RuleSage cited table rulings
← Skyrise

You asked

How do I play?

Answered counted as answered

Asked with: Skyrisebg-298231-en-1e

The goal of Skyrise is to earn the most Prestige by the end of 2 Eras.[1] The game is played over a series of auctions.[2][1]
**Setup**
1. Place the Game Board in the center of the table.[3]
2. Place a number of Outer Islands equal to the player count randomly over the game board landscape.[3]
3. Place the Central Island in the middle of the outer islands so its bridges slot into the spaces on the outer islands.[3]
4. Remove specific discs from the game based on player count (4 Players: remove nothing; 3 Players: remove a wild disc, a commissions disc, and 3 of each neighborhood disc; 2 Players: remove 2 of each patron disc and 5 of each neighborhood disc) and return them to the box.[3]
5. Mix the remaining Neighborhood, Patron, Commissions, and Wild Discs and place them in the Draw Bag.[3]
6. Randomly draw and place 1 disc on each colored neighborhood area of each island.[3]
7. Shuffle the 20 Wonder Cards and deal 3 face-down to each player (5 cards each in a 2 player game).[3]
8. Shuffle the 4 Secret Objective Cards and deal 1 face-down to each player.[3]
9. Place the Island Control Card face-up near the game board.[3]
10. Shuffle the 5 Panorama Cards, draw 2, and place them face-up next to the island control card.[3]
11. Shuffle the Patron Value Tiles and randomly place one face-down on each patron space (A, B, C, and D) on the game board.[3]
12. Place the Large Key to the City near the game board (and the Small Key to the City if playing with 3 or 4 players).[3]
13. All players choose a Player Board and place it in front of them with their chosen visionary face-up.[4]
14. Take the Scoring Disc matching your color and place it on the '0' space of the Prestige track.[4]
15. Take the 12 Buildings and the Wonder matching your player color (in a 2 player game, each player gets 2 Wonders).[4]
16. In a 2 player game, each player should also take a Wonder of an unused player color and the matching scoring disc to mark the associated Wonder card.[4]
17. Lay buildings with a dot below the number and your Wonder to the left of your player board to indicate they are not yet available.[4]
18. Place remaining buildings (without a dot) to the right of your player board in ascending order, number-side up.[4]
19. Discreetly view your secret objective and Wonder cards.[4]
20. Randomly determine which player will start the first auction.[4]
**An Auction**
1. Determine the start bidder (The first auction is determined randomly during setup; thereafter, the winner of the most recent auction starts the auction, with specific exceptions for the beginning of Era 2 and when a player constructs their last structure in Era 2).[2]
2. Place the starting bid: The player starting the auction places any of their available bids number-side up in an unoccupied neighborhood that is either on the central island or adjacent to any already-constructed structure belonging to any player on any island.[2] A player cannot start an auction with a Wonder unless it is their last remaining structure.[2]
3. Continue bidding: Bidding moves clockwise around the table.[2] The next player must either:
* Outbid: Place a bid of higher value into an unoccupied neighborhood adjacent to the most recent bid.[2]
* Pass: Say "pass," and that player may not participate in the rest of this auction.[2]
* Place Wonder (Era 2 only): Place their Wonder into an unoccupied neighborhood adjacent to the most recent bid.[2]
4. End the auction: The auction ends when all players except the most recent bidder have passed, there are no unoccupied neighborhoods adjacent to the most recent bid, or a player places their Wonder.[2]
**Eras and Construction**
* The game is split into two Eras.[1]
* After each auction, one structure is constructed.[1]
* When an auction is won, the winning bid is flipped number-side down and becomes a constructed building.[1]
* Era 1 ends when one player has constructed all their Era 1 buildings.[1]
* At the start of Era 2, players receive access to their Wonder figure and choose one Wonder card to provide a special effect.[1]
* Players add their Wonder figure and five Era 2 buildings to their pool of available bids on the right side
[1] RULEBOOK Skyrise — Rulebook · p.4 · THE GOAL · ERA 1 & ERA 2 · BUILDINGS & BIDS · ISLANDS · WONDERS
[2] RULEBOOK Skyrise — Rulebook · p.5 · AUCTION · An auction consists of the following steps: · DETERMINE START BIDDER · PLACE STARTING BID · CONTINUE BIDDING · END THE AUCTION
[3] RULEBOOK Skyrise — Rulebook · p.3 · GAME SETUP
[4] RULEBOOK Skyrise — Rulebook · p.3 · PLAYER SETUP · START PLAYER

One rule clearer, zero feelings hurt.

