RuleSage cited table rulings
← Amerigo

You asked

How do I play?

Answered counted as answered

Asked with: Amerigobg-137408-en-1e

The game is played over 5 game rounds, with each round consisting of 7 phases.[1]
**Phase Sequence and Actions**
1. To start the first phase of a game round, the starting player drops all blue cubes from the storage space into the dice tower.[1]
2. Any cubes that land in the tray are placed in the action space of the action circuit.[1]
3. The colors of the cubes in the tray determine which actions are available, and the largest number of cubes of a single color determines the number of action points (AP) that can be spent on a single available action.[1]
4. Beginning with the player whose disc is farthest along the special action track, each player in the given player order chooses one available action and performs it.[1] If multiple players are stacked on a space, they take turns from top to bottom.[1]
5. Players may forfeit any or all of their available action points.[2]
6. To end a phase, all cubes are moved from the action space to their respective storage spaces.[2]
7. To start the next phase, all cubes in the next storage space (in clockwise order) are dropped into the dice tower.[2]
8. After the phase involving the white cubes, the game round ends, intermediate scoring occurs, and players prepare for the next round.[2]
**Available Actions**
* **Blue Action (Move Ships):** The first time this action is chosen, the player places two ships on any spaces of their choice on the frame.[2] Each AP allows the player to move each ship to an orthogonally adjacent water space.[2] If a ship ends movement on an anchor space, the player can establish a trading post on an adjacent unoccupied trading post space, which allows the player to build on that island.[2] The first player to establish a trading post on an island scores 3 victory points.[2]
* **Black Action (Load Cannons):** The player moves the cannon scoring disc on their player sheet one space to the right for each AP, up to a maximum of 12.[3]
* **Red Action (Plan):** [4]
* **Green Action (Build):** The player can build neutral landscape or village tiles from their personal supply face down on any island containing at least one of their trading posts.[4] Tiles must be placed on land, not water.[4] Placing a village tile costs 1 AP, while placing a neutral landscape tile costs 1-6 AP depending on size.[4] If a player builds over a commodity space, they take that commodity token and place it on their player sheet.[5] Players place tiles face down, then flip them face up and score them: players score the smaller number of victory points on small islands and the larger number on big islands (marked by a treasure chest).[5]
* **Brown Action (Progress):** [4]
* **Gold Action:** Instead of an action, a player may take gold by totaling the cubes in the action space, dividing by three, and rounding up, then advancing their gold disc by that amount.[6] If total gold exceeds 12, the player scores 1 victory point for each excess gold.[6]
[1] RULEBOOK Amerigo — Rulebook · p.4 · 4. PREPARING THE DICE TOWER · PLAYING THE GAME
[2] RULEBOOK Amerigo — Rulebook · p.5 · PLAYING THE GAME · THE BLUE ACTION: MOVE SHIPS
[3] RULEBOOK Amerigo — Rulebook · p.5 · THE BLACK ACTION: LOAD CANNONS
[4] RULEBOOK Amerigo — Rulebook · p.6 · THE RED ACTION: PLAN · THE BROWN ACTION: PROGRESS · THE GREEN ACTION: BUILD · When building, the player must follow these rules:
[5] RULEBOOK Amerigo — Rulebook · p.7 · When building, the player must follow these rules:
[6] RULEBOOK Amerigo — Rulebook · p.8 · GOLD

