pawns at any location. Action Phase : Beginning with the Starting Player, each player takes a turn. Once your turn is complete, p", "headingPath": "How to Play · STEP 1 - SEASON PHASE", "sharpsignalDocId": 841}, {"page": 11, "score": 0.047131, "snippet": "Players may trade item cards or resource tiles during this phase, as well as discuss their intentions for the turn. Each player then places their pawn onto any location (this does not count as movement). Once everyone is happy with their placement, proceed to the Action Phase. Players take actions a", "headingPath": "STEP 2 - PLANNING PHASE · STEP 3 - ACTION PHASE · ACTION + ACTION · ACTION + MOVE + ACTION · Movement Allows Foraging · Paths.", "sharpsignalDocId": 841}, {"page": 5, "score": 0.046642, "snippet": "The Community Center. For each Community Center Room, draw 1 random Bundle that matches the room. Do not look at it. Place each Bundle facedown onto its matching room. Set the remaining cards aside, as you most likely won't need them. Grandpa's Goals. Shuffle the Goal Deck and draw 4 cards. Place th", "headingPath": "Setup", "sharpsignalDocId": 841}, {"page": 23, "score": 0.045455, "snippet": "page 10 Season Phase: The Starting Player (denoted by the Pet Token) draws and resolves a Season Card. If it's a Season End Card, remember that you immediately draw the next Season Card after the Season End Card has been resolved. Planning Phase: Players discuss what they'd like to do, and then each", "headingPath": "QUICK RULES REFERENCE · Action + Action · QUICK SETUP CHECKLIST · ANSWERS TO COMMON QUESTIONS", "sharpsignalDocId": 841}, {"page": 12, "score": 0.03125, "snippet": "When you take an action, you may choose from any available action at your current location. A player may change their mind from what they declared in the Planning Phase - this is OK (although a player may not change their location now except via movement during their turn or by using a special abili", "headingPath": "Actions in Detail", "sharpsignalDocId": 841}, {"page": 20, "score": 0.029851, "snippet": "At the start of the game, each player chooses a Starting Tool. Keep all cards associated with your chosen tool stacked faceup in decreasing numerical order (Level 0 on top) on your Player Mat. The mat also has spaces that indicate where Profession Upgrades , items and resources are kept. You are nor", "headingPath": "Starting Tools & Inventory · Season End Cards", "sharpsignalDocId": 841}, {"page": 23, "score": 0.029412, "snippet": "pages 12 - 19 Water Crops: Move all planted crops in your fields 1 space to the right. Crops that leave the track are harvested. Collect from Animals: Roll the Animal Dice. Each die symbol activates all matching animals, and each animal generates 1 resource each time they are activated. Buy & Plant ", "headingPath": "SUMMARY OF ACTIONS · GETTING MARRIED", "sharpsignalDocId": 841}]
- citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
- [{"page": 10, "quote": null, "headingPath": "How to Play · STEP 1 - SEASON PHASE", "sharpsignalDocId": 841}, {"page": 11, "quote": null, "headingPath": "STEP 2 - PLANNING PHASE · STEP 3 - ACTION PHASE · ACTION + ACTION · ACTION + MOVE + ACTION · Movement Allows Foraging · Paths.", "sharpsignalDocId": 841}]
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 841 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 841 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 0.91196 of 886 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
- debug row retained until
- Nov 23, 2026 16:14 UTC
retrieval — what the passage search returned
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 rank | document | heading | page | fused RRF score | snippet chars |
|---|---|---|---|---|---|
| #1 | RULEBOOK Stardew Valley: The Board Game — Rulebook (corpus doc 841) | Game Modes · 'Honest Farmer' is the standard way to play. · Optional Season Cards · Extra Challenge: Artisan Scoring · Making the Game Easier · Adjusting Game Length · … | p.22 | 0.048652 (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 Stardew Valley: The Board Game — Rulebook (corpus doc 841) | How to Play · STEP 1 - SEASON PHASE | p.10 | 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 |