🔧 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 84 ms · ask 6773 ms · total 6861 ms
single-flight (PR-5)
queued 0 ms · generation 6861 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 3, "score": 0.048387, "snippet": "Put the Game Board in the center of the table. It has a Prestige track that runs around the outside of the board. Take a number of Outer Islands equal to the player count ( ) and place them randomly over the game board landscape as shown in the image to the right. Place the Central Island in the mid", "headingPath": "GAME SETUP", "sharpsignalDocId": 693}, {"page": 5, "score": 0.047619, "snippet": "The game is played over a series of auctions, where players will go around the table choosing to outbid the current bid or pass. Once everyone has passed or can no longer outbid, the highest bid wins the auction and that structure is constructed. You can never outbid yourself. If the auction comes b", "headingPath": "AUCTION · An auction consists of the following steps: · DETERMINE START BIDDER · PLACE STARTING BID · CONTINUE BIDDING · END THE AUCTION", "sharpsignalDocId": 693}, {"page": 4, "score": 0.045805, "snippet": "The goal of Skyrise is to earn the most Prestige by the end of 2 Eras. Prestige is earned at the end of each Era and immediately when you construct your Wonder. Skyrise is split into two halves, called Eras . Each Era is played over a series of auctions . After each auction, one structure will be co", "headingPath": "THE GOAL · ERA 1 & ERA 2 · BUILDINGS & BIDS · ISLANDS · WONDERS", "sharpsignalDocId": 693}, {"page": 3, "score": 0.032787, "snippet": "All players perform the following: Choose a Player Board and place it in front of you with your chosen visionary face-up. 15 Take the Scoring Disc matching your color and place it on the '0' space of the Prestige track. 16 Take the 12 Buildings and the Wonder matching your player color. In a 2 playe", "headingPath": "PLAYER SETUP · START PLAYER", "sharpsignalDocId": 693}, {"page": 5, "score": 0.03125, "snippet": "Each player adds their Wonder figure (two Wonders in a 2 player game) and five Era 2 buildings to their pool of available bids on the right side of their player board number-side up, sorted by numerical value. When any player constructs their final structure during Era 2, the next auction is started", "headingPath": "UNLOCK ERA 2 STRUCTURES · ERA 2: FINAL STRUCTURE · END OF ERA 2 · SCORE ISLAND CONTROL · SCORE PANORAMA CARDS · SCORE SECRET OBJECTIVES · …", "sharpsignalDocId": 693}, {"page": 4, "score": 0.030769, "snippet": "Neighborhood discs come in four colors, matching the color of each faction's neighborhood. When you collect a neighborhood disc, place it in the leftmost empty space of its row on your player board Q . This will generally increase the Prestige value R of all your structures that are constructed on t", "headingPath": "NEIGHBORHOOD DISCS · SHOOT THE MOON! · PATRON DISCS · PATRON VALUES · WILD DISCS · COMMISSIONS DISCS", "sharpsignalDocId": 693}, {"page": 5, "score": 0.030303, "snippet": "The winning bid gets flipped over to become a constructed building - its number will now be face-down C . Wonders are not flipped over. Return all unsuccessful bids to their owners' pool of available bids D . If there is a disc in the neighborhood with the newly constructed structure, the winning pl", "headingPath": "When the auction ends, perform the following steps: · END OF ERA 1 · SCORE ISLAND CONTROL · SCORE PANORAMA CARDS · CHOOSE WONDER CARDS", "sharpsignalDocId": 693}, {"page": 5, "score": 0.029851, "snippet": "After performing Era 2 scoring: The player with the most Prestige is declared the winner. In case of a tie, the tied player who constructed their final structure first is the winner. ,", "headingPath": "GAME END", "sharpsignalDocId": 693}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 4, "quote": null, "headingPath": "THE GOAL · ERA 1 & ERA 2 · BUILDINGS & BIDS · ISLANDS · WONDERS", "sharpsignalDocId": 693}, {"page": 5, "quote": null, "headingPath": "AUCTION · An auction consists of the following steps: · DETERMINE START BIDDER · PLACE STARTING BID · CONTINUE BIDDING · END THE AUCTION", "sharpsignalDocId": 693}, {"page": 3, "quote": null, "headingPath": "GAME SETUP", "sharpsignalDocId": 693}, {"page": 3, "quote": null, "headingPath": "PLAYER SETUP · START PLAYER", "sharpsignalDocId": 693}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 693 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 693 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 0.90727 of 3440 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 24, 2026 09:48 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 Skyrise — Rulebook (corpus doc 693) GAME SETUP p.3 0.048387 (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 Skyrise — Rulebook (corpus doc 693) AUCTION · An auction consists of the following steps: · DETERMINE START BIDDER · PLACE STARTING BID · CONTINUE BIDDING · END THE AUCTION p.5 0.047619 (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 Skyrise — Rulebook (corpus doc 693) THE GOAL · ERA 1 & ERA 2 · BUILDINGS & BIDS · ISLANDS · WONDERS p.4 0.045805 (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 Skyrise — Rulebook (corpus doc 693) PLAYER SETUP · START PLAYER p.3 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
#5 RULEBOOK Skyrise — Rulebook (corpus doc 693) UNLOCK ERA 2 STRUCTURES · ERA 2: FINAL STRUCTURE · END OF ERA 2 · SCORE ISLAND CONTROL · SCORE PANORAMA CARDS · SCORE SECRET OBJECTIVES · … p.5 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
#6 RULEBOOK Skyrise — Rulebook (corpus doc 693) NEIGHBORHOOD DISCS · SHOOT THE MOON! · PATRON DISCS · PATRON VALUES · WILD DISCS · COMMISSIONS DISCS 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 Skyrise — Rulebook (corpus doc 693) When the auction ends, perform the following steps: · END OF ERA 1 · SCORE ISLAND CONTROL · SCORE PANORAMA CARDS · CHOOSE WONDER CARDS 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
#8 RULEBOOK Skyrise — Rulebook (corpus doc 693) GAME END p.5 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)) 184

