RuleSage cited table rulings
← Escape Plan

You asked

How do I play?

Answered counted as answered

Asked with: Escape Planbg-142379-en-1e

The game is played over 3 rounds, with each round representing one day.[1] Each round consists of the following 6 phases:
1. Income Phase: Players receive money based on the lowest visible number on their Income track.[1] Players with a Notoriety of 1 or 2 may spend $3k to unlock an Asset tile.[1]
2. Patrol Phase: The police start to close the exits.[1]
3. City Phase: The city gradually gets revealed.[1]
4. Turn order Phase: The order of play changes for the rest of the round.[1]
5. Player action Phase: This phase is divided into 5 parts: Morning, Afternoon, Evening, Night, and Dawn.[2]
6. Change of Day Phase: Preparation for the next day.[1]
During the Player action Phase:
1. In each part of the day, in turn order, players first take one Action and any number of Executive Actions.[2]
2. All players must take one action during the Morning, Afternoon, and Evening.[2]
3. Taking turns during the Night and Dawn is optional and requires the use of Extra Action discs.[2]
4. During the Night of each day, players may decide whether to discard an Extra Action disc to play during that part of the day.[2]
5. After players take their actions, the Notoriety track is updated in turn order.[2]
6. The Time marker is advanced along the Time track.[2]
Players must choose one of the following Actions:
* **Rest**:
1. Flip your Rest token to the moon side (if it is not already showing the moon side).[3]
2. Unlock one locked Asset tile from your board by moving it to the most expensive empty Asset space on the left side of your Player board (or discard it to the box if no empty spaces remain).[3]
3. Flip back all used Contact cards, Equipment tiles, and your First Aid token so they are available again.[3]
* **Move**: This action involves the steps TRAVEL, AVOID, and VISIT.[3]
During a turn, players may gain or lose Notoriety, which is tracked by moving cubes from the bottom of the Notoriety box into either the Red Notoriety box (for gains) or the Blue Notoriety box (for losses).[3] The Notoriety track is adjusted during the second half of each part of the day, where the marker rises by 1 for each cube in the Red box and falls by 1 for each cube in the Blue box.[3]
[1] RULEBOOK Escape Plan — Rulebook · p.6 · GAME OVERVIEW · GAME PLAY · 1. INCOME · Example:
[2] RULEBOOK Escape Plan — Rulebook · p.8 · 5. PLAYER ACTION
[3] RULEBOOK Escape Plan — Rulebook · p.9 · ACTIONS · REST · MOVE · NOTORIETY

