RuleSage cited table rulings
← Mistborn: The Deckbuilding Game

You asked

How do I play?

Answered counted as answered

Asked with: Mistborn: The Deckbuilding Gamebg-422780-en-1e

**Setup**
1. Give each player a randomly selected character card, a Training track and a tracking cube in their color (placed on the first step), a set of 8 metals, 4 starting cards marked for their character, and a health dial set to 36 Health.[1]
2. Shuffle the 4 starting cards with 6 “Funding” cards to form a starting deck.[1]
3. Shuffle the Market deck, place it in the center of the table, and reveal the top 6 cards in a row.[1]
4. Place all Boxings and Atium metal tokens near the Market.[1]
5. Shuffle and reveal 3 random Mission cards, and place one tracking cube of each player's color on the right side of each card.[1]
6. Choose a first player.[1]
7. Assign additional health to subsequent players: the second player receives 2 additional health, the third player receives 4 additional health, and the fourth player receives 4 additional health and one Boxing.[1]
8. If playing with more than 2 players, give the Target to the last player (counting clockwise from the first player).[1]
9. Each player draws 5 cards from their personal deck as a starting hand.[1]
**Turn Structure**
1. Move one space right on the Training track.[2]
2. In any order, any number of times, perform the following:
* Play cards from hand.[2]
* Burn or Flare metals on cards.[2]
* Use a card as a metal.[2]
* Discard a card to refresh a Flared metal.[2]
* Activate Ally and character abilities.[2]
* Move up on Mission Tracks.[2]
* Buy cards and Boxings from the Market.[2]
* Attack Allies.[2]
3. Attack players (reducing player's health).[2]
4. Discard any cards in play (except Allies) and any remaining cards in hand.[2]
5. Draw a new hand of cards from the deck.[2]
6. After each player's turn (after they've drawn their new hand), draw and play the top card of the Lord Ruler's deck.[3]
**Rules and Mechanics**
* **Deckbuilding:** Players start with a weaker deck and build a stronger one by buying and eliminating cards.[4] When a player gains a card, it goes into their face-up discard pile immediately.[4] At the end of a turn, all cards in play (except Allies) and unplayed cards in hand are moved to the discard pile.[4] If a player needs to draw cards and the deck is empty, they shuffle their discard pile to form a new deck.[4]
* **Adversaries:** If an Adversary is drawn from the Lord Ruler's deck, place it in front of the player.[3] Adversaries have shields that must be destroyed from left to and right to be dispatched.[3]
* **Winning the Game:** The game ends in one of three ways:
1. A player reaches the top of all three Mission tracks.[2]
2. A player is the last remaining player with all others eliminated.[2]
3. A player plays an Atium on the card.[2]
[1] RULEBOOK Mistborn: The Deckbuilding Game — Rulebook · p.5
[2] RULEBOOK Mistborn: The Deckbuilding Game — Rulebook · p.17 · TURN STRUCTURE · END OF GAME · Card Icons · BURN AN EXTRA METAL · DOMINANCE UP · SLASH BETWEEN ICONS
[3] RULEBOOK Mistborn: The Deckbuilding Game — Rulebook · p.19 · GAMEPLAY AND TURN ORDER · ADVERSARIES
[4] RULEBOOK Mistborn: The Deckbuilding Game — Rulebook · p.6 · DECKBUILDING · Strategy Note:

