RuleSage cited table rulings
← Codenames

You asked

How do I setup the game?

Answered counted as answered

Asked with: Codenamesbg-178900-en-1e

1. Organize players into 2 teams of roughly the same size, with at least two players on each team [1]. 2. Each team chooses 1 player to be their spymaster; the rest are operatives [1]. 3. The red and blue spymasters sit on the same side of the table, opposite their own operatives [1]. 4. Mix up the word cards, choose 25 at random, and lay them out in a 5 × 5 grid [1]. 5. Spymasters choose a key randomly and slide it into the stand between them (any side can be up) [1]. 6. Put the 8 red tiles in front of the red spymaster and the 8 blue tiles in front of the blue spymaster [1]. 7. Place the 7 bystanders and 1 assassin in between [1]. 8. Identify the starting team using the four triangles on the edge of the key card [1]. 9. Give the double agent tile to the starting team by flipping it to their color and adding it to their tiles [1].

[1] RULEBOOK Codenames — Rulebook · p.2 · SPLIT INTO 2 TEAMS. · CHOOSE SPYMASTERS AND OPERATIVES. · LAY OUT 25 RANDOM WORDS. · SPYMASTERS DRAW A RANDOM KEY CARD. · SPYMASTERS TAKE THE TILES. · GIVE THE DOUBLE AGENT TO THE STARTING TEAM.
🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 261 ms · ask 4295 ms · total 4567 ms
single-flight (PR-5)
queued 0 ms · generation 4567 ms
retrieval refs (raw)
[{"page": 8, "score": 0.047643, "snippet": "Be patient. The spymaster's job is hard. Finding the first clue of the game may take a couple minutes. A/fter that, things usually start to flow. You are allowed to give a clue for only 1 word , but clues for more words are more fun. Don't give any extra information with your clue. Don't say, 'This ", "headingPath": "REMINDERS AND TIPS", "sharpsignalDocId": 117}, {"page": 2, "score": 0.032787, "snippet": "Organize players into 2 teams of roughly the same size, with at least two players on each team. Each team chooses 1 player to be their spymaster. The rest are operatives. The red and blue spymasters sit on the same side of the table, opposite their own operatives. Mix up the word cards, choose 25 at", "headingPath": "SPLIT INTO 2 TEAMS. · CHOOSE SPYMASTERS AND OPERATIVES. · LAY OUT 25 RANDOM WORDS. · SPYMASTERS DRAW A RANDOM KEY CARD. · SPYMASTERS TAKE THE TILES. · GIVE THE DOUBLE AGENT TO THE STARTING TEAM.", "sharpsignalDocId": 117}, {"page": 4, "score": 0.032258, "snippet": "The operatives should take a moment to discuss the clue. (Or, if you are the only operative, you may think out loud.) Then, one of the operatives must make a guess by touching one of the cards . The spymaster covers the word with a tile matching the color shown on the key. If you guess a word in you", "headingPath": "THE OPERATIVES MAY MAKE MULTIPLE GUESSES.", "sharpsignalDocId": 117}, {"page": 8, "score": 0.031746, "snippet": "I've personally spent the past few years working on the app with our team, filling it with tons of content, cool twists, new ways to play (I am especially proud of the system of daily challenges), and interesting features - you'd be surprised just how many! :) ' Iʼm writing this because I genuinely ", "headingPath": "REMINDERS AND TIPS", "sharpsignalDocId": 117}, {"page": 5, "score": 0.030769, "snippet": "Three things can go wrong: If you guess an innocent bystander, your turn ends . If your turn does not end with a wrong guess, you can end it voluntarily. For example, if you are given the clue cold: 3 , you want to find 3 words related to cold and then end your turn. Or, if you find only 2 good word", "headingPath": "A WRONG GUESS ENDS YOUR TURN. · YOU CHOOSE TO END YOUR TURN. · YOU USE THE 'PLUS ONE' RULE. · WHEN YOUR TURN ENDS, IT IS THE OTHER TEAM'S TURN.", "sharpsignalDocId": 117}, {"page": 3, "score": 0.030303, "snippet": "BLUE OPERATIVES 1 key card (from a deck of 40) 1 assassin 8 blue agents BLUE SPYMASTER ONLY SPYMASTERS SEE THE KEY! The key card shows the secret identities of the 25 words. APPLE is red. IRON is an innocent bystander. DEGREE is blue. HORN is the assassin. Heart is Blue, Iron is Red, Tube n ocent, a", "headingPath": "GIVE THE DOUBLE AGENT TO THE STARTING TEAM.", "sharpsignalDocId": 117}, {"page": 7, "score": 0.029851, "snippet": "Instead of a number, you can say your clue is unlimited. For example, tiny: unlimited . This allows your operatives to make as many guesses as they want, as long as they keep guessing right. Operatives do not know how many words were intended by the unlimited clue, but sometimes they can figure it o", "headingPath": "UNLIMITED CLUE · PENALTY FOR INVALID CLUE · VARIANTS · CODENAMES", "sharpsignalDocId": 117}, {"page": 6, "score": 0.029412, "snippet": "Spymasters must give clues that are in the spirit of the game. If you aren't sure your clue is valid, consult with the opposing spymaster. (Quietly, so the operatives can't hear.) Some clues are invalid because they violate the spirit of the game. Your clue must be about the meaning of the words. Y ", "headingPath": "VALID CLUES · SPIRIT OF THE GAME · DON'T BE TOO STRICT", "sharpsignalDocId": 117}]
citations (raw)
[{"page": 2, "quote": null, "headingPath": "SPLIT INTO 2 TEAMS. · CHOOSE SPYMASTERS AND OPERATIVES. · LAY OUT 25 RANDOM WORDS. · SPYMASTERS DRAW A RANDOM KEY CARD. · SPYMASTERS TAKE THE TILES. · GIVE THE DOUBLE AGENT TO THE STARTING TEAM.", "sharpsignalDocId": 117}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 117 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 117 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)
debug row retained until
Nov 3, 2026 05:15