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 18 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 Skyrise — Rulebook (corpus doc 693) PLAYER SETUP · START PLAYER p.3 #4 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
#2 RULEBOOK Skyrise — Rulebook (corpus doc 693) AUCTION · An auction consists of the following steps: · DETERMINE START BIDDER · PLACE STARTING BID · CONTINUE BIDDING · END THE AUCTION p.5 #2 0.047619 (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
#3 RULEBOOK Skyrise — Rulebook (corpus doc 693) THE GOAL · ERA 1 & ERA 2 · BUILDINGS & BIDS · ISLANDS · WONDERS p.4 #3 0.045805 (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 Skyrise — Rulebook (corpus doc 693) UNLOCK ERA 2 STRUCTURES · ERA 2: FINAL STRUCTURE · END OF ERA 2 · SCORE ISLAND CONTROL · SCORE PANORAMA CARDS · SCORE SECRET OBJECTIVES · … p.5 #5 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 Skyrise — Rulebook (corpus doc 693) GENERAL FAQ · CARD FAQ p.7 #11 0.014085 (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 Skyrise — Rulebook (corpus doc 693) GAME END p.5 #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
#7 RULEBOOK Skyrise — Rulebook (corpus doc 693) NEIGHBORHOOD DISCS · SHOOT THE MOON! · PATRON DISCS · PATRON VALUES · WILD DISCS · COMMISSIONS DISCS 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
#8 RULEBOOK Skyrise — Rulebook (corpus doc 693) GAME SETUP p.3 #1 0.048387 (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 Skyrise — Rulebook (corpus doc 693) THE GOAL · ERA 1 & ERA 2 · BUILDINGS & BIDS · ISLANDS · WONDERS p.4 no quote on the wire
[2] RULEBOOK Skyrise — Rulebook (corpus doc 693) AUCTION · An auction consists of the following steps: · DETERMINE START BIDDER · PLACE STARTING BID · CONTINUE BIDDING · END THE AUCTION p.5 no quote on the wire
[3] RULEBOOK Skyrise — Rulebook (corpus doc 693) GAME SETUP p.3 no quote on the wire
[4] RULEBOOK Skyrise — Rulebook (corpus doc 693) PLAYER SETUP · START PLAYER p.3 no quote on the wire
timing split
retrieval 84 ms · first delta 1664 ms · total 6861 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 84 ms · ask 6773 ms · gateway work 6861 ms · total 6861 ms
tokens in (the prompt the answerer read)
3481
tokens out (what the answerer generated)
1024
tok/sec
201.5 tok/sec — 1024 output tokens in 5.083 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 23s 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 626), 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.