RuleSage cited table rulings
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You asked

How do I take my turn?

Answered counted as answered

Asked with: Rootbg-237182-en-1e

A player's turn consists of three phases in order: Birdsong, Daylight, and Evening [1][2]. 1. Birdsong [1][2] 2. Daylight [1][2] - For the Corvids, you may take up to three actions in any order or number: Move [3], Plot [3], Battle [3], or Trick [3]. - For the Skunks, you have two steps in the following order: - I. Captain Acts: In any order and combination, you may take up to four actions (or up to three if the Acting Captain was placed in a forest with Ready in Birdsong this turn) using the Acting Captain: Move [4], Battle [4], Filch [4], or Item Action [4]. - II. [No specific step name provided for second step, but it follows Captain Acts] [4] 3. Evening [1][2] - For the Skunks, there are three steps in the following order: - 1. Discard and Return Revealed Cards: Discard any bird cards revealed this turn, then return all other revealed cards to your hand [5]. - 2. Craft: You may craft by activating citadels and markets [5]. - 3. Draw and Discard: Draw one card, plus one card per card draw icon showing; if you have more than five cards in your hand, discard cards of your choice until you have five [5]. After a player ends Evening, the next clockwise player begins their turn [1].

[1] RULEBOOK Root — Law of Root · p.2 · 1.4 Game Structure
[2] RULEBOOK Root — Learning to Play · p.2 · Flow of Play
[3] RULEBOOK Root — Law of Root · p.15 · 13.5 Daylight
[4] RULEBOOK Root — Law of Root · p.22 · 18.5 Daylight
[5] RULEBOOK Root — Law of Root · p.14 · 12.6 Evening

Strategy guides → — community tips, kept separate from rulings

🔧 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 228 ms · ask 10551 ms · total 10788 ms
single-flight (PR-5)
queued 0 ms · generation 10788 ms
retrieval refs (raw)
[{"page": 3, "score": 0.043928, "snippet": "Give the booklet to the Marquise player and ask them to read the text aloud as they take the actions described. When their turn is over, pass the booklet to the Eyrie player so they can do the same. Continue this until you reach the end. /The booklet also answers some common questions and gives stra", "headingPath": "Play", "sharpsignalDocId": 75}, {"page": 10, "score": 0.041709, "snippet": "First, you can cra/ft any cards in your hand using workshops. /Then, you can take up to three of the following actions. » Battle: Initiate a battle. » March: Take up to two moves. » Recruit: Place one warrior at each recruiter. You may take this action only once per turn. » Build: Place one building", "headingPath": "Daylight", "sharpsignalDocId": 75}, {"page": 22, "score": 0.032266, "snippet": "Your Daylight has two steps in the following order. 18.5.1 Captain Acts. In any order and combination, you may take up to four actions as follows with the Acting Captain, shown in your Acting Captain slot. (If the Acting Captain was placed in a forest with Ready in Birdsong this turn, you take up to", "headingPath": "18.5 Daylight", "sharpsignalDocId": 56}, {"page": 2, "score": 0.032018, "snippet": "Each turn is split into three phases: Birdsong , Daylight , and Evening . Once you play through these phases in order, your turn ends, and the player to your le/ft begins their turn. /The three phases are described in detail on each player's faction board.", "headingPath": "Flow of Play", "sharpsignalDocId": 75}, {"page": 2, "score": 0.030536, "snippet": "1.4.1 Turn Structure. Each player's turn has three phases: Birdsong, Daylight, and Evening. Anything that says 'at start of' a phase happens before everything else in the phase, and anything that says 'at end of' happens a/fter everything else in the phase but before the start of the next phase, if ", "headingPath": "1.4 Game Structure", "sharpsignalDocId": 56}, {"page": 21, "score": 0.029762, "snippet": "During your Daylight, if you have at least 10 victory points, you may play a dominance card into your play area to activate it. Remove your score marker from the score track. For the rest of the game, you can only win by meeting the victory condition listed on your activated dominance card. Gently U", "headingPath": "Changing Your Victory Condition", "sharpsignalDocId": 75}, {"page": 4, "score": 0.029211, "snippet": "When you move, take any number (more than zero) of your warriors and pawns from one clearing and move them on a linking path (2.2) to one adjacent clearing. 4.2.1 You Must Rule. To take a move, you must rule the origin clearing, destination clearing, or both. VOCFS 4.2.2 No Movement Limits. A given ", "headingPath": "4.2 Move", "sharpsignalDocId": 56}, {"page": 15, "score": 0.02895, "snippet": "You may take up to three actions, as follows, in any order and number. 13.5.1 Move. Take a move. 13.5.2 Plot. Remove a Corvid warrior, plus another Corvid warrior per plot you have placed this turn, from a clearing with no plot tokens to place a facedown plot token there. 13.5.3 Battle. Initiate a b", "headingPath": "13.5 Daylight", "sharpsignalDocId": 56}]
citations (raw)
[{"page": 2, "quote": null, "headingPath": "1.4 Game Structure", "sharpsignalDocId": 56}, {"page": 2, "quote": null, "headingPath": "Flow of Play", "sharpsignalDocId": 75}, {"page": 15, "quote": null, "headingPath": "13.5 Daylight", "sharpsignalDocId": 56}, {"page": 22, "quote": null, "headingPath": "18.5 Daylight", "sharpsignalDocId": 56}, {"page": 14, "quote": null, "headingPath": "12.6 Evening", "sharpsignalDocId": 56}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 75 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 75 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 05:19

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 Root — Learning to Play (corpus doc 75) Play p.3 0.043928 (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 Root — Learning to Play (corpus doc 75) Daylight p.10 0.041709 (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 Root — Law of Root (corpus doc 56) 18.5 Daylight p.22 0.032266 (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 Root — Learning to Play (corpus doc 75) Flow of Play p.2 0.032018 (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)) 256
#5 RULEBOOK Root — Law of Root (corpus doc 56) 1.4 Game Structure p.2 0.030536 (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 Root — Learning to Play (corpus doc 75) Changing Your Victory Condition p.21 0.029762 (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 Root — Law of Root (corpus doc 56) 4.2 Move p.4 0.029211 (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 Root — Law of Root (corpus doc 56) 13.5 Daylight p.15 0.02895 (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 Root — Law of Root (corpus doc 56) 1.4 Game Structure p.2 no quote on the wire
[2] RULEBOOK Root — Learning to Play (corpus doc 75) Flow of Play p.2 no quote on the wire
[3] RULEBOOK Root — Law of Root (corpus doc 56) 13.5 Daylight p.15 no quote on the wire
[4] RULEBOOK Root — Law of Root (corpus doc 56) 18.5 Daylight p.22 no quote on the wire
[5] RULEBOOK Root — Law of Root (corpus doc 56) 12.6 Evening p.14 no quote on the wire
timing split
retrieval 228 ms · first delta 8256 ms · total 10788 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 228 ms · ask 10551 ms · gateway work 10788 ms · total 10788 ms
tokens in (the prompt the answerer read)
1914
tokens out (what the answerer generated)
339
tok/sec
137.6 tok/sec — 339 output tokens in 2.464 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 33s 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
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 6), 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.