RuleSage cited table rulings
← Spirit Island

You asked

How do I take my turn?

Answered counted as answered

Asked with: Spirit Islandbg-162886-en-1e · Spirit Island: Branch & Clawbg-191831-en-1e

Each Spirit performs three things in the following order during the Spirit Phase [1]: 1. Grow: Choose one option (unless stated otherwise) next to 'Growth' at the upper-right of the Spirit Panel; you must do everything shown, but may choose the order [1]. 2. Gain Energy: Gain an amount of Energy equal to the highest uncovered number on your Energy Presence Track and place any gained Energy on or near your Spirit Panel [1]. 3. Play and Pay for Power Cards: Select the Power Cards (Fast and Slow) that you will use this turn, noting that the maximum number you can play is the highest uncovered number on the Card Plays Presence Track [1]. You must immediately pay Energy for all played Power Cards, even Slow ones, and you immediately gain all Elements from played Power Cards, even if the effects are Slow, though you do not resolve the effects of the Power Cards yet [1]. At the end of each turn, during the wrap-up phase: 1. Discard: Players discard all Power Cards played this turn into their personal discard piles [2]. 2. Damage and Elements Clear: All Elements go away, all Damage done during the turn goes away (turning pieces back if they were turned on their sides to note partial Damage), and any reminder tokens for Single-Turn Effects must be removed [2].

[1] RULEBOOK Spirit Island — Rulebook · p.8 · SPIRIT PHASE
[2] RULEBOOK Spirit Island — Rulebook · p.10 · TIME PASSES

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 268 ms · ask 9872 ms · total 10150 ms
single-flight (PR-5)
queued 0 ms · generation 10150 ms
retrieval refs (raw)
[{"page": 6, "score": 0.048139, "snippet": "Each player takes all Spirit Presence and Single-Turn Effect Markers of one color, then chooses a Spirit by taking a Spirit Panel and its four Unique Power Cards, which is their starting hand. New players should choose a low-complexity Spirit and take its Power Progression Card, as described on page", "headingPath": "PLAYER SETUP", "sharpsignalDocId": 58}, {"page": 20, "score": 0.046544, "snippet": "You suddenly realize that for the past 4 turns you've been using a Power Card on lands it can't actually target. What to do? The answer is: don't sweat it. Especially on your first play or two, you'll likely make minor mistakes here and there. They're unlikely to break anything: the game will just b", "headingPath": "WHOOPS!", "sharpsignalDocId": 58}, {"page": 20, "score": 0.043364, "snippet": "As you play Power Cards, put the required Energy on top of them. This will help you remember to pay for them. When you resolve a Power Card, you can push it forward or turn it sideways to note that it has been used. Don't discard it until end of turn, because you may be making use of its Elements fo", "headingPath": "STREAMLINING GAMEPLAY", "sharpsignalDocId": 58}, {"page": 10, "score": 0.032787, "snippet": "This is the wrap-up phase at the end of each turn. Discard: Players discard all Power Cards played this turn into their personal discard piles. Damage and Elements Clear: All Elements go away. All Damage done during the turn goes away; if you turned any pieces on their sides to note partial Damage, ", "headingPath": "TIME PASSES", "sharpsignalDocId": 58}, {"page": 8, "score": 0.03125, "snippet": "Each turn has the following phases: Spirit Phase Fast Power Phase Invader Phase Slow Power Phase Time Passes Players play simultaneously within each phase, conferring as they wish. Table talk is not just allowed, it's likely necessary for victory!", "headingPath": "INVADERS' STARTING ACTION", "sharpsignalDocId": 58}, {"page": 8, "score": 0.030769, "snippet": "Each Spirit does three things, in the following order: Grow: Choose one option (unless stated otherwise) next to 'Growth' at the upper-right of the Spirit Panel. Each section is a single choice. Y ou must do everything shown, but may choose the order. (For more on Growth options, see page 14.) Gain ", "headingPath": "SPIRIT PHASE", "sharpsignalDocId": 58}, {"page": 17, "score": 0.030303, "snippet": "A few Powers have temporary effects on a land (such as 'Invaders skip all Actions'). There are Reminder Tokens you can use to mark those lands for the turn if you want; just remember to remove them at the end of the turn! REMINDER TOKENS", "headingPath": "SINGLE-TURN EFFECTS", "sharpsignalDocId": 58}, {"page": 3, "score": 0.029412, "snippet": "Set aside all the Minor and Major Powers listed on the card. During the game, when you gain a new Power Card, add the next Power Card on the list to your hand instead of using the standard method. If everyone is playing the game for the first time, also: Don't use a Blight Card. Instead, use the pre", "headingPath": "TABLE OF CONTENTS", "sharpsignalDocId": 58}]
citations (raw)
[{"page": 8, "quote": null, "headingPath": "SPIRIT PHASE", "sharpsignalDocId": 58}, {"page": 10, "quote": null, "headingPath": "TIME PASSES", "sharpsignalDocId": 58}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 58 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 58 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 20:24

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 Spirit Island — Rulebook (corpus doc 58) PLAYER SETUP p.6 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 Spirit Island — Rulebook (corpus doc 58) WHOOPS! p.20 0.046544 (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 Spirit Island — Rulebook (corpus doc 58) STREAMLINING GAMEPLAY p.20 0.043364 (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 Spirit Island — Rulebook (corpus doc 58) TIME PASSES p.10 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
#5 RULEBOOK Spirit Island — Rulebook (corpus doc 58) INVADERS' STARTING ACTION p.8 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)) 247
#6 RULEBOOK Spirit Island — Rulebook (corpus doc 58) SPIRIT PHASE p.8 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
#7 RULEBOOK Spirit Island — Rulebook (corpus doc 58) SINGLE-TURN EFFECTS p.17 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)) 237
#8 RULEBOOK Spirit Island — Rulebook (corpus doc 58) TABLE OF CONTENTS p.3 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 Spirit Island — Rulebook (corpus doc 58) SPIRIT PHASE p.8 no quote on the wire
[2] RULEBOOK Spirit Island — Rulebook (corpus doc 58) TIME PASSES p.10 no quote on the wire
timing split
retrieval 268 ms · first delta 8194 ms · total 10150 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 268 ms · ask 9872 ms · gateway work 10150 ms · total 10150 ms
tokens in (the prompt the answerer read)
1955
tokens out (what the answerer generated)
280
tok/sec
148.3 tok/sec — 280 output tokens in 1.888 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 39s 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 7), 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.