RuleSage cited table rulings
← Shipyard

You asked

How do I play?

Answered counted as answered

Asked with: Shipyardbg-55600-en-1e

**Setup**
1. Place the two halves of the Game Board next to each other in the middle of the table.[1]
2. Place the various game components on the Game Board, including Ship Cards (sorted into 4 decks and shuffled), Freight Trains, Shipping Canals, and the Action Track.[1]
3. Deal the top 10 cards from the deck of middles, top 5 from the deck of bows, and top 5 from the deck of sterns face up onto the indicated spaces on the Game Board.[1]
4. Place the countdown marker on the Countdown Track corresponding to the number of players.[2]
5. Place the Recruit Crew, Manufacture Equipment, and Hire Employee markers on their respective randomly chosen spaces.[2]
6. Place the Exchange marker in the designated hexagon.[2]
7. Place the Lead Action Card on the starting space of the Action Track.[1]
8. Place player counters on the '0' space of the Scoring Track, and place Equipment, Crew, and Coins in the bank.[2]
9. Deal Government Contracts randomly, face down, to each player (3 green and 3 blue).[1]
1. Shuffle and deal Employee Cards face up on the Employee Track.[2]
**The First Turns (3 or 4 players)**
1. The starting player chooses an Action Card from the Action Track and marks it with two figures.[3]
2. The starting player receives no income.[3]
3. The starting player performs steps 4 and 5 of a regular turn.[3]
4. The second player chooses any Action Card except the one chosen by the starting player and marks it with two of their figures.[3]
5. The second player receives 1 guilder if their action is behind the first player's action, but no income if it is ahead.[3]
6. The second player performs steps 4 and 5 of a regular turn.[3]
7. The starting player chooses an unoccupied Action Card and places their remaining figure on it, receiving 1 guilder for each occupied card ahead of the chosen card.[3]
8. The second player's second turn is analogous.[3]
**A Regular Turn**
1. Advance the previously chosen Action Card: pick up the card marked by your figures and move it to the first empty space on the Action Track to become the new lead.[4][3] (In a two-player game, advance the card chosen two turns ago).[4]
2. Choose a new action: pick an available Action Card from the Action Card track.[5] Restrictions include: you cannot choose the lead Action Card, the card must not have any figures on it, and you must be able to perform the chosen action.[4]
3. Collect income: you receive 1 guilder for each occupied card ahead of the one you chose.[5][4] If you place your figure on a card behind all other figures, you may receive a bonus of 1 guilder for every 3 empty spaces between your card and the closest card ahead of it, provided no figures are on cards behind yours.[4]
4. Perform the chosen action (with the option to pay 6 guilders for a bonus action).[6]
5. If one or more ships are completed, take them out on a Shakedown Cruise to score points.[5][6]
**Two-Player Game Turn**
1. Advance your previous turn's Action Card.[6]
2. Choose a new action.[6]
3. Collect income.[6]
4. Perform your chosen action (with the option of a bonus action).[6]
5. If you completed ships, take them on a Shakedown Cruise.[6]
**Ending the Game**
1. The game ends when the countdown marker reaches the space marked (or if players run out of Ship Cards).[5]
2. Each player gets one final action, which works the same as step 4 of a regular turn.[7]
3. After all final actions, each player gets one last chance to complete a ship.[7]
4. The player with the most points, including bonus points for Government Contracts, wins.[5]
[1] RULEBOOK Shipyard — Rulebook · p.2 · COMPONENTS · SETUP · THE GAME BOARD
[2] RULEBOOK Shipyard — Rulebook · p.3 · THE GAME BOARD
[3] RULEBOOK Shipyard — Rulebook · p.4 · THE FIRST TURNS (for 3 or 4 players) · 1) ADVANCE THE PREVIOUSLY CHOSEN ACTION
[4] RULEBOOK Shipyard — Rulebook · p.4 · Two-player game advance example · 2) CHOOSE AN ACTION · 3) INCOME
[5] RULEBOOK Shipyard — Rulebook · p.3 · GAME PLAY · THE TURN
[6] RULEBOOK Shipyard — Rulebook · p.3 · TWO-PLAYER GAME · Your turn has 5 steps: · THE FIRST TURNS (for 3 or 4 players)
[7] RULEBOOK Shipyard — Rulebook · p.9 · FINAL ACTION · COMPLETE A SHIP

