RuleSage cited table rulings
← Dice Hospital

You asked

How do I play?

Answered counted as answered

Asked with: Dice Hospitalbg-218121-en-1e

The game plays over a series of 8 rounds.[1] Each round consists of the following 6 Phases played in order:
1. PATIENT INTAKE [1]
2. HOSPITAL IMPROVEMENT [1]
3. HOSPITAL ACTIVATION [1]
4. NEGLECTED PATIENTS [1]
5. DISCHARGED PATIENTS [1]
6. SHIFT CHANGE [1]
During the game, players manage hospitals and patients by taking patients from a central pool of ambulance deliveries.[2] Patients are represented by dice that must be healed using various hospital departments and staff until they can be discharged.[2] Each round, players score points for every patient they discharge.[2] The winner is the player with the most points from discharged patients, minus any fatalities.[2]
**Hospital Activation and Healing**
* Placing a meeple on a department immediately triggers that department's healing effect, which must be resolved in full before proceeding.[3]
* Each department heals a specific color and/or value of patient.[3]
* Each time a patient die is healed, its value increases by one step (e.g., from value 2 to value 3).[3]
* When a patient is healed for the first time in a round, it must be moved from the untreated space in its ward to the corresponding treated space directly below it.[3]
* Treated patients can be healed again later in the round by other effects, but they remain in the same treated space.[3]
* When a patient receives healing that increases their value to 7 or more, they are fully healed and immediately discharged from the hospital.[3][4]
[1] RULEBOOK Dice Hospital — Rulebook · p.4 · GAME SEQUENCE
[2] RULEBOOK Dice Hospital — Rulebook · p.1 · INTRODUCTION · COMPONENTS
[3] RULEBOOK Dice Hospital — Rulebook · p.5 · SIMULTANEOUS PLAY
[4] RULEBOOK Dice Hospital — Rulebook · p.5 · SIMULTANEOUS PLAY

Settled. Play on.

