RuleSage cited table rulings
← Disney Villainous: Wicked to the Core

You asked

How do I setup the game?

Answered counted as answered

Asked with: Disney Villainous: Wicked to the Corebg-271518-en-1e

1. Each player chooses a Villain and takes the corresponding Board, Villain Mover, Villain deck, Fate deck, and Villain Guide, as well as a Reference Card.[1]
2. Place your Board in front of you.[1]
3. Place your Villain Mover on the left-most location.[1]
4. Shuffle your Villain deck and place it face down to the left of your Board, leaving room for a discard pile.[1]
5. Draw a starting hand of five cards from your Villain deck; you may look at your cards, but keep them hidden from other players.[1]
6. Choose a player to go first.[1]
7. Assign starting Power based on player order: the first player starts with no Power, the second player starts with one Power, the third player starts with two Power,[1] the fourth player starts with two Power, and the fifth and sixth players each start with three Power.[2]
8. If the right-most location has a lock symbol in the corner, place a Lock Token on that location (Evil Queen only).[3]
9. Shuffle your Fate deck and place it face down to the right of your Board, leaving room for a discard pile.[3]
10. Place the Power Tokens within reach of all players to form the Supply.[3]
11. Each player reads the Objective on their Board out loud so all players know each Villain's Objective.[3]
[1] RULEBOOK Disney Villainous: Wicked to the Core — Rulebook · p.4 · Setup · Player Setup Example
[2] RULEBOOK Disney Villainous: Wicked to the Core — Rulebook · p.16 · Mixing Games · Setup · Fate Token
[3] RULEBOOK Disney Villainous: Wicked to the Core — Rulebook · p.5 · Player Setup Example