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 86 ms · ask 9514 ms · total 9601 ms
single-flight (PR-5)
queued 0 ms · generation 9601 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 3, "score": 0.04866, "snippet": "Players take turns, beginning with a randomly selected player and continuing around the table clockwise. On your turn, you will choose one of the available actions from the Action Track. Th e action will get you something you need to help build your ships. On your next turn, you will move that Actio", "headingPath": "GAME PLAY · THE TURN", "sharpsignalDocId": 818}, {"page": 3, "score": 0.04741, "snippet": "In a two-player game, you will use all three fi gures to choose your actions. Two of the fi gures will mark your previous turn's action and the other fi gure will mark the action you choose this turn. Advance your previous turn's Action Card . Choose a new action . Collect income . Perform your chos", "headingPath": "TWO-PLAYER GAME · Your turn has 5 steps: · THE FIRST TURNS (for 3 or 4 players)", "sharpsignalDocId": 818}, {"page": 4, "score": 0.046671, "snippet": "Th e starting player chooses an Action Card from the Action Track and marks it with two fi gures (step 2). He or she gets no income (step 3). Steps 4 and 5 are as normal (explained in detail below). Th e second player chooses any Action Card except the one chosen by the starting player. Th e chosen ", "headingPath": "THE FIRST TURNS (for 3 or 4 players) · 1) ADVANCE THE PREVIOUSLY CHOSEN ACTION", "sharpsignalDocId": 818}, {"page": 3, "score": 0.03125, "snippet": "Each player should place his or her counter on the Scoring Track on the space marked '0'. Equipment and Crew pieces should be placed in the bank, on the indicated spaces along the edge of the board. Coins should be placed in the bank in the middle of the Action Track. Action Cards are placed on the ", "headingPath": "THE GAME BOARD", "sharpsignalDocId": 818}, {"page": 6, "score": 0.030886, "snippet": "You cannot fi ll up all your empty spaces unless the result is at · least one completed ship. You cannot play a card in a place that would make it impossible · for it to become part of a completed ship. However, it is legal to add on to ships that need another ship to leave before they can be comple", "headingPath": "BUILD SHIPS", "sharpsignalDocId": 818}, {"page": 4, "score": 0.030769, "snippet": "In a two-player game, you advance the card that you chose two turns ago: pick up the card marked by two fi gures and move it into the fi rst empty space on the Action Track. Place one of the fi gures next to the fi gure that remained on an Action Card. You end up with one fi gure in your hand to use", "headingPath": "Two-player game advance example · 2) CHOOSE AN ACTION · 3) INCOME", "sharpsignalDocId": 818}, {"page": 10, "score": 0.030303, "snippet": "If you only need one Ship Card to complete a ship, you may buy it in the usual way: Pay the price. Take the card. Slide cards down the column into the empty space. Turn up a new card at the top. Take your completed ship on its Shakedown Cruise and score the points for it. NOTE: It is still possible ", "headingPath": "COMPLETE A SHIP · GOVERNMENT CONTRACTS AND TRADERS · WINNING THE GAME · A game by Vladimír Suchý", "sharpsignalDocId": 818}, {"page": 9, "score": 0.029851, "snippet": "Beginning with the starting player, each player gets one fi nal action. You can choose from any of them, regardless of whose fi gures are on them and regardless of what action you chose on your last turn. It is possible for multiple players to choose the same fi nal action. Your fi nal action works ", "headingPath": "FINAL ACTION · COMPLETE A SHIP", "sharpsignalDocId": 818}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 2, "quote": null, "headingPath": "COMPONENTS · SETUP · THE GAME BOARD", "sharpsignalDocId": 818}, {"page": 3, "quote": null, "headingPath": "THE GAME BOARD", "sharpsignalDocId": 818}, {"page": 4, "quote": null, "headingPath": "THE FIRST TURNS (for 3 or 4 players) · 1) ADVANCE THE PREVIOUSLY CHOSEN ACTION", "sharpsignalDocId": 818}, {"page": 4, "quote": null, "headingPath": "Two-player game advance example · 2) CHOOSE AN ACTION · 3) INCOME", "sharpsignalDocId": 818}, {"page": 3, "quote": null, "headingPath": "GAME PLAY · THE