RuleSage cited table rulings
← Fleet: The Dice Game

You asked

How do I play?

Answered counted as answered

Asked with: Fleet: The Dice Gamebg-245961-en-1e

The game is played over 10 rounds.[1] Each round consists of the following phases:
1. Boat Phase:
* The first player rolls the boat dice pool.[1]
* In turn order, each player selects 1 available die from the pool to use and fills in the topmost open box in that section of their score sheet.[1] Once a die is selected, no other player may select it.[1]
* At any time, you may gain 1 coin instead of using a die for its normal action.[2]
* After everyone has taken a turn, all players simultaneously use the lone die that remains.[1]
* Filling in an activation box (circular) allows you to launch a boat (by filling in the box next to the topmost available boat of that type) or activate a license (by filling in the box next to the topmost available license of that type).[1]
* Selecting a die face allows you to fill in the next 3 coin boxes on the coin track.[1]
2. Income Phase:
* Each player gains coins equal to the filled-in coins on their income track (starting with 1 filled-in coin).[3]
3. Fishing Phase:
* All launched boats collect fish during even rounds only.[1]
4. Town Phase:
* The first player rolls the town dice pool.[4]
* In turn order, each player selects 1 available die from the pool and fills in a corresponding box on their score sheet.[4] Once a die is selected, no other player may select it.[4]
* At any time, you may gain 1 coin instead of using a die for its normal action.[2]
* After everyone has taken a turn, all players simultaneously use the lone die that remains.[4]
* Selecting a Harbor die allows you to fill in the topmost open box on any ship in the HARBOR.[4]
* Selecting a Wharf die allows you to fill in the topmost open box on any building in the WHARF.[4]
* Selecting a Market die allows you to gain coins.[4]
* Selecting a boat die allows you to fill in the topmost open box in that section of your score sheet.[4]
At the end of the round, the current first player passes the first player marker to the player on their left, and a new round begins.[4]
**Scoring and Ending the Game**
The game ends after the tenth round.[2] Players total their scores across five categories to determine the winner:
* FISH: 1 VP per fish caught on all boats (including King Crab, Barge, and Inuit).[2]
* BOATS: VPs for each boat launched.[2]
* LICENSES: VPs for licenses (King Crab license, plus any level 3 licenses).[2]
* BUILDINGS: VPs for buildings on the Wharf.[2]
* BONUS: VPs for King Crab license bonus (max. 10 VPs).[2]
The player with the most VPs wins.[2] In the case of a tie, the tied player who caught the most fish wins.[2]
[1] RULEBOOK Fleet: The Dice Game — Rulebook · p.4 · Game Setup · How to Play · 1. Boat Phase · Launching a Boat · Activating a License · Three Coins
[2] RULEBOOK Fleet: The Dice Game — Rulebook · p.6 · End of the Game · Coin Track and Star Actions · Using Any Die as a Coin
[3] RULEBOOK Fleet: The Dice Game — Rulebook · p.4 · 2. Income Phase
[4] RULEBOOK Fleet: The Dice Game — Rulebook · p.5 · 4. Town Phase · Round End