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 187 ms · ask 4728 ms · total 4917 ms
single-flight (PR-5)
queued 0 ms · generation 4917 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 5, "score": 0.048916, "snippet": "If a player cannot or does not want to use all of the action points available, he may forfeit any or all of them. After all players have performed their actions, move all cubes from the action space to their respective storage spaces to end the current phase. To start the next phase, drop all the cu", "headingPath": "PLAYING THE GAME · THE BLUE ACTION: MOVE SHIPS", "sharpsignalDocId": 610}, {"page": 4, "score": 0.048652, "snippet": "Place the dice tower next to the storage board. Drop all 49 cubes into the tower, then place any cubes that land in the tray on the appropriately colored storage space of the action circuit. Now, set-up is complete and players can start the game. The game is played over 5 game rounds; each game roun", "headingPath": "4. PREPARING THE DICE TOWER · PLAYING THE GAME", "sharpsignalDocId": 610}, {"page": 8, "score": 0.031746, "snippet": "Instead of performing an action, the player may take gold. To do this, the player totals the number of cubes in the action space, divides this number by three, rounds up, then advances his disc on the gold track of his player sheet by this amount. If his total gold would exceed 12, he immediately sc", "headingPath": "GOLD", "sharpsignalDocId": 610}, {"page": 8, "score": 0.03125, "snippet": "With this action, the player can buy production tokens for 2-4 AP from the storage board. The AP cost of a production token equals the number on this token. The player stacks purchased production tokens on his player sheet with commodity tokens of the same type. Note: Each player starts with a produ", "headingPath": "THE YELLOW ACTION: BUY PRODUCTION TOKENS · THE WHITE ACTION: SPECIAL ACTION · 2. Take a special action:", "sharpsignalDocId": 610}, {"page": 3, "score": 0.030769, "snippet": "Each player receives a player sheet and keeps it in front of him. Each player chooses a player color and takes the 12 trading posts, 2 ships, 16 village tiles, 3 scoring discs, 1 victory point disc, 1 player order disc, and 2 victory point tiles of his color. Each player places 1 scoring disc on the", "headingPath": "2. ARRANGING THE PLAYER COMPONENTS · 3. SETTING UP THE STORAGE BOARD · Modifications for 2 and 3 players", "sharpsignalDocId": 610}, {"page": 5, "score": 0.030303, "snippet": "The player moves the cannon scoring disc on his player sheet one space to the right for each action point, up to a maximum of 12. Note: If a storage space is empty or no cubes fall out of the tower, skip this phase, with players taking no actions. If cubes fall out of the tower at an inappropriate t", "headingPath": "THE BLACK ACTION: LOAD CANNONS", "sharpsignalDocId": 610}, {"page": 10, "score": 0.029851, "snippet": "Reveal one more pirate marker. Replenish progress tokens: First, return all progress tokens in the right half of the progress area of the storage board to the game box. Slide any progress tokens in the left half of the progress area to the spaces in the right half. Place 4 new progress tokens on the", "headingPath": "Preparing the next game round: · END OF THE GAME · 1. Gold: · 2. Goods: · Gold: · Goods:", "sharpsignalDocId": 610}, {"page": 9, "score": 0.029412, "snippet": "If a player's disc reaches or has reached the end of the cannon, progress or special action track without the player being able to use all available action points that phase, he receives 2 gold, no matter how many action points he forfeits. After completing a big island, the player receives a treasu", "headingPath": "Players can also receive gold as follows: · Players can use gold as follows: · END OF A GAME ROUND & INTERMEDIATE SCORING", "sharpsignalDocId": 610}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 4, "quote": null, "headingPath": "4. PREPARING THE DICE TOWER · PLAYING THE GAME", "sharpsignalDocId": 610}, {"page": 5, "quote": null, "headingPath": "PLAYING THE GAME · THE BLUE ACTION: MOVE SHIPS", "sharpsignalDocId": 610}, {"page": 5, "quote": null, "headingPath": "THE BLACK ACTION: LOAD CANNONS", "sharpsignalDocId": 610}, {"page": 6, "quote": null, "headingPath": "THE RED ACTION: PLAN · THE BROWN ACTION: PROGRESS · THE GREEN ACTION: BUILD · When building, the player must follow these rules:", "sharpsignalDocId": 610}, {"page": 7, "quote": null, "headingPath": "When building, the