🔧 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 205 ms · ask 4023 ms · total 4230 ms
single-flight (PR-5)
queued 0 ms · generation 4230 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 5, "score": 0.048139, "snippet": "For your first game, it is recommended that each player individually activates their hospital one at a time, in ambulance order, so that every player can see what is happening. This will ensure that everyone is playing by the correct rules. However, since there is no interaction between the players ", "headingPath": "SIMULTANEOUS PLAY", "sharpsignalDocId": 814}, {"page": 2, "score": 0.047493, "snippet": "The player who has most recently visited a hospital is the starting player and is given the First Player token. Alternatively, choose a starting player at random. Give each player a Starting Hospital board and 2 score markers in their chosen colour. Each player also takes 3 nurses (white meeples) wh", "headingPath": "GAME SETUP", "sharpsignalDocId": 814}, {"page": 4, "score": 0.046875, "snippet": "The game plays over a series of 8 rounds. Each round consists of the following 6 Phases played in order: 1 - PATIENT INTAKE 2 - HOSPITAL IMPROVEMENT 3 - HOSPITAL ACTIVATION 4 - NEGLECTED PATIENTS 5 - DISCHARGED PATIENTS 6 - SHIFT CHANGE", "headingPath": "GAME SEQUENCE", "sharpsignalDocId": 814}, {"page": 10, "score": 0.046642, "snippet": "Dice Hospital can be played as a solo game. To do so, you need to use the Medical Report cards. These cards show a certain combination of colours required to complete them and how many points they are worth. Do not use the ambulances. Do not choose a Hospital Administrator card. Remove 10 dice of ea", "headingPath": "SOLO PLAY RULES · GAME SETUP CHANGES · MEDICAL REPORT CARDS · · PHASE 1: PATIENT INTAKE · PHASE 2: HOSPITAL IMPROVEMENT", "sharpsignalDocId": 814}, {"page": 9, "score": 0.04598, "snippet": "Once you have played the game a number of times, you may want to try including one or more of the following optional rules for increased variety and additional challenges. A special deck of Event cards is provided, which can be included in your game of Dice Hospital. During game setup, shuffle this ", "headingPath": "OPTIONAL RULES · EVENT CARDS · HARD MODE · OPENING CRISIS: · FINAL ROUND COLLECTIONS", "sharpsignalDocId": 814}, {"page": 2, "score": 0.032258, "snippet": "In a 3-player remove 3 dice of each colour (9 in total) and return them to the box, placing the rest in the bag. In a 2-player game, remove 6 dice of each colour (18 in total) and return them to the box, placing the rest in the bag. Starting with the First Player and moving clockwise, each player dr", "headingPath": "GAME SETUP", "sharpsignalDocId": 814}, {"page": 13, "score": 0.030303, "snippet": "When this meeple heals any patient, heal a different patient (of any colour/colours) of value 4, 5, or 6 one step. The Kickstarter edition of the game includes two additional promo Specialist cards. To use a promo card, during game setup randomly select another Specialist card from the deck, return ", "headingPath": "GENERAL PRACTITIONER: · CONSULTANT: · ADMISSIONS NURSE:", "sharpsignalDocId": 814}, {"page": 1, "score": 0.029437, "snippet": "Dice Hospital is a game about managing hospitals and patients for 1-4 players. It takes approximately 45-60 minutes to play. The main rules cover a game for 2-4 players, and the solo game rules are found on page 10. Each player controls a different hospital taking patients from a central pool of amb", "headingPath": "INTRODUCTION · COMPONENTS", "sharpsignalDocId": 814}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 4, "quote": null, "headingPath": "GAME SEQUENCE", "sharpsignalDocId": 814}, {"page": 1, "quote": null, "headingPath": "INTRODUCTION · COMPONENTS", "sharpsignalDocId": 814}, {"page": 5, "quote": null, "headingPath": "SIMULTANEOUS PLAY", "sharpsignalDocId": 814}, {"page": 5, "quote": null, "headingPath": "SIMULTANEOUS PLAY", "sharpsignalDocId": 814}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 814 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 814 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 0.91212 of 1229 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 25, 2026 18:50 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 Dice Hospital — Rulebook (corpus doc 814) SIMULTANEOUS PLAY p.5 0.048139 (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 Dice Hospital — Rulebook (corpus doc 814) GAME SETUP p.2 0.047493 (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 Dice Hospital — Rulebook (corpus doc 814) GAME SEQUENCE p.4 0.046875 (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)) 236
#4 RULEBOOK Dice Hospital — Rulebook (corpus doc 814) SOLO PLAY RULES · GAME SETUP CHANGES · MEDICAL REPORT CARDS · · PHASE 1: PATIENT INTAKE · PHASE 2: HOSPITAL IMPROVEMENT p.10 0.046642 (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 Dice Hospital — Rulebook (corpus doc 814) OPTIONAL RULES · EVENT CARDS · HARD MODE · OPENING CRISIS: · FINAL ROUND COLLECTIONS p.9 0.04598 (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 Dice Hospital — Rulebook (corpus doc 814) GAME SETUP p.2 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
#7 RULEBOOK Dice Hospital — Rulebook (corpus doc 814) GENERAL PRACTITIONER: · CONSULTANT: · ADMISSIONS NURSE: p.13 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 Dice Hospital — Rulebook (corpus doc 814) INTRODUCTION · COMPONENTS p.1 0.029437 (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 31 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 Dice Hospital — Rulebook (corpus doc 814) SIMULTANEOUS PLAY p.5 #1 0.048139 (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 Dice Hospital — Rulebook (corpus doc 814) SOLO PLAY RULES · GAME SETUP CHANGES · MEDICAL REPORT CARDS · · PHASE 1: PATIENT INTAKE · PHASE 2: HOSPITAL IMPROVEMENT p.10 #4 0.046642 (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 Dice Hospital — Rulebook (corpus doc 814) GAME SETUP p.2 #6 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
#4 RULEBOOK Dice Hospital — Rulebook (corpus doc 814) OPTIONAL RULES · EVENT CARDS · HARD MODE · OPENING CRISIS: · FINAL ROUND COLLECTIONS p.9 #5 0.04598 (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 Dice Hospital — Rulebook (corpus doc 814) INTRODUCTION · COMPONENTS p.1 #8 0.029437 (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
#6 RULEBOOK Dice Hospital — Rulebook (corpus doc 814) GAME SEQUENCE p.4 #3 0.046875 (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 Dice Hospital — Rulebook (corpus doc 814) SIMULTANEOUS PLAY p.5 #10 0.028577 (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
#8 RULEBOOK Dice Hospital — Rulebook (corpus doc 814) GAME SETUP p.2 #2 0.047493 (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 Dice Hospital — Rulebook (corpus doc 814) GAME SEQUENCE p.4 no quote on the wire
[2] RULEBOOK Dice Hospital — Rulebook (corpus doc 814) INTRODUCTION · COMPONENTS p.1 no quote on the wire
[3] RULEBOOK Dice Hospital — Rulebook (corpus doc 814) SIMULTANEOUS PLAY p.5 no quote on the wire
[4] RULEBOOK Dice Hospital — Rulebook (corpus doc 814) SIMULTANEOUS PLAY p.5 no quote on the wire
timing split
retrieval 205 ms · first delta 2415 ms · total 4230 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 205 ms · ask 4023 ms · gateway work 4230 ms · total 4230 ms
tokens in (the prompt the answerer read)
3395
tokens out (what the answerer generated)
357
tok/sec
202.3 tok/sec — 357 output tokens in 1.765 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 32s 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 749), 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.