Rule found, game 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 88 ms · ask 5448 ms · total 6481 ms
single-flight (PR-5)
queued 941 ms · generation 5540 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 5, "score": 0.047875, "snippet": "5 SETUP Give each player: A randomly selected character card. A Training track and a tracking cube in their color (Placing the tracking cube on the first step of the Training track). A set of 8 metals (Placing them on the marked spaces above the Training track). The 4 starting cards marked for their", "headingPath": "", "sharpsignalDocId": 806}, {"page": 17, "score": 0.047643, "snippet": "A Player' s turn folws the struce of: Move one space right on the T raing track. In any orde , any number of times: 2 Play cards from hand. A Burn or Flare metals on cards. B Use a card as a metal. C Discard a card to refsh a Flared metal. D Activae Aly and charte abiltes. E Move up on Mison Tracks.", "headingPath": "TURN STRUCTURE · END OF GAME · Card Icons · BURN AN EXTRA METAL · DOMINANCE UP · SLASH BETWEEN ICONS", "sharpsignalDocId": 806}, {"page": 19, "score": 0.046642, "snippet": "In Co-op mode, all players work together. They do not attack each other or each other's allies, and can even use effects like CLOUD to protect each other. Their goal is to destroy the Lord Ruler, but he has some tricks of his own. Starting with a randomly determined first player, players will take t", "headingPath": "GAMEPLAY AND TURN ORDER · ADVERSARIES", "sharpsignalDocId": 806}, {"page": 6, "score": 0.046244, "snippet": "Mistborn: The Deckbuildng Game ™ is a 'deckbuilder,' which means you start with a weaker deck and over the course of the game build a stronger deck by buying and eliminating cards. Here are some core deckbuilder rules: Each player has a hand of d cards A , a facedown deck B , a faceup discar pile C ", "headingPath": "DECKBUILDING · Strategy Note:", "sharpsignalDocId": 806}, {"page": 12, "score": 0.044237, "snippet": "Each player has a charte card and a T raing track tha wil improve throug the game. Every player , at the begin of each of their turns, moves their tr ack e cube one space up the T r aing tr ack. This wil unlock new abiltes as they play . They may also move up whenvr a card or Mison edect has this sy", "headingPath": "CHARACTERS & TRAINING TRACK · TRAING TRACK · For Example:", "sharpsignalDocId": 806}, {"page": 14, "score": 0.044192, "snippet": "Each game is played with d out of e avilbe Mison. One of the d ways to win the game is to reach the top of ev ry Mison track srst. Players can move up the Mis on tr ack when ver an eiect gives them Mis on p oints ( ). If they gain multiple Mission points in one turn, they can spend all their points ", "headingPath": "MISSIONS · Strategy Tip:", "sharpsignalDocId": 806}, {"page": 15, "score": 0.032787, "snippet": "Another way to win the game is to be the last char te alive. Each player has a healt pol of de (or more) points. If a player' s healt r eachs s , they are removd from the game. Their cards remain in their deck and discar pile, and their cubes r emain on the Mison tracks. Many eiects give a player da", "headingPath": "COMBAT · 2 player game · 3-4 player game · Strategy Tip:", "sharpsignalDocId": 806}, {"page": 15, "score": 0.029412, "snippet": "You do not actually have to attack whoever holds the Target. You may choose not to use your damage points if you'd prefer, which can prevent the Target from moving, if you're worried it will find its way to you next or you think the next player can deal more damage. Dealing damage to all other playe", "headingPath": "Strategy Tip:", "sharpsignalDocId": 806}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 5, "quote": null, "headingPath": "", "sharpsignalDocId": 806}, {"page": 17, "quote": null, "headingPath": "TURN STRUCTURE · END OF GAME · Card Icons · BURN AN EXTRA METAL · DOMINANCE UP · SLASH BETWEEN ICONS", "sharpsignalDocId": 806}, {"page": 19, "quote": null, "headingPath": "GAMEPLAY AND TURN ORDER · ADVERSARIES", "sharpsignalDocId": 806}, {"page": 6, "quote": null, "headingPath": "DECKBUILDING · Strategy Note:", "sharpsignalDocId": 806}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 806 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 806 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 0.88519 of 2195 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 27, 2026 18:56 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 Mistborn: The Deckbuilding Game — Rulebook (corpus doc 806) p.5 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 Mistborn: The Deckbuilding Game — Rulebook (corpus doc 806) TURN STRUCTURE · END OF GAME · Card Icons · BURN AN EXTRA METAL · DOMINANCE UP · SLASH BETWEEN ICONS p.17 0.047643 (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 Mistborn: The Deckbuilding Game — Rulebook (corpus doc 806) GAMEPLAY AND TURN ORDER · ADVERSARIES p.19 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
#4 RULEBOOK Mistborn: The Deckbuilding Game — Rulebook (corpus doc 806) DECKBUILDING · Strategy Note: p.6 0.046244 (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 Mistborn: The Deckbuilding Game — Rulebook (corpus doc 806) CHARACTERS & TRAINING TRACK · TRAING TRACK · For Example: p.12 0.044237 (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 Mistborn: The Deckbuilding Game — Rulebook (corpus doc 806) MISSIONS · Strategy Tip: p.14 0.044192 (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 Mistborn: The Deckbuilding Game — Rulebook (corpus doc 806) COMBAT · 2 player game · 3-4 player game · Strategy Tip: p.15 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
#8 RULEBOOK Mistborn: The Deckbuilding Game — Rulebook (corpus doc 806) Strategy Tip: p.15 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 27 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 Mistborn: The Deckbuilding Game — Rulebook (corpus doc 806) GAMEPLAY AND TURN ORDER · ADVERSARIES p.19 #3 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
#2 RULEBOOK Mistborn: The Deckbuilding Game — Rulebook (corpus doc 806) DECKBUILDING · Strategy Note: p.6 #4 0.046244 (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 Mistborn: The Deckbuilding Game — Rulebook (corpus doc 806) TURN STRUCTURE · END OF GAME · Card Icons · BURN AN EXTRA METAL · DOMINANCE UP · SLASH BETWEEN ICONS p.17 #2 0.047643 (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 Mistborn: The Deckbuilding Game — Rulebook (corpus doc 806) Strategy Tip: p.10 #12 0.028039 (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
#5 RULEBOOK Mistborn: The Deckbuilding Game — Rulebook (corpus doc 806) SOLO & CO-OP · DOMINANCE p.18 #19 0.026199 (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 Mistborn: The Deckbuilding Game — Rulebook (corpus doc 806) Strategy Tip: p.15 #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
#7 RULEBOOK Mistborn: The Deckbuilding Game — Rulebook (corpus doc 806) CHARACTERS & TRAINING TRACK · TRAING TRACK · For Example: p.12 #5 0.044237 (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 Mistborn: The Deckbuilding Game — Rulebook (corpus doc 806) p.5 #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

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 Mistborn: The Deckbuilding Game — Rulebook (corpus doc 806) p.5 no quote on the wire
[2] RULEBOOK Mistborn: The Deckbuilding Game — Rulebook (corpus doc 806) TURN STRUCTURE · END OF GAME · Card Icons · BURN AN EXTRA METAL · DOMINANCE UP · SLASH BETWEEN ICONS p.17 no quote on the wire
[3] RULEBOOK Mistborn: The Deckbuilding Game — Rulebook (corpus doc 806) GAMEPLAY AND TURN ORDER · ADVERSARIES p.19 no quote on the wire
[4] RULEBOOK Mistborn: The Deckbuilding Game — Rulebook (corpus doc 806) DECKBUILDING · Strategy Note: p.6 no quote on the wire
timing split
retrieval 88 ms · first delta 1911 ms · total 6481 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 941 ms · retrieval 88 ms · ask 5448 ms · gateway work 5540 ms · total 6481 ms
tokens in (the prompt the answerer read)
3395
tokens out (what the answerer generated)
710
tok/sec
201.5 tok/sec — 710 output tokens in 3.524 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 21s 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 9s 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 741), 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.