RuleSage cited table rulings
← Adrenaline

You asked

How do I play?

Answered counted as answered

Asked with: Adrenalinebg-202408-en-1e

**Setup**
1. Choose two sides to make your game board.[1]
2. Place 5 to 8 skulls on the killshot track.[1]
3. Shuffle the powerup cards and place them on the game board in a face-down stack.[1]
4. Shuffle the weapon cards and place them on the game board in a face-down stack.[1]
5. Deal three weapons face up to each spawnpoint.[1]
6. Place the point tokens on or near the board.[1]
7. Mix the ammo tiles and stack them face down near the game board.[1]
8. Deal one ammo tile to each square of the game board that does not have a spawnpoint.[1]
9. Choose a starting player and give them the starting player marker.[1]
10. Each player takes their figure, board, action tile, and damage tokens of the same color.[1]
11. Each player takes 3 ammo cubes of each ammo color and puts 1 of each color in their ammo box.[1]
**Starting the Game**
1. Players take turns, beginning with the starting player and continuing clockwise around the table.[2]
2. On your very first turn, determine your spawnpoint by drawing 2 powerup cards, choosing 1 to keep, and placing your figure on the spawnpoint that matches the color of the revealed card.[2]
**A Turn**
1. On your turn, you take 2 actions.[2]
2. You may choose from three actions: RUN, GRAB STUFF, or SHOOT PEOPLE.[2]
3. Actions can be taken in any order, and you can choose the same action twice.[2]
4. To shoot people:
* Play a weapon card from your hand.[3]
* Specify one or more targets.[3]
* Pay any additional costs by removing the depicted cube from your ammo box or discarding a powerup that depicts that cube.[3]
* Hand out damage (represented by damage tokens in your color) to your target(s).[3]
* Place the played weapon card face up on the table in front of you; it is now unloaded.[3]
5. At the end of your turn, you can reload.[2]
**Death and Respawn**
1. If you receive a killshot, tip your figure over.[4]
2. At the end of the active player's turn, they hand out points to everyone who shot you, and you remove all damage and pick up your figure.[4]
3. To respawn, draw one powerup card (even if you already have three).[4]
4. Discard one of your powerup cards with no effect and place your figure on the spawnpoint indicated by the discarded card.[4]
5. Upon respawning, your damage is reset to zero, but you keep all weapons and ammo, and loaded weapons remain loaded.[4]
**Scoring and Ending the Game**
1. After the final turn, score all boards that still have damage tokens.[5]
2. Score the killshot track: the player with the most tokens gets 8 points, the second most gets 6, and so on.[5]
3. Break ties in the usual way: the player who achieved the earlier killshot wins the tie.[5]
4. Players reveal their points; the player with the most points wins.[5]
5. If players are tied, break the tie in favor of the player who got the higher score on the killshot track.[5]
[1] RULEBOOK Adrenaline — Rulebook · p.2 · PLAYER SETUP
[2] RULEBOOK Adrenaline — Rulebook · p.4 · STARTING THE GAME · SPAWN LOCATION · YOUR TURN
[3] RULEBOOK Adrenaline — Rulebook · p.6 · To shoot people:
[4] RULEBOOK Adrenaline — Rulebook · p.7 · DEATH AND RESPAWN
[5] RULEBOOK Adrenaline — Rulebook · p.10 · FINAL SCORING · TIEBREAKERS

That settles it — whose turn was it?

