RuleSage cited table rulings
← Century: Eastern Wonders

You asked

How do I play?

Answered counted as answered

Asked with: Century: Eastern Wondersbg-242574-en-1e

To play Century Eastern Wonders, follow these steps:
**Setup**
1. Sort all market tiles by trade symbol and randomly remove 1 tile of each symbol, then shuffle the remaining market tiles.[1]
2. Build the map (using the pattern shown in the source if it is your first game).[1]
3. Place the 4 port tiles at each corner of the map.[1]
4. Shuffle the Victory Point (VP) tiles (excluding the Closed Port tile) to form a face-down pile.[1]
5. Draw and place one face-up VP tile on each port.[1]
6. Shuffle the Closed Port tile, face down, among the first 5 VP tiles of the pile, then put these 6 tiles back on top of the pile and place the pile on the table next to the map.[1]
7. Sort all bonus tiles by type and place them on the table, forming a pile with the 6 VP, 5 VP, 4 VP, and 3 VP tiles in ascending order so the 6 VP tile is on top.[2]
8. Distribute a player board to every player with the Eastern Wonders side face up.[2]
9. Determine the first player (the player who was last on a boat) and have them take the player board showing the First Player Icon.[2]
10. Each player takes a boat and all 20 outposts of the matching color, placing one outpost on each space of their player board.[2]
11. Place the starting cubes in the middle of the table.[2]
12. In reverse turn order, each player selects their starting cubes, puts them in their cargo hold, and places their boat on any market tile.[2]
13. Return any remaining cubes to the supply.[2]
**A Turn**
1. Players take turns in clockwise order.[1]
2. On a turn, a player may move their boat and then perform an action.[1]
3. **Movement**:
* You may move your boat to an adjacent tile for free.[2]
* You may continue moving by placing a single cube of your choice from your cargo hold onto each tile you leave.[2]
* You may continue moving this way as long as you have cubes available in your cargo hold.[2]
* If you end movement on a market tile where other boats are present, you must pay each owner 1 cube from your cargo hold.[2]
* You cannot end movement on a market tile where other boats are present if you do not have enough cubes to pay all concerned players.[2]
* If there are cubes on the tile where you end your movement, you may place them in your cargo hold.[2]
* If there are both boats from other players and cubes on the market tile you end on, you must pay the concerned players first before picking up the cubes.[2]
4. **Actions** (After moving or choosing not to move):
* **Market Action**: If your boat is on a market tile, you may perform a Market action.[3]
* You may first choose to build an outpost on that tile if you do not already have one there.[3] The cost is 1 cube for each outpost currently on that market tile (2 cubes in a 2-player game); the first outpost costs no cubes.[3] To build, return the cost in cubes from your cargo hold to the supply, then take the left-most outpost from your player board from the matching trade symbol row and place it on the tile.[3] If you empty a vertical column, you may choose one bonus tile from the supply to place next to your player board.[3]
* Once you have an outpost, you may trade cubes listed above an arrow for those below the arrow from the supply.[3] A trade can be performed any number of times in a row as long as you have the appropriate cubes.[3]
* **Port Action**: If your boat is on a port, you may claim the displayed VP tile by returning the required cubes from your cargo to the supply.[4] Take the VP tile and place it face down next to your player board, then draw the next VP tile from the pile and place it face up on the port.[4] (If a Closed Port tile is drawn, it is placed on the port, and subsequent VP tiles are moved to that port before a new tile is placed on the previous port).[4]
* **Harvest Action**: You may perform a Harvest action on any tile.[3] (Performing this action on a specific tile provides 2 yellow cubes from the supply to your cargo hold).[4]
**End of Game**
1. The game's end is triggered once a player claims their 4th VP tile.[4]
2
[1] RULEBOOK Century: Eastern Wonders — Rulebook · p.1 · To set up a game of Century Eastern Wonders , follow these steps in order: · Taking a Turn
[2] RULEBOOK Century: Eastern Wonders — Rulebook · p.1 · Move
[3] RULEBOOK Century: Eastern Wonders — Rulebook · p.2 · Move · Market
[4] RULEBOOK Century: Eastern Wonders — Rulebook · p.2 · Port · Harvest · Cargo Hold Limit · Game End · Credits

Question closed. Friendships intact.