| #3 | RULEBOOK Stardew Valley: The Board Game — Rulebook (corpus doc 841) | STEP 2 - PLANNING PHASE · STEP 3 - ACTION PHASE · ACTION + ACTION · ACTION + MOVE + ACTION · Movement Allows Foraging · Paths. | p.11 | 0.047131 (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 Stardew Valley: The Board Game — Rulebook (corpus doc 841) | Setup | p.5 | 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 Stardew Valley: The Board Game — Rulebook (corpus doc 841) | QUICK RULES REFERENCE · Action + Action · QUICK SETUP CHECKLIST · ANSWERS TO COMMON QUESTIONS | p.23 | 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 |
| #6 | RULEBOOK Stardew Valley: The Board Game — Rulebook (corpus doc 841) | Actions in Detail | p.12 | 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 |
| #7 | RULEBOOK Stardew Valley: The Board Game — Rulebook (corpus doc 841) | Starting Tools & Inventory · Season End Cards | p.20 | 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 Stardew Valley: The Board Game — Rulebook (corpus doc 841) | SUMMARY OF ACTIONS · GETTING MARRIED | p.23 | 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 the answerer read — the passages it actually had in front of it
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 29 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 at | document | heading | page | fused rank | fused RRF score | carried by | how it got its slot |
|---|---|---|---|---|---|---|---|
| #1 | RULEBOOK Stardew Valley: The Board Game — Rulebook (corpus doc 841) | How to Play · STEP 1 - SEASON PHASE | p.10 | #2 | 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 |
| #2 | RULEBOOK Stardew Valley: The Board Game — Rulebook (corpus doc 841) | Game Modes · 'Honest Farmer' is the standard way to play. · Optional Season Cards · Extra Challenge: Artisan Scoring · Making the Game Easier · Adjusting Game Length · … | p.22 | #1 | 0.048652 (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 Stardew Valley: The Board Game — Rulebook (corpus doc 841) | Actions in Detail | p.12 | #6 | 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 |
| #4 | RULEBOOK Stardew Valley: The Board Game — Rulebook (corpus doc 841) | p.20 | #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 Stardew Valley: The Board Game — Rulebook (corpus doc 841) | Setup | p.4 | #20 | 0.012658 (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 Stardew Valley: The Board Game — Rulebook (corpus doc 841) | Starting Tools & Inventory · Season End Cards | p.20 | #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 |
| #7 | RULEBOOK Stardew Valley: The Board Game — Rulebook (corpus doc 841) | Setup | p.5 | #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 |
| #8 | RULEBOOK Stardew Valley: The Board Game — Rulebook (corpus doc 841) | STEP 2 - PLANNING PHASE · STEP 3 - ACTION PHASE · ACTION + ACTION · ACTION + MOVE + ACTION · Movement Allows Foraging · Paths. | p.11 | #3 | 0.047131 (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 |
chosen chunks — what the answer actually cited
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.
| # | document | heading | page | quote chars |
|---|---|---|---|---|
| [1] | RULEBOOK Stardew Valley: The Board Game — Rulebook (corpus doc 841) | How to Play · STEP 1 - SEASON PHASE | p.10 | no quote on the wire |
| [2] | RULEBOOK Stardew Valley: The Board Game — Rulebook (corpus doc 841) | STEP 2 - PLANNING PHASE · STEP 3 - ACTION PHASE · ACTION + ACTION · ACTION + MOVE + ACTION · Movement Allows Foraging · Paths. | p.11 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 85 ms · first delta 2591 ms · total 13648 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
- full breakdown
- queued 8934 ms · retrieval 85 ms · ask 4628 ms · gateway work 4714 ms · total 13648 ms
- tokens in (the prompt the answerer read)
- 3630
- tokens out (what the answerer generated)
- 271
- tok/sec
- 132.2 tok/sec — 271 output tokens in 2.050 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 33s ago)
- gateway schema (read from the running child)
- schema head 0042_definer_search_path (live revision not readable by this principal)
- answerer host (measured by rulesage)
- reachable (for 60h, checked 1s ago)
- answerer node (the seat proxy's own header — this probe, not this ask)
- node1
- 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.
disposition
- outcome
- ANSWERED — Answered
- abstain rationale (n/a — this ruling answered)
- answered — no abstain rationale applies
setup-shape — why the checklist band did or didn't render
- decision
- NOT_SETUP_SHAPED — no setup-shape pattern matched this question
errata registry — what the gate above had to match against
this game registers NO errata cards (edition 776), 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.