RuleSage cited table rulings
← Challengers!

You asked

How do I play?

Answered counted as answered

Asked with: Challengers!bg-359970-en-1e

### Setup
1. Take the parks according to your player count and place them on the table.[1]
2. Give a Tournament Plan to each player according to the number of players.[1]
3. Each player sits at the park half which icon and background color is depicted in the first line of their Tournament Plan.[1]
4. Place the flag of the matching color in the and middle of each park.[1]
5. Sort all Trophies according to their round number into piles, shuffle each pile separately, and create a face down stack of Trophies for each park by drawing one from each pile and stacking them in descending order (7 at the bottom, 1 on top).[1]
6. Place a stack on the Trophy icon of each park.[1]
7. Form a general supply with the fans.[1]
8. Place the 3 card trays (A, B, C) at an easy to reach spot.[1]
9. Take all cards of the Basic City Set, select 5 of the 6 additional Sets, and put the remaining one back in the box.[1]
10. Separate all cards of each Set by Level (A, B, and C), shuffle all Level-A cards together to create the Level-A-Pile, and repeat for Level B and C.[1]
11. Each player takes the 6 cards of the Starter Deck matching the icon of their Tournament Plan.[1]
12. Each player leaves a free space to the right of their deck for an exhaust pile.[1]
13. If playing with an odd player count, use the Robot Deck.[1]
### Deck Phase
1. Each player handles their Deck Phase independently.[1]
2. Draw 5 cards from the available Level Pile of the current round (A, B, or C).[2]
3. Pick a number of cards based on the amount of card icons shown (e.g., 2 cards from Level A-Pile) and add them to your deck.[2]
4. Discard cards not picked into the discard compartment of the corresponding card tray.[2]
5. If no additional cards fit in the compartment, shuffle all cards in it and place them at the bottom of the corresponding Level Pile.[2]
6. Once per Deck Phase, you may discard the cards drawn this round and draw that number of new cards from the same Level Pile.[2]
7. If allowed to pick 2 cards, you may discard and draw new cards before or after picking your first card.[2]
8. At the end of the Deck Phase, you may remove any number of cards from your deck, putting them in the discard compartment of the corresponding card tray (A, B, or C); Starter Deck cards (S) should be put back in the box.[2]
### Match Phase
1. Shuffle your deck and determine who begins with a flag toss.[2]
2. The player who wins the flag toss reveals the top card of their deck, places it in their park half, and places the flag on it; this card is now in flag possession.[2]
3. From round 2 onward, the player who has the Trophy with the higher round number begins.[2]
4. If there is a tie, toss the flag.[2]
5. Attack until one of your cards is in flag possession.[2]
6. When an opponent's card is in flag possession, you are on the attack.[2]
7. During an attack, reveal cards one after the other until their total power is equal to or greater than the total power of the card in flag possession.[2]
8. Compare the total power after each revealed card.[2]
9. As soon as the total power of your card(s) is equal to or higher than the total power of the opponent's card, take the flag and place it on your latest revealed card.[3]
10. Slide all other cards revealed during the attack underneath your card in flag possession.[3]
11. The opponent must put the card that lost the flag and all cards underneath it face up on seats of their bench.[3]
12. The opponent is now on the attack.[2]
13. Continue playing until a player wins the match.[2]
14. If you win the match, take the Trophy of the current round from your park and place it next to your Tournament Plan.[3]
15. If you win the match, you also take the Trophy (the back of a Trophy shows its fan value).[3]
### Game End
1. After rounds 1 to 6, continue with the Deck Phase of the next round.[3]
2. After round 7, every player adds up the fans from their collected fans and the back of their T
[1] RULEBOOK Challengers! — Rulebook · p.2 · setup · deck phase · Move to another park if necessary. A · Overview of a Tournament Plan:
[2] RULEBOOK Challengers! — Rulebook · p.2 · Draw and pick cards. B · Remove cards from your deck (optional). c · match phase · Total power of the cards =
[3] RULEBOOK Challengers! — Rulebook · p.2 · Total power of the card = · There are 2 ways to win: · final & game end

Rule found, game on.

