RuleSage cited table rulings
← Marvel Zombies: A Zombicide Game

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How do I play?

Answered counted as answered

Asked with: Marvel Zombies: A Zombicide Gamebg-351817-en-1e

The Player Phase consists of the following steps, in order:
1. Increase Hunger Tracks: All players increase their Hunger Track by 1.[1]
2. Refresh Activation Tokens: All players flip their Activation tokens to their green (Unactivated) side.[1]
3. Activate Zombie Heroes: All Zombie Heroes are activated one by one in an order chosen by the players.[1]
* On their Turn, each Zombie Hero can initially perform 3 Actions.[2]
* At the Blue Danger Level, a Zombie Hero can perform up to 3 Actions (not counting any free Action their Blue Level Skill might give them).[1]
* Available Actions include:
* MOVE: The Zombie Hero moves from their Zone to an adjacent Zone (not diagonally, through walls, or closed doors).[1] This costs 1 extra Action per Enemy in the Zone they are attempting to leave.[2][1] Entering a Zone containing Enemies ends the Zombie Hero's Move Action.[1]
* OPEN A DOOR: The Zombie Hero breaks open a door in their Zone, flipping the token to its open side.[1] When a building is first opened, its Zones are spawned and Bystanders are revealed.[2][1]
* GAIN TRAIT: This can only be performed once per Turn.[2]
* INTERACT WITH OBJECTIVE.[2]
* ATTACK: Use the Zombie Hero's unique Attack or Devour Attack.[2] Roll extra dice equal to their Hunger level.[2] Hits must be assigned to targets following the Target Priority order (1. SuperHero, 2. Guard, 3. Trooper, 4. Specialist, 5. Bystander).[2][3] Enemies are eliminated when assigned Hits equal to their Toughness in a single Attack.[3] Each rolled die increases the Hero's Hunger.[2] A Devour Attack can only eliminate a single target and zeroes their Hunger.[2]
* Note: If a Zombie Hero's Hunger Level is at 4, they are Ravenous; they can only perform Move or Devour Attack actions and suffer 1 Wound at the end of their Turn.[2]
4. Activate Enemies: Each Enemy and Bystander activates and spends their Action(s) on either an Attack or a Move.[2]
* Specialists and Super Heroes perform 2 Actions.[2]
* ATTACK: Each Enemy in the same Zone as a Zombie Hero performs an Attack, dealing 1 Wound.[2]
* MOVE: Enemies that have not Attacked use their Action to Move 1 Zone towards the closest Zombie Heroes.[2] They move towards the closest Zone with Zombie Heroes in their Line of Sight (or the shortest open path if no Line of Sight exists).[4] Enemies cannot open doors.[4]
5. Spawn Enemies: Starting from the First Spawn Point and going clockwise, draw and resolve 1 Spawn card for each Spawn Point token.[2]
6. End Phase: Perform any effects indicated to take place during the End Phase.[2]
If any Zombie Heroes are eliminated, the players lose; otherwise, a new Round starts.[2]
[1] RULEBOOK Marvel Zombies: A Zombicide Game — Rulebook · p.13 · PLAYER PHASE · MOVE · OPEN DOOR
[2] RULEBOOK Marvel Zombies: A Zombicide Game — Rulebook · p.44 · 1. PLAYER PHASE · 1. ACTIVATE ENEMIES · 2. SPAWN ENEMIES · 3. END PHASE · TARGETS MENU
[3] RULEBOOK Marvel Zombies: A Zombicide Game — Rulebook · p.20 · TARGET PRIORITY
[4] RULEBOOK Marvel Zombies: A Zombicide Game — Rulebook · p.15 · MOVE