🔧 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 306 ms · ask 5481 ms · total 5790 ms
single-flight (PR-5)
queued 0 ms · generation 5790 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 6, "score": 0.047875, "snippet": "Play a weapon card from your hand. Specify one or more targets. Pay any additional costs. \u0007 Hand out damage and resolve any other relevant effects. When you play a weapon card place it face up on the table in front of you. It is now unloaded . It will stay there until you reload it, which you may be", "headingPath": "To shoot people:", "sharpsignalDocId": 1054}, {"page": 2, "score": 0.046751, "snippet": "1 \u0007 Choose two sides to make your game board. 2 \u0007 Place 5 to 8 skulls on the killshot track. We recommend 5 skulls for your first game. A normal game uses 8 skulls. 3 \u0007 Shuffle the powerup cards and place them on the game board in a face-down stack. 4 \u0007 Shuffle the weapon cards and place them on the", "headingPath": "PLAYER SETUP", "sharpsignalDocId": 1054}, {"page": 12, "score": 0.046402, "snippet": "In a game with fewer targets, some weapons become weaker. You can add targets to a 3-player game in Domination Mode, as described on the preceding page. Or you can add a bot. Note: You can add a bot to a 4-player game, too. Choose a figure to represent the bot. You will need its player board and dam", "headingPath": "3-PLAYER GAMES · SETUP · SPAWNPOINT · GAME PLAY · BOT ACTION · BOT CARD · …", "sharpsignalDocId": 1054}, {"page": 12, "score": 0.045805, "snippet": "36 ammo tiles » \u0007 Ammo tiles do not run out. When the last tile is turned up, shuffle all discarded tiles to make a new stack. 1 bot card » \u0007 Not used in standard setup. A large number of point tokens » \u0007 If you run out, check under the table. You should have more than enough. 1 starting player mark", "headingPath": "COMPONENTS · PLAYER COMPONENTS · SCORING · OTHER MODES", "sharpsignalDocId": 1054}, {"page": 4, "score": 0.032787, "snippet": "Players take turns, beginning with the starting player, and continuing around the table clockwise. Figures will come onto the board one at a time and remain on the board for the rest of the game. On your very first turn of the game, you start by determining your spawnpoint: Draw 2 powerup cards. Cho", "headingPath": "STARTING THE GAME · SPAWN LOCATION · YOUR TURN", "sharpsignalDocId": 1054}, {"page": 5, "score": 0.030769, "snippet": "Use the Run Around action to move 1, 2, or 3 squares. A move follows these intuitive rules: » \u0007 A move is always from one square to an adjacent square (not diagonally). » You can move through a door but not through a wall. See the example on the right. The rules for moving are not just for the Run A", "headingPath": "YOUR TURN · MOVE · RUN AROUND · GRAB STUFF · GRAB AMMO · LIMITS ON AMMO AND POWERUPS · …", "sharpsignalDocId": 1054}, {"page": 7, "score": 0.030303, "snippet": "If you receive a killshot, tip your figure over. At the end of the active player's turn: \u0007 Hand out points to everyone who shot you, as explained above. Remove all damage (and hand the tokens back). Pick up your figure. You are dead. Draw one powerup card, even if you already have three. \u0007 Discard o", "headingPath": "DEATH AND RESPAWN", "sharpsignalDocId": 1054}, {"page": 3, "score": 0.029851, "snippet": "room blue spawnpoint door This board configuration works well for any number of players. ammo box yellow spawnpoint ammo cubes The object of the game is to get the most points. Duh! Of course the object is to get the most points. The cool part is you get points by shooting really big guns!!! 3 power", "headingPath": "SETUP STEPS · OBJECT OF THE GAME · :D-STRUCT-0R · BANSHEE", "sharpsignalDocId": 1054}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 2, "quote": null, "headingPath": "PLAYER SETUP", "sharpsignalDocId": 1054}, {"page": 4, "quote": null, "headingPath": "STARTING THE GAME · SPAWN LOCATION · YOUR TURN", "sharpsignalDocId": 1054}, {"page": 6, "quote": null, "headingPath": "To shoot people:", "sharpsignalDocId": 1054}, {"page": 7, "quote": null, "headingPath": "DEATH AND RESPAWN", "sharpsignalDocId": 1054}, {"page": 10, "quote": null, "headingPath": "FINAL SCORING · TIEBREAKERS", "sharpsignalDocId": 1054}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 1054 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1054 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 0.88884 of 2321 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 27, 2026 02:49 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 Adrenaline — Rulebook (corpus doc 1054) To shoot people: p.6 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
