RuleSage cited table rulings
← Tiny Epic Quest

You asked

How do I play?

Answered counted as answered

Asked with: Tiny Epic Questbg-201921-en-1e

The game is played over 5 rounds.[1]
**Setup**
1. Give each player 1 Player Card, 3 Heroes, 1 Health Token and 1 Max Health Marker (both at 6), 1 Power Token and 1 Max Power Marker (both at 3), 1 Adventure Card (face up), and 1 set of Legendary Items (Sword, Shield, and Staff) on their respective tracks.[2]
2. Place the Magic Card ("2-4 player" side) on the table, with players' Spell Tokens nearby at level "0" and the Magic Token on the first space of the Magic Track.[2]
3. Place the Round Card on the table with the Round Token on number 1.[2]
4. Create the Land Map.[2]
5. Place the 3 Heroes of each player on the Map Card with the Castle matching their Player Card color.[2]
6. Place Goblin Tokens (passive/green side) on each of the 7 Goblin Portals on the Land Map.[2]
7. Place unused Goblin Tokens in a reachable stack.[2]
8. Place the 5 Movement Cards face up in a row.[2]
9. Shuffle the Quest Cards, place them face down, and deal 3 face up in a row (ensuring at least one Movement and one Treasure quest are present).[2]
10. Place the Item Rack (with 12 Treasure Items) and 5 Adventure Dice within reach.[2]
11. Give the First Player Token to the starting player.[2]
**The Day Phase**
The Day Phase consists of 4 turns.[1]
1. The player with the First Player Token selects a Movement Card and slides it up to stand higher in the row.[1]
2. The active player chooses one of two options:
* Move 1 Hero onto a Region of a new Map Card using the travel method depicted on the Movement Card.[1]
* Remain Idle and do not move.[1]
3. Going clockwise, each other player must either use the selected Movement Card or choose to remain Idle.[1]
4. After all players have moved or remained Idle, the selected Movement Card is flipped face down and placed back into the row.[1]
5. The next player selects a new Movement Card and the procedure repeats until 4 Movement Cards have been played.[1]
**The Night Phase (Resolution)**
When all players have Rested (by choice or from Exhaustion), move to Resolution:[3]
1. Players resolve Heroes that were resolved when they Rested (collecting defeated Goblin Tokens, learning Spells, and completing Temples).[3]
2. Move the Magic Token back to the first space on the Magic Track (this resets at the end of every round).[3]
3. Flip any passive (green) Goblin Tokens on Portals to their aggressive (red) sides.[3]
4. Fill any empty Portals with a new passive (green) Goblin Token from the supply.[3]
5. Flip all Movement Cards to their active sides.[3]
6. If the First Player Token is showing the side, discard the rightmost Quest Card and shift remaining Quest Cards to the right, dealing a new Quest Card face up to the left (ensuring 3 Quest Cards are face up).[3]
7. Pass the First Player Token to the next player clockwise.[3]
8. Advance the Round Token to the next number on the Round Card.[3]
**Scoring**
Players total their final scores after 5 rounds.[1]
[1] RULEBOOK Tiny Epic Quest — Rulebook · p.6 · Gameplay Overview · DAY PHASE-Movement aND Questing · On your turn:
[2] RULEBOOK Tiny Epic Quest — Rulebook · p.4 · GAME SETUP (FOR 2-4 PLAYERS)
[3] RULEBOOK Tiny Epic Quest — Rulebook · p.18 · Night Phase- Adventuring completion · Resolution

The sage rests. The game continues.