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 187 ms · ask 11423 ms · total 11613 ms
single-flight (PR-5)
queued 0 ms · generation 11613 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 17, "score": 0.047643, "snippet": "When a player draws an Enemy Rush card, the Enemies placed by that card immediately perform an Activation after being placed. When a player draws an Extra Activation card, instead of spawning new Enemies, all Enemies of the listed type immediately Activate, performing their Action(s) as usual. When ", "headingPath": "REGULAR SPAWN · EXTRA ACTIVATION! · ESCORTED BYSTANDER! · SPECIAL ACTION · SUPER HERO! · RUNNING OUT OF ENEMIES", "sharpsignalDocId": 782}, {"page": 13, "score": 0.032787, "snippet": "During each Player Phase, the following steps must be taken, in order: Increase Hunger Tracks: All players increase their Hunger Track by 1. Refresh Activation Tokens: All players flip their Activation tokens to their green (Unactivated) side. Activate Zombie Heroes: All the Zombie Heroes are activa", "headingPath": "PLAYER PHASE · MOVE · OPEN DOOR", "sharpsignalDocId": 782}, {"page": 15, "score": 0.031746, "snippet": "Enemies that did not Attack (because there were no Zombie Heroes in their Zone) spend their Action to Move 1 Zone towards Zombie Heroes: Enemies always move towards the closest Zone with Zombie Heroes in their Line of Sight. If the Enemy does not have Line of Sight to any Zombie Hero, they move towa", "headingPath": "MOVE", "sharpsignalDocId": 782}, {"page": 38, "score": 0.03125, "snippet": "It was a plea for help, a desperate call over the emergency waves. Civilians need our assistance. They are defenseless against the zombie hordes and worse, our own former comrades. This is the ultimate test for us as super heroes. We cannot fail! We must get out there and we MUST save them! Tiles ne", "headingPath": "EASY / 25 MINUTES · OBJECTIVES · SPECIAL SETUP · SPECIAL RULES", "sharpsignalDocId": 782}, {"page": 14, "score": 0.030769, "snippet": "The Zombie Hero attacks an Enemy or Bystander they are able to target. Combat is explained in detail on page 19. The Zombie Hero takes and/or activates an Objective in their Zone. The specific effects of doing this are detailed in the Mission description. Objective tokens A Zombie Hero does not need", "headingPath": "ATTACK · INTERACT WITH OBJECTIVE · END OF TURN · ENEMY PHASE", "sharpsignalDocId": 782}, {"page": 10, "score": 0.030303, "snippet": "Game pieces such as Zombie Heroes, Enemies, and Bystanders can move from their Zone to an adjacent one. An adjacent Zone shares at least one unobstructed edge with their current Zone. Corners do not count. This means no diagonal movements! In Street Zones, movement from one empty Zone to another has", "headingPath": "MOVEMENT · READING AN ID CARD", "sharpsignalDocId": 782}, {"page": 23, "score": 0.029851, "snippet": "Once the infection takes you, there is no coming back. All you can do is accept this new existence… Accept this perpetual need to eat... If you let it go too long, then the hunger leads to uncontrollable madness… We don't want to eat them, but we need to be able to think, to figure this out… Maybe j", "headingPath": "EASY / 25 MINUTES · OBJECTIVES · SPECIAL RULES", "sharpsignalDocId": 782}, {"page": 19, "score": 0.029412, "snippet": "When a Zombie Hero performs an Attack Action, they use either their unique Attack, listed on their ID card, or the generic Devour Attack. All Attacks feature the following information: TYPE: Attacks fall into 2 categories: Melee or Ranged. The Melee and Ranged symbols are used to distinguish each ty", "headingPath": "COMBAT", "sharpsignalDocId": 782}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 13, "quote": null, "headingPath": "PLAYER PHASE · MOVE · OPEN DOOR", "sharpsignalDocId": 782}, {"page": 44, "quote": null, "headingPath": "1. PLAYER PHASE · 1. ACTIVATE ENEMIES · 2. SPAWN ENEMIES · 3. END PHASE · TARGETS MENU", "sharpsignalDocId": 782}, {"page": 20, "quote": null, "headingPath": "TARGET PRIORITY", "sharpsignalDocId": 782}, {"page": 15, "quote": null, "headingPath": "MOVE", "sharpsignalDocId": 782}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 782 