TURN", "sharpsignalDocId": 818}, {"page": 3, "quote": null, "headingPath": "TWO-PLAYER GAME · Your turn has 5 steps: · THE FIRST TURNS (for 3 or 4 players)", "sharpsignalDocId": 818}, {"page": 9, "quote": null, "headingPath": "FINAL ACTION · COMPLETE A SHIP", "sharpsignalDocId": 818}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 818 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 818 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 0.89540 of 2916 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 Shipyard — Rulebook (corpus doc 818) GAME PLAY · THE TURN p.3 0.04866 (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 Shipyard — Rulebook (corpus doc 818) TWO-PLAYER GAME · Your turn has 5 steps: · THE FIRST TURNS (for 3 or 4 players) p.3 0.04741 (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 Shipyard — Rulebook (corpus doc 818) THE FIRST TURNS (for 3 or 4 players) · 1) ADVANCE THE PREVIOUSLY CHOSEN ACTION p.4 0.046671 (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 Shipyard — Rulebook (corpus doc 818) THE GAME BOARD p.3 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
#5 RULEBOOK Shipyard — Rulebook (corpus doc 818) BUILD SHIPS p.6 0.030886 (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 Shipyard — Rulebook (corpus doc 818) Two-player game advance example · 2) CHOOSE AN ACTION · 3) INCOME 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 Shipyard — Rulebook (corpus doc 818) COMPLETE A SHIP · GOVERNMENT CONTRACTS AND TRADERS · WINNING THE GAME · A game by Vladimír Suchý p.10 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
#8 RULEBOOK Shipyard — Rulebook (corpus doc 818) FINAL ACTION · COMPLETE A SHIP p.9 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 27 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 Shipyard — Rulebook (corpus doc 818) GAME PLAY · THE TURN p.3 #1 0.04866 (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 Shipyard — Rulebook (corpus doc 818) Two-player game advance example · 2) CHOOSE AN ACTION · 3) INCOME p.4 #6 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
#3 RULEBOOK Shipyard — Rulebook (corpus doc 818) THE FIRST TURNS (for 3 or 4 players) · 1) ADVANCE THE PREVIOUSLY CHOSEN ACTION p.4 #3 0.046671 (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 Shipyard — Rulebook (corpus doc 818) THE GAME BOARD p.3 #4 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
#5 RULEBOOK Shipyard — Rulebook (corpus doc 818) COMPONENTS · SETUP · THE GAME BOARD p.2 #10 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
#6 RULEBOOK Shipyard — Rulebook (corpus doc 818) BUILD SHIPS p.6 #5 0.030886 (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
#7 RULEBOOK Shipyard — Rulebook (corpus doc 818) FINAL ACTION · COMPLETE A SHIP p.9 #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
#8 RULEBOOK Shipyard — Rulebook (corpus doc 818) TWO-PLAYER GAME · Your turn has 5 steps: · THE FIRST TURNS (for 3 or 4 players) p.3 #2 0.04741 (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 Shipyard — Rulebook (corpus doc 818) COMPONENTS · SETUP · THE GAME BOARD p.2 no quote on the wire
[2] RULEBOOK Shipyard — Rulebook (corpus doc 818) THE GAME BOARD p.3 no quote on the wire
[3] RULEBOOK Shipyard — Rulebook (corpus doc 818) THE FIRST TURNS (for 3 or 4 players) · 1) ADVANCE THE PREVIOUSLY CHOSEN ACTION p.4 no quote on the wire
[4] RULEBOOK Shipyard — Rulebook (corpus doc 818) Two-player game advance example · 2) CHOOSE AN ACTION · 3) INCOME p.4 no quote on the wire
[5] RULEBOOK Shipyard — Rulebook (corpus doc 818) GAME PLAY · THE TURN p.3 no quote on the wire
[6] RULEBOOK Shipyard — Rulebook (corpus doc 818) TWO-PLAYER GAME · Your turn has 5 steps: · THE FIRST TURNS (for 3 or 4 players) p.3 no quote on the wire
[7] RULEBOOK Shipyard — Rulebook (corpus doc 818) FINAL ACTION · COMPLETE A SHIP p.9 no quote on the wire
timing split
retrieval 86 ms · first delta 2681 ms · total 9601 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 86 ms · ask 9514 ms · gateway work 9601 ms · total 9601 ms
tokens in (the prompt the answerer read)
3856
tokens out (what the answerer generated)
898
tok/sec
131.2 tok/sec — 898 output tokens in 6.842 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 753), 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.