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 Codenames — Rulebook (corpus doc 117) REMINDERS AND TIPS p.8 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
#2 RULEBOOK Codenames — Rulebook (corpus doc 117) SPLIT INTO 2 TEAMS. · CHOOSE SPYMASTERS AND OPERATIVES. · LAY OUT 25 RANDOM WORDS. · SPYMASTERS DRAW A RANDOM KEY CARD. · SPYMASTERS TAKE THE TILES. · GIVE THE DOUBLE AGENT TO THE STARTING TEAM. p.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)) 300
#3 RULEBOOK Codenames — Rulebook (corpus doc 117) THE OPERATIVES MAY MAKE MULTIPLE GUESSES. p.4 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 Codenames — Rulebook (corpus doc 117) REMINDERS AND TIPS p.8 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
#5 RULEBOOK Codenames — Rulebook (corpus doc 117) A WRONG GUESS ENDS YOUR TURN. · YOU CHOOSE TO END YOUR TURN. · YOU USE THE 'PLUS ONE' RULE. · WHEN YOUR TURN ENDS, IT IS THE OTHER TEAM'S TURN. 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
#6 RULEBOOK Codenames — Rulebook (corpus doc 117) GIVE THE DOUBLE AGENT TO THE STARTING TEAM. p.3 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 Codenames — Rulebook (corpus doc 117) UNLIMITED CLUE · PENALTY FOR INVALID CLUE · VARIANTS · CODENAMES 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 Codenames — Rulebook (corpus doc 117) VALID CLUES · SPIRIT OF THE GAME · DON'T BE TOO STRICT p.6 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

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 Codenames — Rulebook (corpus doc 117) SPLIT INTO 2 TEAMS. · CHOOSE SPYMASTERS AND OPERATIVES. · LAY OUT 25 RANDOM WORDS. · SPYMASTERS DRAW A RANDOM KEY CARD. · SPYMASTERS TAKE THE TILES. · GIVE THE DOUBLE AGENT TO THE STARTING TEAM. p.2 no quote on the wire
timing split
retrieval 261 ms · first delta 2945 ms · total 4567 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 261 ms · ask 4295 ms · gateway work 4567 ms · total 4567 ms
tokens in (the prompt the answerer read)
2983
tokens out (what the answerer generated)
233
tok/sec
148.8 tok/sec — 233 output tokens in 1.566 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 59s ago)
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 39), 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.