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 89 ms · ask 7854 ms · total 7945 ms
single-flight (PR-5)
queued 0 ms · generation 7945 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 8, "score": 0.047643, "snippet": "This phase is divided into 5 parts: Morning, Afternoon, Evening, Night, and Dawn. In each part of the day, in turn order, players first take one Action each (and any number of Executive Actions), and after that, the Notoriety track is updated, which is also done in turn order. The Time marker is adv", "headingPath": "5. PLAYER ACTION", "sharpsignalDocId": 623}, {"page": 5, "score": 0.047371, "snippet": "Sandra is back! She left her job at the Kanban factory and decided on a new career as a Police Inspector. When playing a 2-player game, add the following to the setup instructions: Choose one player color not currently in use this game. These pieces will be used by Sandra, a gamecontrolled 3rd playe", "headingPath": "2-PLAYER SETUP", "sharpsignalDocId": 623}, {"page": 2, "score": 0.032787, "snippet": "Game Components 3 Board Setup 4 Player Setup 5 Game Overview 6 Goal of the Game 6 Gameplay 6 Phase 1. Income 6 Phase 2. Patrol 6 Phase 3. City 7 Phase 4. Turn Order 8 Phase 5. Player action 8 Actions 9 Rest 9 Move 9 Notoriety 9 Step 1:TRAVEL 10 Transportation 11 Subway 11 Heliport 11 Step 2: AVOID 1", "headingPath": "TABLE OF CONTENTS", "sharpsignalDocId": 623}, {"page": 9, "score": 0.03125, "snippet": "During the first half of each part of the day, each player in turn order performs one Action. You must choose one of the following Actions: Rest or Move. When you choose to Rest, complete these steps in order: Flip your Rest token to the moon side. You cannot rest if the token is already showing the", "headingPath": "ACTIONS · REST · MOVE · NOTORIETY", "sharpsignalDocId": 623}, {"page": 6, "score": 0.030886, "snippet": "Escape plan is played over 3 rounds, each round representing one day . Over the course of a round, Police Officers spread throughout the city, populating the streets and closing off exits. On their turns, players will use between 3 and 5 Actions to travel around the city recovering their hidden mone", "headingPath": "GAME OVERVIEW · GAME PLAY · 1. INCOME · Example:", "sharpsignalDocId": 623}, {"page": 5, "score": 0.030769, "snippet": "Each player chooses a color and takes the respective Player board, Player screen, and all pieces of their chosen color. Place your Player board in front of you and arrange the pieces as shown above: Place your Player pawn on the Hospital Location on the Game board. Place your 9 Income cubes on the s", "headingPath": "PLAYER SETUP", "sharpsignalDocId": 623}, {"page": 13, "score": 0.030303, "snippet": "For each Police Officer you are unable to avoid, you suffer a Wound: move one of your cubes in the Green Wounds box to the Red Wounds box. When your Green Wounds box is empty and you take another Wound, perform the following steps: Take a Handcuffs card and place it on the rightmost space on the bot", "headingPath": "Example: · STEP 3: VISIT · EXITS", "sharpsignalDocId": 623}, {"page": 17, "score": 0.029851, "snippet": "Draw a number of Exit tiles from the appropriate stack equal to the number of Contact cards you have on your Player board (whether face up or face down, but not ones covered by Handcuffs cards). Choose one of them secretly and place it face down in one of your empty Item spaces. If you do previous n", "headingPath": "If you choose to take an Exit tile:", "sharpsignalDocId": 623}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 6, "quote": null, "headingPath": "GAME OVERVIEW · GAME PLAY · 1. INCOME · Example:", "sharpsignalDocId": 623}, {"page": 8, "quote": null, "headingPath": "5. PLAYER ACTION", "sharpsignalDocId": 623}, {"page": 9, "quote": null, "headingPath": "ACTIONS · REST · MOVE · NOTORIETY", "sharpsignalDocId": 623}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 623 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 623 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 0.90670 of 1790 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 23, 2026 17:02 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 Escape Plan — Rulebook (corpus doc 623) 5. PLAYER ACTION p.8 0.047643 (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 Escape Plan — Rulebook (corpus doc 623) 2-PLAYER SETUP p.5 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
#3 RULEBOOK Escape Plan — Rulebook (corpus doc 623) TABLE OF CONTENTS p.2 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 Escape Plan — Rulebook (corpus doc 623) ACTIONS · REST · MOVE · NOTORIETY p.9 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 Escape Plan — Rulebook (corpus doc 623) GAME OVERVIEW · GAME PLAY · 1. INCOME · Example: 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 Escape Plan — Rulebook (corpus doc 623) PLAYER SETUP p.5 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 Escape Plan — Rulebook (corpus doc 623) Example: · STEP 3: VISIT · EXITS p.13 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 Escape Plan — Rulebook (corpus doc 623) If you choose to take an Exit tile: p.17 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 50 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 Escape Plan — Rulebook (corpus doc 623) CITY SETUP · POLICE SETUP · BUSINESS AND SAFE HOUSE LOCATIONS SETUP p.4 #10 0.029387 (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
#2 RULEBOOK Escape Plan — Rulebook (corpus doc 623) SOLO GAME · The Lieutenant plays by the same rules as Sandra with the following changes: p.23 #11 0.02895 (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
#3 RULEBOOK Escape Plan — Rulebook (corpus doc 623) 2-PLAYER SETUP p.5 #2 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 Escape Plan — Rulebook (corpus doc 623) INTRODUCTION p.1 #21 0.012346 (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 Escape Plan — Rulebook (corpus doc 623) 5. PLAYER ACTION p.8 #1 0.047643 (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
#6 RULEBOOK Escape Plan — Rulebook (corpus doc 623) ACTIONS · REST · MOVE · NOTORIETY p.9 #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
#7 RULEBOOK Escape Plan — Rulebook (corpus doc 623) GAME OVERVIEW · GAME PLAY · 1. INCOME · Example: 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
#8 RULEBOOK Escape Plan — Rulebook (corpus doc 623) PLAYER SETUP p.5 #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

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 Escape Plan — Rulebook (corpus doc 623) GAME OVERVIEW · GAME PLAY · 1. INCOME · Example: p.6 no quote on the wire
[2] RULEBOOK Escape Plan — Rulebook (corpus doc 623) 5. PLAYER ACTION p.8 no quote on the wire
[3] RULEBOOK Escape Plan — Rulebook (corpus doc 623) ACTIONS · REST · MOVE · NOTORIETY p.9 no quote on the wire
timing split
retrieval 89 ms · first delta 3675 ms · total 7945 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 89 ms · ask 7854 ms · gateway work 7945 ms · total 7945 ms
tokens in (the prompt the answerer read)
3369
tokens out (what the answerer generated)
556
tok/sec
131.8 tok/sec — 556 output tokens in 4.218 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 34s 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.
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 555), 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.