player must follow these rules:", "sharpsignalDocId": 610}, {"page": 8, "quote": null, "headingPath": "GOLD", "sharpsignalDocId": 610}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 610 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 610 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 0.91488 of 2420 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 24, 2026 14:35 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 Amerigo — Rulebook (corpus doc 610) PLAYING THE GAME · THE BLUE ACTION: MOVE SHIPS p.5 0.048916 (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 Amerigo — Rulebook (corpus doc 610) 4. PREPARING THE DICE TOWER · PLAYING THE GAME p.4 0.048652 (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 Amerigo — Rulebook (corpus doc 610) GOLD p.8 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 Amerigo — Rulebook (corpus doc 610) THE YELLOW ACTION: BUY PRODUCTION TOKENS · THE WHITE ACTION: SPECIAL ACTION · 2. Take a special action: p.8 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 Amerigo — Rulebook (corpus doc 610) 2. ARRANGING THE PLAYER COMPONENTS · 3. SETTING UP THE STORAGE BOARD · Modifications for 2 and 3 players p.3 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 Amerigo — Rulebook (corpus doc 610) THE BLACK ACTION: LOAD CANNONS 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 Amerigo — Rulebook (corpus doc 610) Preparing the next game round: · END OF THE GAME · 1. Gold: · 2. Goods: · Gold: · Goods: p.10 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 Amerigo — Rulebook (corpus doc 610) Players can also receive gold as follows: · Players can use gold as follows: · END OF A GAME ROUND & INTERMEDIATE SCORING p.9 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 15 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 Amerigo — Rulebook (corpus doc 610) 4. PREPARING THE DICE TOWER · PLAYING THE GAME p.4 #2 0.048652 (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
#2 RULEBOOK Amerigo — Rulebook (corpus doc 610) When building, the player must follow these rules: p.7 #9 0.014493 (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
#3 RULEBOOK Amerigo — Rulebook (corpus doc 610) Island set-up for 2 players: · 1. SETTING UP THE ISLANDS · Island set-up for 3 players: · SET-UP EXAMPLE FOR 4 PLAYERS: · Island set-up for 4 players: p.2 #15 0.013333 (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
#4 RULEBOOK Amerigo — Rulebook (corpus doc 610) THE BLACK ACTION: LOAD CANNONS 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
#5 RULEBOOK Amerigo — Rulebook (corpus doc 610) THE RED ACTION: PLAN · THE BROWN ACTION: PROGRESS · THE GREEN ACTION: BUILD · When building, the player must follow these rules: p.6 #10 0.014286 (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 Amerigo — Rulebook (corpus doc 610) 2. ARRANGING THE PLAYER COMPONENTS · 3. SETTING UP THE STORAGE BOARD · Modifications for 2 and 3 players p.3 #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
#7 RULEBOOK Amerigo — Rulebook (corpus doc 610) GOLD p.8 #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
#8 RULEBOOK Amerigo — Rulebook (corpus doc 610) PLAYING THE GAME · THE BLUE ACTION: MOVE SHIPS p.5 #1 0.048916 (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 Amerigo — Rulebook (corpus doc 610) 4. PREPARING THE DICE TOWER · PLAYING THE GAME p.4 no quote on the wire
[2] RULEBOOK Amerigo — Rulebook (corpus doc 610) PLAYING THE GAME · THE BLUE ACTION: MOVE SHIPS p.5 no quote on the wire
[3] RULEBOOK Amerigo — Rulebook (corpus doc 610) THE BLACK ACTION: LOAD CANNONS p.5 no quote on the wire
[4] RULEBOOK Amerigo — Rulebook (corpus doc 610) THE RED ACTION: PLAN · THE BROWN ACTION: PROGRESS · THE GREEN ACTION: BUILD · When building, the player must follow these rules: p.6 no quote on the wire
[5] RULEBOOK Amerigo — Rulebook (corpus doc 610) When building, the player must follow these rules: p.7 no quote on the wire
[6] RULEBOOK Amerigo — Rulebook (corpus doc 610) GOLD p.8 no quote on the wire
timing split
retrieval 187 ms · first delta 1535 ms · total 4917 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 4728 ms · gateway work 4917 ms · total 4917 ms
tokens in (the prompt the answerer read)
3145
tokens out (what the answerer generated)
676
tok/sec
202.8 tok/sec — 676 output tokens in 3.334 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 46s 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 542), 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.