🔧 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 9129 ms · total 23289 ms
single-flight (PR-5)
queued 14076 ms · generation 9213 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 1, "score": 0.04918, "snippet": "Centuries ago, the lucrative spice trade compelled the prosperous nations of the world to explore alternate routes to the sources of these precious goods. These nations took to the seas to seek out exotic lands. This led to the discovery of the famed Spice Islands where the most valuable spices in t", "headingPath": "To set up a game of Century Eastern Wonders , follow these steps in order: · Taking a Turn", "sharpsignalDocId": 801}, {"page": 2, "score": 0.047379, "snippet": "If your boat is on a port, you may claim the VP tile displayed at that port by returning the cubes shown on the VP tile from your cargo to the supply. Take the VP tile and place it face down next to your player board. Then, draw the next VP tile from the pile and place it face up on the port tile. D", "headingPath": "Port · Harvest · Cargo Hold Limit · Game End · Credits", "sharpsignalDocId": 801}, {"page": 1, "score": 0.032258, "snippet": "You may move your boat to an adjacent tile for free A . Then, you may continue moving by placing a single cube B (of your choice) from your cargo hold onto each tile you leave C . Y ou may continue moving this way as long as you have cubes available in your cargo hold. When you end your movement on ", "headingPath": "Move", "sharpsignalDocId": 801}, {"page": 2, "score": 0.031746, "snippet": "After moving your boat (or chosing not to move), you may perform one of the following actions: a Market action on a market tile. a Port action on a port tile. a Harvest action on any tile. If your boat is on a market tile A , you first have the option to build an outpost on that tile B . Y ou may bu", "headingPath": "Move · Market", "sharpsignalDocId": 801}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 1, "quote": null, "headingPath": "To set up a game of Century Eastern Wonders , follow these steps in order: · Taking a Turn", "sharpsignalDocId": 801}, {"page": 1, "quote": null, "headingPath": "Move", "sharpsignalDocId": 801}, {"page": 2, "quote": null, "headingPath": "Move · Market", "sharpsignalDocId": 801}, {"page": 2, "quote": null, "headingPath": "Port · Harvest · Cargo Hold Limit · Game End · Credits", "sharpsignalDocId": 801}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 801 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 801 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 0.90895 of 3251 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 23, 2026 18:40 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 Century: Eastern Wonders — Rulebook (corpus doc 801) To set up a game of Century Eastern Wonders , follow these steps in order: · Taking a Turn p.1 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) 300
#2 RULEBOOK Century: Eastern Wonders — Rulebook (corpus doc 801) Port · Harvest · Cargo Hold Limit · Game End · Credits p.2 0.047379 (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 Century: Eastern Wonders — Rulebook (corpus doc 801) Move p.1 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
#4 RULEBOOK Century: Eastern Wonders — Rulebook (corpus doc 801) Move · Market p.2 0.031746 (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 4 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 Century: Eastern Wonders — Rulebook (corpus doc 801) Move p.1 #3 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
#2 RULEBOOK Century: Eastern Wonders — Rulebook (corpus doc 801) Move · Market p.2 #4 0.031746 (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 Century: Eastern Wonders — Rulebook (corpus doc 801) Port · Harvest · Cargo Hold Limit · Game End · Credits p.2 #2 0.047379 (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 Century: Eastern Wonders — Rulebook (corpus doc 801) To set up a game of Century Eastern Wonders , follow these steps in order: · Taking a Turn p.1 #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

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 Century: Eastern Wonders — Rulebook (corpus doc 801) To set up a game of Century Eastern Wonders , follow these steps in order: · Taking a Turn p.1 no quote on the wire
[2] RULEBOOK Century: Eastern Wonders — Rulebook (corpus doc 801) Move p.1 no quote on the wire
[3] RULEBOOK Century: Eastern Wonders — Rulebook (corpus doc 801) Move · Market p.2 no quote on the wire
[4] RULEBOOK Century: Eastern Wonders — Rulebook (corpus doc 801) Port · Harvest · Cargo Hold Limit · Game End · Credits p.2 no quote on the wire
timing split
retrieval 82 ms · first delta 1543 ms · total 23289 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 14076 ms · retrieval 82 ms · ask 9129 ms · gateway work 9213 ms · total 23289 ms
tokens in (the prompt the answerer read)
2064
tokens out (what the answerer generated)
1024
tok/sec
134.4 tok/sec — 1024 output tokens in 7.621 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 0s 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 7s 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 736), 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.