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 106 ms · ask 5004 ms · total 12862 ms
single-flight (PR-5)
queued 7750 ms · generation 5112 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 4, "score": 0.04918, "snippet": "4 The game is played over 10 rounds. 1.BOAT PHASE Each round has the following phases: - roll the boat dice pool and select dice in turn order 2.INCOME PHASE - each player gains 1 coin 3.FISHING PHASE - all launched boats collect fish (even rounds only!) 4.TOWN PHASE - roll the town dice pool and se", "headingPath": "Game Setup · How to Play · 1. Boat Phase · Launching a Boat · Activating a License · Three Coins", "sharpsignalDocId": 589}, {"page": 1, "score": 0.048131, "snippet": "Navigate your way to the BIG CATCH! Overview............................................ 2 Game Setup ....................................... 3 How to Play........................................ 4 End of the Game................................ 6 Solo Mode........................................ 10", "headingPath": "", "sharpsignalDocId": 589}, {"page": 10, "score": 0.047875, "snippet": "In the solo mode, you are working to build the greatest fishing empire Ridback Bay has ever seen, while Captain Ruth tries to claim all of the best areas for herself! Give yourself a pencil and a score sheet. (The Captain does NOT receive a separate score sheet.) Roll 1 boat die to determine your st", "headingPath": "Solo Mode · Solo Setup · Solo Gameplay", "sharpsignalDocId": 589}, {"page": 3, "score": 0.03125, "snippet": "Give each player a pencil and a sheet from each score pad. Together these 2 half sheets make up your score sheet. Each player rolls 1 boat die to determine their starting bonus. On their score sheet, they fill in the first 3 boxes for the boat type corresponding to their rolled result. (Reroll any r", "headingPath": "Game Setup", "sharpsignalDocId": 589}, {"page": 6, "score": 0.030769, "snippet": "After the tenth round, the game ends. All players total their scores, across 5 categories, to determine who is the winner: FISH: 1 VP per fish caught on all boats (including King Crab, Barge, and Inuit) BOATS : VPs for each boat you have launched LICENSES: VPs for licenses (King Crab license, plus a", "headingPath": "End of the Game · Coin Track and Star Actions · Using Any Die as a Coin", "sharpsignalDocId": 589}, {"page": 5, "score": 0.030303, "snippet": "The first player rolls the town dice pool. Then, in turn order, each player selects 1 available die from the pool and fills in a corresponding box on their score sheet. Once a die has been selected, no other player may select that die. After everyone has taken a turn, all players simultaneously use ", "headingPath": "4. Town Phase · Round End", "sharpsignalDocId": 589}, {"page": 6, "score": 0.030118, "snippet": "You get bonus abilities as you activate licenses during play. When you activate an additional license of the same type, that bonus is replaced by the stronger, nextlevel bonus. (The bonuses are not cumulative.) In addition, whenever you activate the second license of a type, you gain 2 coins immedia", "headingPath": "License Bonuses", "sharpsignalDocId": 589}, {"page": 4, "score": 0.029851, "snippet": "In this phase, each player gains coins equal to the filled-in coins on their income track (you begin the game with 1 filled-in coin). Use the income track to mark the cumulative total of your income bonuses from Lobster licenses and from Ridback Canning Co., filling in a coin on the income track as ", "headingPath": "2. Income Phase", "sharpsignalDocId": 589}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 4, "quote": null, "headingPath": "Game Setup · How to Play · 1. Boat Phase · Launching a Boat · Activating a License · Three Coins", "sharpsignalDocId": 589}, {"page": 6, "quote": null, "headingPath": "End of the Game · Coin Track and Star Actions · Using Any Die as a Coin", "sharpsignalDocId": 589}, {"page": 4, "quote": null, "headingPath": "2. Income Phase", "sharpsignalDocId": 589}, {"page": 5, "quote": null, "headingPath": "4. Town Phase · Round End", "sharpsignalDocId": 589}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 589 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 589 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 0.90483 of 2091 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 24, 2026 07:04 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 Fleet: The Dice Game — Rulebook (corpus doc 589) Game Setup · How to Play · 1. Boat Phase · Launching a Boat · Activating a License · Three Coins p.4 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) 300
#2 RULEBOOK Fleet: The Dice Game — Rulebook (corpus doc 589) p.1 0.048131 (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 Fleet: The Dice Game — Rulebook (corpus doc 589) Solo Mode · Solo Setup · Solo Gameplay p.10 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 Fleet: The Dice Game — Rulebook (corpus doc 589) Game Setup 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 Fleet: The Dice Game — Rulebook (corpus doc 589) End of the Game · Coin Track and Star Actions · Using Any Die as a Coin p.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)) 300
#6 RULEBOOK Fleet: The Dice Game — Rulebook (corpus doc 589) 4. Town Phase · Round End p.5 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 Fleet: The Dice Game — Rulebook (corpus doc 589) License Bonuses p.6 0.030118 (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 Fleet: The Dice Game — Rulebook (corpus doc 589) 2. Income Phase p.4 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 17 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 Fleet: The Dice Game — Rulebook (corpus doc 589) Game Setup · How to Play · 1. Boat Phase · Launching a Boat · Activating a License · Three Coins p.4 #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 Fleet: The Dice Game — Rulebook (corpus doc 589) License Bonuses p.6 #7 0.030118 (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 Fleet: The Dice Game — Rulebook (corpus doc 589) 4. Town Phase · Round End p.5 #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
#4 RULEBOOK Fleet: The Dice Game — Rulebook (corpus doc 589) 2. Income Phase p.4 #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
#5 RULEBOOK Fleet: The Dice Game — Rulebook (corpus doc 589) End of the Game · Coin Track and Star Actions · Using Any Die as a Coin p.6 #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)) vector + the doc-priority boost arm the re-ranker chose it
#6 RULEBOOK Fleet: The Dice Game — Rulebook (corpus doc 589) Solo Mode · Solo Setup · Solo Gameplay p.10 #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
#7 RULEBOOK Fleet: The Dice Game — Rulebook (corpus doc 589) Game Setup 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
#8 RULEBOOK Fleet: The Dice Game — Rulebook (corpus doc 589) p.1 #2 0.048131 (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 Fleet: The Dice Game — Rulebook (corpus doc 589) Game Setup · How to Play · 1. Boat Phase · Launching a Boat · Activating a License · Three Coins p.4 no quote on the wire
[2] RULEBOOK Fleet: The Dice Game — Rulebook (corpus doc 589) End of the Game · Coin Track and Star Actions · Using Any Die as a Coin p.6 no quote on the wire
[3] RULEBOOK Fleet: The Dice Game — Rulebook (corpus doc 589) 2. Income Phase p.4 no quote on the wire
[4] RULEBOOK Fleet: The Dice Game — Rulebook (corpus doc 589) 4. Town Phase · Round End p.5 no quote on the wire
timing split
retrieval 106 ms · first delta 1672 ms · total 12862 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 7750 ms · retrieval 106 ms · ask 5004 ms · gateway work 5112 ms · total 12862 ms
tokens in (the prompt the answerer read)
2801
tokens out (what the answerer generated)
681
tok/sec
201.7 tok/sec — 681 output tokens in 3.376 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 55s 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 0s 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 521), 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.