🔧 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 82 ms · ask 9716 ms · total 9800 ms
single-flight (PR-5)
queued 0 ms · generation 9800 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 3, "score": 0.04918, "snippet": "If you play with an odd number of players, the Robot substitutes for a missing player. Place a Tournament Plan that corresponds to your player count next to the park half indicated in the first line of the Tournament Plan. If all players agree, it is recommended to use the Tournament Plan that only ", "headingPath": "the robot · 2-player game", "sharpsignalDocId": 807}, {"page": 2, "score": 0.047883, "snippet": "Card's base power + power bonuses As soon as the total power of your card(s) is equal to or higher than the total power of the card of your opponent, take the flag and place it on your latest revealed card. You must not reveal more cards than needed to get in flag possession. Your latest revealed ca", "headingPath": "Total power of the card = · There are 2 ways to win: · final & game end", "sharpsignalDocId": 807}, {"page": 2, "score": 0.047875, "snippet": "1 Take the parks according to your player count and place them on the table. Give a Tournament Plan to each player according to the number of players. Then, each player sits at the park half which icon and background color is depicted in the first line of their Tournament Plan. 2 1-2 3-4 5-6 7-8 2 3", "headingPath": "setup · deck phase · Move to another park if necessary. A · Overview of a Tournament Plan:", "sharpsignalDocId": 807}, {"page": 2, "score": 0.047123, "snippet": "Draw 5 cards from the available Level Pile of the current round. The letter A, B or C shows the available Level Pile. The amount of card icons shows how many cards you can pick and add to your deck. Pick 2 cards from LevelA-Pile. Discard the cards you did not pick in the discard compartment of the c", "headingPath": "Draw and pick cards. B · Remove cards from your deck (optional). c · match phase · Total power of the cards =", "sharpsignalDocId": 807}, {"page": 3, "score": 0.046154, "snippet": "7 7 AUTOCORRECT You play alone against the Robot. The rules of the 2-Player game apply, as described above. In contrast to the multiplayer game, the Robot collects the Trophies it has won and can also win the game immediately if it has at least 11 fans more than you. Follow the Setup with Robot as d", "headingPath": "solo mode", "sharpsignalDocId": 807}, {"page": 1, "score": 0.030303, "snippet": "A GAME BY JOHANNES KRENNER & MARKUS SLAWITSCHECK Will your dream team succeed? Helped by your Bard, your Kraken just captured the flag! You're now waiting for your opponent's attack ready to fight back with your Necromancer and your Rubber Duck! From outer space aliens to deep-sea creatures, improba", "headingPath": "RULEBOOK · CONTENTS", "sharpsignalDocId": 807}, {"page": 3, "score": 0.029851, "snippet": "Designers: Johannes Krenner & Markus Slawitscheck Producer: Sophie Gravel Game Editors: Martin Bouchard, Roman Rybiczka & Julian Steindorfer Illustrator: Jeff Harvey Graphic Design: Bree Lindsoe & Martin Roy Consultant Cultural Sensitivity: Calvin Wong Tze Loon Follow us on: /1moretimegames /planbga", "headingPath": "CREDITS", "sharpsignalDocId": 807}, {"page": 3, "score": 0.029412, "snippet": "When you reveal a card without keywords, you must immediately resolve the effect of the card as much as possible. Important: If a card gets an immediate power bonus, that card keeps it even in flag possession. When you reveal a card with bold keywords, these indicate when their effect applies or wil", "headingPath": "effects", "sharpsignalDocId": 807}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 2, "quote": null, "headingPath": "setup · deck phase · Move to another park if necessary. A · Overview of a Tournament Plan:", "sharpsignalDocId": 807}, {"page": 2, "quote": null, "headingPath": "Draw and pick cards. B · Remove cards from your deck (optional). c · match phase · Total power of the cards =", "sharpsignalDocId": 807}, {"page": 2, "quote": null, "headingPath": "Total power of the card = · There are 2 ways to win: · final & game end", "sharpsignalDocId": 807}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 807 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 807 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 0.89956 of 3186 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 23, 2026 16:16 UTC

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 Challengers! — Rulebook (corpus doc 807) the robot · 2-player game p.3 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) 300
#2 RULEBOOK Challengers! — Rulebook (corpus doc 807) Total power of the card = · There are 2 ways to win: · final & game end p.2 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
#3 RULEBOOK Challengers! — Rulebook (corpus doc 807) setup · deck phase · Move to another park if necessary. A · Overview of a Tournament Plan: p.2 0.047875 (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 Challengers! — Rulebook (corpus doc 807) Draw and pick cards. B · Remove cards from your deck (optional). c · match phase · Total power of the cards = p.2 0.047123 (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 Challengers! — Rulebook (corpus doc 807) solo mode p.3 0.046154 (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 Challengers! — Rulebook (corpus doc 807) RULEBOOK · CONTENTS p.1 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 Challengers! — Rulebook (corpus doc 807) CREDITS p.3 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 Challengers! — Rulebook (corpus doc 807) effects p.3 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 8 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 Challengers! — Rulebook (corpus doc 807) the robot · 2-player game p.3 #1 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) vector + full-text + the doc-priority boost arm the re-ranker chose it
#2 RULEBOOK Challengers! — Rulebook (corpus doc 807) solo mode p.3 #5 0.046154 (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 Challengers! — Rulebook (corpus doc 807) Draw and pick cards. B · Remove cards from your deck (optional). c · match phase · Total power of the cards = p.2 #4 0.047123 (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 Challengers! — Rulebook (corpus doc 807) effects p.3 #8 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)) vector + the doc-priority boost arm the re-ranker chose it
#5 RULEBOOK Challengers! — Rulebook (corpus doc 807) CREDITS p.3 #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
#6 RULEBOOK Challengers! — Rulebook (corpus doc 807) RULEBOOK · CONTENTS p.1 #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 Challengers! — Rulebook (corpus doc 807) Total power of the card = · There are 2 ways to win: · final & game end p.2 #2 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
#8 RULEBOOK Challengers! — Rulebook (corpus doc 807) setup · deck phase · Move to another park if necessary. A · Overview of a Tournament Plan: p.2 #3 0.047875 (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 Challengers! — Rulebook (corpus doc 807) setup · deck phase · Move to another park if necessary. A · Overview of a Tournament Plan: p.2 no quote on the wire
[2] RULEBOOK Challengers! — Rulebook (corpus doc 807) Draw and pick cards. B · Remove cards from your deck (optional). c · match phase · Total power of the cards = p.2 no quote on the wire
[3] RULEBOOK Challengers! — Rulebook (corpus doc 807) Total power of the card = · There are 2 ways to win: · final & game end p.2 no quote on the wire
timing split
retrieval 82 ms · first delta 1988 ms · total 9800 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 82 ms · ask 9716 ms · gateway work 9800 ms · total 9800 ms
tokens in (the prompt the answerer read)
3211
tokens out (what the answerer generated)
1024
tok/sec
132.3 tok/sec — 1024 output tokens in 7.739 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 31s 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 9s 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.
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 742), 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.