RuleSage cited table rulings
← Tiny Epic Quest

You asked

How do I take my turn?

Answered counted as answered

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

The procedure for taking a turn depends on whether you are in the Day Phase or the Night Phase:
**Day Phase**
1. Select a Movement Card and slide it up so that it stands higher in the row.[1]
2. Choose one of the following:
* Move 1 of your Heroes onto a Region of a new Map Card using the travel method depicted on the Movement Card.[1] When moving, a Hero must always move to a different Map Card and cannot move to a Region on the same Map Card.[2]
* Remain Idle and do not move.[1]
3. If you are following another player, you 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]
**Night Phase**
1. The player with the First Player Token takes the 5 Adventure Dice and starts the phase.[3]
2. The player with the dice must choose to either Rest or Adventure.[3]
3. If you choose to Rest:
* Flip your Adventure Card to the "Rest" side.[3]
* Pass the dice clockwise to the next Adventuring player.[3]
4. If you choose to Adventure (leaving your card "Adventure" side up):
* The player with the dice rolls them where all players can see them.[3]
* Resolve die actions in this order:
* First: Take Damage.[3]
* Then, all Adventuring players may simultaneously use Torch and Scroll (for Exploring a Temple) or Attack Goblin symbols toward resolving their own Adventures.[3]
* Pass the dice clockwise to the next Adventuring player, who then chooses to Adventure or Rest.[3]
5. The phase continues until all players have chosen to Rest or are Exhausted.[3]
[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.7 · Hero Movement · By Horse · By Raft · By Gryphon · By Ship · By Foot
[3] RULEBOOK Tiny Epic Quest — Rulebook · p.12 · Day Phase completion · Night PHASE-Adventure aND Resolution

Question closed. Friendships intact.

🔧 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 92 ms · ask 3692 ms · total 3785 ms
single-flight (PR-5)
queued 0 ms · generation 3785 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 12, "score": 0.048139, "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": 6, "score": 0.032787, "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": 21, "score": 0.032258, "snippet": "The Legend of the Chosen One tells of one noble hero, guided by destiny, who alone can thwart the minions of evil and bring peace to this land. That hero is you! The fate of our kingdom rests on your shoulders.... The game is set up the same as a multiplayer game. However, flip the Magic Card to the", "headingPath": "Solo Variant RuleS\"The Legend of the Chosen One\" · Game SetUp · Day Phase- Solo Movement Drafting", "sharpsignalDocId": 1056}, {"page": 18, "score": 0.03125, "snippet": "When all players have Rested , by choice or from Exhaustion , move to Resolution . First, all players should have already resolved their Heroes when they Rested ( see Resting, pg. 16 ). This includes collecting defeated Goblin Tokens, learning Spells, and completing Temples. Next, players perform th", "headingPath": "Night Phase- Adventuring completion · Resolution", "sharpsignalDocId": 1056}, {"page": 13, "score": 0.030769, "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": 7, "score": 0.030303, "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": 11, "score": 0.029958, "snippet": "To complete a Treasure Quest, you must complete the Temple listed on the Quest Card ( see Exploring Temples, pg. 15 ). Y ou can complete a Treasure Quest during either the Day or Night Phase . To complete a Treasure Quest during the Day Phase , your Hero must be the first Hero to reach the last spac", "headingPath": "Treasure Quests · Equipping Heroes · The Quest Card Row · Flip the First Player Token", "sharpsignalDocId": 1056}, {"page": 8, "score": 0.029851, "snippet": "Goblin Tokens have two sides: Passive Goblins (green) When moving through a Map Card ( not your start or destination ) with an aggressive Goblin (red) at its Portal, you must spend 1 Power ( move the Token down 1 number ) for EACH such Map Card that your Hero moves through. Then flip that Goblin Tok", "headingPath": "Moving Past Goblins · Idling-Choosing to Not Move", "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": 7, "quote": null, "headingPath": "Hero Movement · By Horse · By Raft · By Gryphon · By Ship · By Foot", "sharpsignalDocId": 1056}, {"page": 12, "quote": null, "headingPath": "Day Phase completion · Night PHASE-Adventure aND 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 0.91179 of 1315 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) Day Phase completion · Night PHASE-Adventure aND Resolution p.12 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 Tiny Epic Quest — Rulebook (corpus doc 1056) Gameplay Overview · DAY PHASE-Movement aND Questing · On your turn: p.6 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
#3 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 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 Tiny Epic Quest — Rulebook (corpus doc 1056) Night Phase- Adventuring completion · Resolution p.18 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) Adventure Dice Actions · Magic Level Damage · Defending Damage · Becoming Exhausted · Gain Power- p.13 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) Hero Movement · By Horse · By Raft · By Gryphon · By Ship · By Foot 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
#7 RULEBOOK Tiny Epic Quest — Rulebook (corpus doc 1056) Treasure Quests · Equipping Heroes · The Quest Card Row · Flip the First Player Token p.11 0.029958 (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) Moving Past Goblins · Idling-Choosing to Not Move p.8 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 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 #2 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
#2 RULEBOOK Tiny Epic Quest — Rulebook (corpus doc 1056) Day Phase completion · Night PHASE-Adventure aND Resolution p.12 #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
#3 RULEBOOK Tiny Epic Quest — Rulebook (corpus doc 1056) Treasure Quests · Equipping Heroes · The Quest Card Row · Flip the First Player Token p.11 #7 0.029958 (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 Tiny Epic Quest — Rulebook (corpus doc 1056) Dice Actions (continued) · Resting · Resolve your Heroes: p.16 #13 0.013889 (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) Regions on the Map Cards · Temples · Spell Obelisks · Mushroom Grottos p.9 #12 0.014286 (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
#6 RULEBOOK Tiny Epic Quest — Rulebook (corpus doc 1056) Moving Past Goblins · Idling-Choosing to Not Move p.8 #8 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)) vector + the doc-priority boost arm the re-ranker chose it
#7 RULEBOOK Tiny Epic Quest — Rulebook (corpus doc 1056) Adventure Dice Actions · Magic Level Damage · Defending Damage · Becoming Exhausted · Gain Power- p.13 #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
#8 RULEBOOK Tiny Epic Quest — Rulebook (corpus doc 1056) Hero Movement · By Horse · By Raft · By Gryphon · By Ship · By Foot p.7 #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

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) Hero Movement · By Horse · By Raft · By Gryphon · By Ship · By Foot p.7 no quote on the wire
[3] RULEBOOK Tiny Epic Quest — Rulebook (corpus doc 1056) Day Phase completion · Night PHASE-Adventure aND Resolution p.12 no quote on the wire
timing split
retrieval 92 ms · first delta 1701 ms · total 3785 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 92 ms · ask 3692 ms · gateway work 3785 ms · total 3785 ms
tokens in (the prompt the answerer read)
3311
tokens out (what the answerer generated)
401
tok/sec
198.5 tok/sec — 401 output tokens in 2.020 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 29s 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 7s 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.