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 782 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 0.90277 of 2201 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 23, 2026 21:52 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 Marvel Zombies: A Zombicide Game — Rulebook (corpus doc 782) REGULAR SPAWN · EXTRA ACTIVATION! · ESCORTED BYSTANDER! · SPECIAL ACTION · SUPER HERO! · RUNNING OUT OF ENEMIES p.17 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 Marvel Zombies: A Zombicide Game — Rulebook (corpus doc 782) PLAYER PHASE · MOVE · OPEN DOOR p.13 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
#3 RULEBOOK Marvel Zombies: A Zombicide Game — Rulebook (corpus doc 782) MOVE p.15 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
#4 RULEBOOK Marvel Zombies: A Zombicide Game — Rulebook (corpus doc 782) EASY / 25 MINUTES · OBJECTIVES · SPECIAL SETUP · SPECIAL RULES p.38 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 Marvel Zombies: A Zombicide Game — Rulebook (corpus doc 782) ATTACK · INTERACT WITH OBJECTIVE · END OF TURN · ENEMY PHASE p.14 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
#6 RULEBOOK Marvel Zombies: A Zombicide Game — Rulebook (corpus doc 782) MOVEMENT · READING AN ID CARD 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
#7 RULEBOOK Marvel Zombies: A Zombicide Game — Rulebook (corpus doc 782) EASY / 25 MINUTES · OBJECTIVES · SPECIAL RULES p.23 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 Marvel Zombies: A Zombicide Game — Rulebook (corpus doc 782) COMBAT p.19 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 75 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 Marvel Zombies: A Zombicide Game — Rulebook (corpus doc 782) 1. PLAYER PHASE · 1. ACTIVATE ENEMIES · 2. SPAWN ENEMIES · 3. END PHASE · TARGETS MENU p.44 #18 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
#2 RULEBOOK Marvel Zombies: A Zombicide Game — Rulebook (corpus doc 782) MISSIONS: HERO MODE · MEDIUM / 45 MINUTES · OBJECTIVES · SPECIAL SETUP p.36 #11 0.025253 (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 Marvel Zombies: A Zombicide Game — Rulebook (corpus doc 782) PLAYER PHASE · MOVE · OPEN DOOR p.13 #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)) vector + the doc-priority boost arm the re-ranker chose it
#4 RULEBOOK Marvel Zombies: A Zombicide Game — Rulebook (corpus doc 782) REGULAR SPAWN · EXTRA ACTIVATION! · ESCORTED BYSTANDER! · SPECIAL ACTION · SUPER HERO! · RUNNING OUT OF ENEMIES p.17 #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
#5 RULEBOOK Marvel Zombies: A Zombicide Game — Rulebook (corpus doc 782) p.2 #75 0.007407 (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 Marvel Zombies: A Zombicide Game — Rulebook (corpus doc 782) MOVE p.15 #3 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
#7 RULEBOOK Marvel Zombies: A Zombicide Game — Rulebook (corpus doc 782) p.43 #47 0.009524 (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
#8 RULEBOOK Marvel Zombies: A Zombicide Game — Rulebook (corpus doc 782) TARGET PRIORITY p.20 #23 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

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 Marvel Zombies: A Zombicide Game — Rulebook (corpus doc 782) PLAYER PHASE · MOVE · OPEN DOOR p.13 no quote on the wire
[2] RULEBOOK Marvel Zombies: A Zombicide Game — Rulebook (corpus doc 782) 1. PLAYER PHASE · 1. ACTIVATE ENEMIES · 2. SPAWN ENEMIES · 3. END PHASE · TARGETS MENU p.44 no quote on the wire
[3] RULEBOOK Marvel Zombies: A Zombicide Game — Rulebook (corpus doc 782) TARGET PRIORITY p.20 no quote on the wire
[4] RULEBOOK Marvel Zombies: A Zombicide Game — Rulebook (corpus doc 782) MOVE p.15 no quote on the wire
timing split
retrieval 187 ms · first delta 6524 ms · total 11613 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 187 ms · ask 11423 ms · gateway work 11613 ms · total 11613 ms
tokens in (the prompt the answerer read)
3299
tokens out (what the answerer generated)
667
tok/sec
133.4 tok/sec — 667 output tokens in 4.999 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 2s 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 717), 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.