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 80 ms · ask 3475 ms · total 3557 ms
single-flight (PR-5)
queued 0 ms · generation 3557 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 4, "score": 0.048916, "snippet": "1 Each player chooses a Villain and takes the corresponding Board, Villain Mover, Villain deck, Fate deck, and Villain Guide, as well as a Reference Card. Villain Deck Villain Discard Pile 2 Place your Board in front of you. Each Board contains four locations. Place your Villain Mover on the left-mo", "headingPath": "Setup · Player Setup Example", "sharpsignalDocId": 774}, {"page": 16, "score": 0.048139, "snippet": "You can mix the Villains in this box with other Disney Villainous games to add additional players or explore new rivalries. Discover more Villains, more strategies, and more twists of fate! Play with up to 6 players using the following additional rules: The fourth player starts the game with two Pow", "headingPath": "Mixing Games · Setup · Fate Token", "sharpsignalDocId": 774}, {"page": 5, "score": 0.032258, "snippet": "2 3 3 If the right-most location has a lock symbol in the corner, place a Lock Token on that location. THE WOODS THE MINE Lock Token (Evil Queen only) 6 Shuffle your Fate deck and place it face down to the right of your Board. Leave room for a discard pile. Fate Discard Pile 7 Place the Power Tokens", "headingPath": "Player Setup Example", "sharpsignalDocId": 774}, {"page": 8, "score": 0.03125, "snippet": "Take Power from the Supply equal to the number in the symbol on your location. Keep your Power next to your board. Power is the currency of the game. You need Power to play cards and activate Abilities. Example: Take 2 Power. Play a card from your hand. You must perform this action in order to play ", "headingPath": "Gain Power · Play a Card", "sharpsignalDocId": 774}, {"page": 9, "score": 0.030769, "snippet": "Choose one Item or Ally in your Realm with an Activate symbol. Pay the card's Activation Cost, if any, and resolve the card's Activated Ability. You may not activate a card at a locked location. (See Activated Abilities on page 15.) Choose an opponent to target. Reveal * two cards from the top of th", "headingPath": "Play a Card", "sharpsignalDocId": 774}, {"page": 17, "score": 0.030303, "snippet": "If a card instructs you to reveal cards, either from your hand or from the top of your Villain or Fate deck, turn the cards so that all players can see them. If a card instructs you to look at cards, either from your Villain or Fate deck, you may look at them privately, keeping them hidden from the ", "headingPath": "'Revealing' Cards and 'Looking at' Cards · 'Defeating' Heroes and 'Vanquishing' Heroes", "sharpsignalDocId": 774}, {"page": 7, "score": 0.029851, "snippet": "7 Move Your Villain Move your Villain Mover to a different location. You may move to any location in your Realm, as long as it is not locked. You may not stay at your previous location. The Lock Token indicates that this location is locked. You may not move to a locked location. 1 3 Draw Cards At th", "headingPath": "", "sharpsignalDocId": 774}, {"page": 7, "score": 0.029412, "snippet": "M Moovooe YuorViY Move your Villain Mover to a different location. You may move to any location in your Realm, as long as it is not locked. You may not stay at your previous location. Each location has symbols representing the actions you may take when you move there. For each symbol that appears, y", "headingPath": "Villain Cards · Move Your Villain 1 · 2 Perform Actions · 3 Draw Cards", "sharpsignalDocId": 774}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 4, "quote": null, "headingPath": "Setup · Player Setup Example", "sharpsignalDocId": 774}, {"page": 16, "quote": null, "headingPath": "Mixing Games · Setup · Fate Token", "sharpsignalDocId": 774}, {"page": 5, "quote": null, "headingPath": "Player Setup Example", "sharpsignalDocId": 774}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 774 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 774 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 0.91061 of 1018 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 26, 2026 05:17 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 Disney Villainous: Wicked to the Core — Rulebook (corpus doc 774) Setup · Player Setup Example p.4 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 Disney Villainous: Wicked to the Core — Rulebook (corpus doc 774) Mixing Games · Setup · Fate Token p.16 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
#3 RULEBOOK Disney Villainous: Wicked to the Core — Rulebook (corpus doc 774) Player Setup Example p.5 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
#4 RULEBOOK Disney Villainous: Wicked to the Core — Rulebook (corpus doc 774) Gain Power · Play a Card 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 Disney Villainous: Wicked to the Core — Rulebook (corpus doc 774) Play a Card p.9 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 Disney Villainous: Wicked to the Core — Rulebook (corpus doc 774) 'Revealing' Cards and 'Looking at' Cards · 'Defeating' Heroes and 'Vanquishing' Heroes p.17 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 Disney Villainous: Wicked to the Core — Rulebook (corpus doc 774) p.7 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 Disney Villainous: Wicked to the Core — Rulebook (corpus doc 774) Villain Cards · Move Your Villain 1 · 2 Perform Actions · 3 Draw Cards p.7 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 35 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 Disney Villainous: Wicked to the Core — Rulebook (corpus doc 774) Setup · Player Setup Example p.4 #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
#2 RULEBOOK Disney Villainous: Wicked to the Core — Rulebook (corpus doc 774) Mixing Games · Setup · Fate Token p.16 #2 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
#3 RULEBOOK Disney Villainous: Wicked to the Core — Rulebook (corpus doc 774) Play a Card p.9 #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
#4 RULEBOOK Disney Villainous: Wicked to the Core — Rulebook (corpus doc 774) Move an Item or Ally · Move a Hero p.10 #20 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
#5 RULEBOOK Disney Villainous: Wicked to the Core — Rulebook (corpus doc 774) Villain Cards · Move Your Villain 1 · 2 Perform Actions · 3 Draw Cards p.7 #8 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)) vector + the doc-priority boost arm the re-ranker chose it
#6 RULEBOOK Disney Villainous: Wicked to the Core — Rulebook (corpus doc 774) Villain Guide HADES VILLAIN GUIDE In addition to the Move an Item or Ally action, you can use Get Ready to Rumble! to move Titans toward Mount Olympus. You may either pay 2 Power to move a Titan one location or Let's Get Ready to Rumble During the game, Titans may be trapped by cards in your Fate deck. Rotate the card 90 degrees to indicate that the Titan is trapped. While a Titan is trapped, their Ability is ignored. They Trapped ROTATE 90° · Game Overview p.2 #12 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
#7 RULEBOOK Disney Villainous: Wicked to the Core — Rulebook (corpus doc 774) Gain Power · Play a Card p.8 #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 Disney Villainous: Wicked to the Core — Rulebook (corpus doc 774) Player Setup Example p.5 #3 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

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 Disney Villainous: Wicked to the Core — Rulebook (corpus doc 774) Setup · Player Setup Example p.4 no quote on the wire
[2] RULEBOOK Disney Villainous: Wicked to the Core — Rulebook (corpus doc 774) Mixing Games · Setup · Fate Token p.16 no quote on the wire
[3] RULEBOOK Disney Villainous: Wicked to the Core — Rulebook (corpus doc 774) Player Setup Example p.5 no quote on the wire
timing split
retrieval 80 ms · first delta 2021 ms · total 3557 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 80 ms · ask 3475 ms · gateway work 3557 ms · total 3557 ms
tokens in (the prompt the answerer read)
2306
tokens out (what the answerer generated)
304
tok/sec
204.0 tok/sec — 304 output tokens in 1.490 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 0s 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 6s 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
NO_APPROVED_CHECKLIST — setup-shaped, but no approved setup checklist exists for this game
pattern that matched
SETUP — "setup" / "set up"
matched words (in the normalized question)
setup

this game registers NO errata cards (edition 709), 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.