🔧 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 209 ms · ask 5362 ms · total 5573 ms
single-flight (PR-5)
queued 0 ms · generation 5573 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 6, "score": 0.04918, "snippet": "The game is played over 5 rounds , after which players total their final scores. Each of the five rounds consists of two phases : The Day Phase consists of 4 turns , regardless of the number of players, and starts with the player who holds the First Player Token, then proceeds clockwise around the t", "headingPath": "Gameplay Overview · DAY PHASE-Movement aND Questing · On your turn:", "sharpsignalDocId": 1056}, {"page": 12, "score": 0.032258, "snippet": "After 4 turns have been taken ( 4 Movement Cards have been flipped ), the Day Phase is over and the Night Phase begins. During this phase, players will take turns rolling the 5 Adventure Dice in an effort to complete three different types of Adventures: Exploring for Items at Temples ( pg. 15 ) Atta", "headingPath": "Day Phase completion · Night PHASE-Adventure aND Resolution", "sharpsignalDocId": 1056}, {"page": 4, "score": 0.031746, "snippet": "Give each player: 1 Player Card ( their selected color, or randomly ) . 3 Heroes in their Player Card's color. 1 Health Token and 1 Max Health Marker , both placed on the number 6 at the top of the Player Card. 1 Power Token and 1 Max Power Marker , both placed on the number 3 at the top of the Play", "headingPath": "GAME SETUP (FOR 2-4 PLAYERS)", "sharpsignalDocId": 1056}, {"page": 13, "score": 0.03125, "snippet": "Take DamageCount up each rolled. This represents the total damage dealt to the Adventuring players, and it is equally distributed clockwise starting with the player who rolled the dice and going to each Adventuring player. Going clockwise, each player loses 1 Health (-1 ) for each damage taken until", "headingPath": "Adventure Dice Actions · Magic Level Damage · Defending Damage · Becoming Exhausted · Gain Power-", "sharpsignalDocId": 1056}, {"page": 3, "score": 0.030769, "snippet": "A world at peace has been torn apart by the opening of chasms across the land. Goblins spew forth from the underworld, pouring into the sacred mushroom grottos and destroying eons of ancient knowledge and magic. To end this, you must venture forth on an epic quest! There are many ways to help save t", "headingPath": "Prologue · Objective and Overview", "sharpsignalDocId": 1056}, {"page": 14, "score": 0.030303, "snippet": "For each rolled, advance the Magic Token forward 1 space on the Magic Track . This designates the Magic Level , which determines how many Spells a player can learn ( see Learning Spells, pg. 17 ). If the Magic Token is on the last space on the Magic Track ( Level 3 ) , then each additional rolled re", "headingPath": "Conjure Magic or Take Damage- · The Magic Levels are: · Forge Ahead", "sharpsignalDocId": 1056}, {"page": 7, "score": 0.029851, "snippet": "There are fi ve types of Movement Cards in the game, each describing a unique travel method. The travel method for the turn is the same whether you selected the card yourself or you are following the player who selected the card. When a Hero moves, they must always move to a different Map Card. A He", "headingPath": "Hero Movement · By Horse · By Raft · By Gryphon · By Ship · By Foot", "sharpsignalDocId": 1056}, {"page": 10, "score": 0.029412, "snippet": "Place your Hero on the circle below the Goblin Token. The Hero is considered to be Attacking the Goblin, and you may attempt to defeat it ( see Attacking, pg. 16 ). ONLY 1 Hero can attack a Goblin at a time. Place your Hero on a Castle to immediately gain 1 OR 1 . Y ou also may gain this if you Idle", "headingPath": "Goblin Portal · Castles · Quest Cards · Movement Quests", "sharpsignalDocId": 1056}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 6, "quote": null, "headingPath": "Gameplay Overview · DAY PHASE-Movement aND Questing · On your turn:", "sharpsignalDocId": 1056}, {"page": 4, "quote": null, "headingPath": "GAME SETUP (FOR 2-4 PLAYERS)", "sharpsignalDocId": 1056}, {"page": 18, "quote": null, "headingPath": "Night Phase- Adventuring completion · Resolution", "sharpsignalDocId": 1056}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 1056 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1056 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 0.88777 of 2388 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Dec 3, 2026 02:25 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 Tiny Epic Quest — Rulebook (corpus doc 1056) Gameplay Overview · DAY PHASE-Movement aND Questing · On your turn: p.6 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) 300
#2 RULEBOOK Tiny Epic Quest — Rulebook (corpus doc 1056) Day Phase completion · Night PHASE-Adventure aND Resolution p.12 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
#3 RULEBOOK Tiny Epic Quest — Rulebook (corpus doc 1056) GAME SETUP (FOR 2-4 PLAYERS) p.4 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 Tiny Epic Quest — Rulebook (corpus doc 1056) Adventure Dice Actions · Magic Level Damage · Defending Damage · Becoming Exhausted · Gain Power- p.13 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 Tiny Epic Quest — Rulebook (corpus doc 1056) Prologue · Objective and Overview 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 Tiny Epic Quest — Rulebook (corpus doc 1056) Conjure Magic or Take Damage- · The Magic Levels are: · Forge Ahead p.14 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 Tiny Epic Quest — Rulebook (corpus doc 1056) Hero Movement · By Horse · By Raft · By Gryphon · By Ship · By Foot 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 Tiny Epic Quest — Rulebook (corpus doc 1056) Goblin Portal · Castles · Quest Cards · Movement Quests p.10 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 25 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 Tiny Epic Quest — Rulebook (corpus doc 1056) Gameplay Overview · DAY PHASE-Movement aND Questing · On your turn: p.6 #1 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) vector + full-text + the doc-priority boost arm the re-ranker chose it
#2 RULEBOOK Tiny Epic Quest — Rulebook (corpus doc 1056) Solo Variant RuleS"The Legend of the Chosen One" · Game SetUp · Day Phase- Solo Movement Drafting p.21 #13 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
#3 RULEBOOK Tiny Epic Quest — Rulebook (corpus doc 1056) Night Phase- Adventuring completion · Resolution p.18 #11 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
#4 RULEBOOK Tiny Epic Quest — Rulebook (corpus doc 1056) Dice Actions (continued) · Resting · Resolve your Heroes: p.16 #15 0.013699 (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 Tiny Epic Quest — Rulebook (corpus doc 1056) Adventure Dice Actions · Magic Level Damage · Defending Damage · Becoming Exhausted · Gain Power- p.13 #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
#6 RULEBOOK Tiny Epic Quest — Rulebook (corpus doc 1056) Conjure Magic or Take Damage- · The Magic Levels are: · Forge Ahead p.14 #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
#7 RULEBOOK Tiny Epic Quest — Rulebook (corpus doc 1056) Moving Past Goblins · Idling-Choosing to Not Move p.8 #10 0.029116 (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 Tiny Epic Quest — Rulebook (corpus doc 1056) GAME SETUP (FOR 2-4 PLAYERS) p.4 #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

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 Tiny Epic Quest — Rulebook (corpus doc 1056) Gameplay Overview · DAY PHASE-Movement aND Questing · On your turn: p.6 no quote on the wire
[2] RULEBOOK Tiny Epic Quest — Rulebook (corpus doc 1056) GAME SETUP (FOR 2-4 PLAYERS) p.4 no quote on the wire
[3] RULEBOOK Tiny Epic Quest — Rulebook (corpus doc 1056) Night Phase- Adventuring completion · Resolution p.18 no quote on the wire
timing split
retrieval 209 ms · first delta 1710 ms · total 5573 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 209 ms · ask 5362 ms · gateway work 5573 ms · total 5573 ms
tokens in (the prompt the answerer read)
3350
tokens out (what the answerer generated)
765
tok/sec
201.1 tok/sec — 765 output tokens in 3.804 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 986), 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.