#2 RULEBOOK Adrenaline — Rulebook (corpus doc 1054) PLAYER SETUP p.2 0.046751 (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 Adrenaline — Rulebook (corpus doc 1054) 3-PLAYER GAMES · SETUP · SPAWNPOINT · GAME PLAY · BOT ACTION · BOT CARD · … p.12 0.046402 (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 Adrenaline — Rulebook (corpus doc 1054) COMPONENTS · PLAYER COMPONENTS · SCORING · OTHER MODES p.12 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
#5 RULEBOOK Adrenaline — Rulebook (corpus doc 1054) STARTING THE GAME · SPAWN LOCATION · YOUR TURN p.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)) 300
#6 RULEBOOK Adrenaline — Rulebook (corpus doc 1054) YOUR TURN · MOVE · RUN AROUND · GRAB STUFF · GRAB AMMO · LIMITS ON AMMO AND POWERUPS · … p.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)) 300
#7 RULEBOOK Adrenaline — Rulebook (corpus doc 1054) DEATH AND RESPAWN p.7 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 Adrenaline — Rulebook (corpus doc 1054) SETUP STEPS · OBJECT OF THE GAME · :D-STRUCT-0R · BANSHEE p.3 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 21 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 Adrenaline — Rulebook (corpus doc 1054) To shoot people: p.6 #1 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
#2 RULEBOOK Adrenaline — Rulebook (corpus doc 1054) STARTING THE GAME · SPAWN LOCATION · YOUR TURN p.4 #5 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
#3 RULEBOOK Adrenaline — Rulebook (corpus doc 1054) FINAL SCORING · TIEBREAKERS p.10 #11 0.029199 (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
#4 RULEBOOK Adrenaline — Rulebook (corpus doc 1054) DEATH AND RESPAWN p.7 #7 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 Adrenaline — Rulebook (corpus doc 1054) OVERVIEW · SETUP · GAME PLAY · DAMAGING A SPAWNPOINT · DOMINATION MODE · ENDING ON A SPAWNPOINT · … p.11 #10 0.029469 (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 Adrenaline — Rulebook (corpus doc 1054) COMPONENTS · PLAYER COMPONENTS · SCORING · OTHER MODES p.12 #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)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#7 RULEBOOK Adrenaline — Rulebook (corpus doc 1054) 3-PLAYER GAMES · SETUP · SPAWNPOINT · GAME PLAY · BOT ACTION · BOT CARD · … p.12 #3 0.046402 (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
#8 RULEBOOK Adrenaline — Rulebook (corpus doc 1054) PLAYER SETUP p.2 #2 0.046751 (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 Adrenaline — Rulebook (corpus doc 1054) PLAYER SETUP p.2 no quote on the wire
[2] RULEBOOK Adrenaline — Rulebook (corpus doc 1054) STARTING THE GAME · SPAWN LOCATION · YOUR TURN p.4 no quote on the wire
[3] RULEBOOK Adrenaline — Rulebook (corpus doc 1054) To shoot people: p.6 no quote on the wire
[4] RULEBOOK Adrenaline — Rulebook (corpus doc 1054) DEATH AND RESPAWN p.7 no quote on the wire
[5] RULEBOOK Adrenaline — Rulebook (corpus doc 1054) FINAL SCORING · TIEBREAKERS p.10 no quote on the wire
timing split
retrieval 306 ms · first delta 1919 ms · total 5790 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 306 ms · ask 5481 ms · gateway work 5790 ms · total 5790 ms
tokens in (the prompt the answerer read)
3227
tokens out (what the answerer generated)
766
tok/sec
201.6 tok/sec — 766 output tokens in 3.800 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 30s 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 8s 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 984), 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.