RuleSage cited table rulings
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You asked

When does the game end?

Answered counted as answered

Asked with: Catan: Seafarersbg-325-en-1e

The end of the game depends on the specific scenario being played: * **Shipbuilding:** The game ends if you capture your pirate fortress AND have 10 or more VPs at any point during your turn [1][2]. * **Cloth Trade:** The game ends in one of two ways: * If you have 14 or more VPs at any point during your turn [3]. * If there are 5 or more villages without cloth tokens at the end of the turn [3]. * **Unexplored Islands Scenario:** The game ends if you have 12 or more VPs at any point during your turn [4]. * **The Forgotten Tribe:** The game ends if you have 13 or more VPs at any point during your turn [5].

[1] RULEBOOK Catan: Seafarers — Rulebook · p.17 · SHIPBUILDING · WINNING THE GAME · VARIABLE SETUP
[2] RULEBOOK Catan: Seafarers — Rulebook · p.17 ·
[3] RULEBOOK Catan: Seafarers — Rulebook · p.15 · VARIABLE SETUP · CLOTH TRADE · SHIP MOVEMENT · PIRATE AND ROBBER · WINNING THE GAME
[4] RULEBOOK Catan: Seafarers — Rulebook · p.20 · SETUP · ADDITIONAL RULES · WINNING THE GAME · FURTHER SETUP OPTIONS
[5] RULEBOOK Catan: Seafarers — Rulebook · p.12 · THE FORGOTTEN TRIBE · FIXED SETUP · ADDITIONAL RULES · VP TOKENS · DEVELOPMENT CARDS · PORTS · …

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 251 ms · ask 8728 ms · total 8989 ms
single-flight (PR-5)
queued 0 ms · generation 8989 ms
retrieval refs (raw)
[{"page": 17, "score": 0.032266, "snippet": "4 2 As soon as you have removed all 3 pirate lair tokens from your fortress, you have defeated the pirates and recaptured the settlement. The pirate fortress now counts as one of your settlements. It receives production resources and may be upgraded to a city as normal. 3 4 3 4 3 4 1 Note: If all pi", "headingPath": "SHIPBUILDING · WINNING THE GAME · VARIABLE SETUP", "sharpsignalDocId": 216}, {"page": 15, "score": 0.032258, "snippet": "If there are not enough cloth tokens, take any extra needed from the general supply. If there are zero cloth tokens next to a village, it no longer produces. Do not take tokens from the general supply. Each pair of cloth tokens is worth 1 VP. Unpaired cloth tokens are worth 0 VP. SHIP MOVEMENT Any r", "headingPath": "", "sharpsignalDocId": 216}, {"page": 17, "score": 0.032018, "snippet": "If the number of warships is less than the pirate’s strength, you lose the battle. Remove the 2 ships closest to the fortress from your route. If the number of warships is equal to the pirate’s strength, you lose the battle. Remove 1 ship closest to the fortress. Your turn ends after attacking the f", "headingPath": "", "sharpsignalDocId": 216}, {"page": 15, "score": 0.031258, "snippet": "Set up the frame, the four small islands, and sea hexes as shown. Set up the villages by placing the number discs and cloth tokens as shown. Gather the land hexes and number discs for the large islands and place them randomly in the empty hex areas. Randomly place ports on the locations shown. Playe", "headingPath": "VARIABLE SETUP · CLOTH TRADE · SHIP MOVEMENT · PIRATE AND ROBBER · WINNING THE GAME", "sharpsignalDocId": 216}, {"page": 10, "score": 0.029911, "snippet": "The Desert Island is named after both the large desert that splits it and its infamous lack of resources. You will need to be resourceful and find supplies by either exploring the neighboring islands to the east or risk a journey across the desert. Set up the game as shown by the appropriate map. Pl", "headingPath": "THROUGH THE DESERT · FIXED SETUP · ADDITIONAL RULES · WINNING THE GAME", "sharpsignalDocId": 216}, {"page": 17, "score": 0.029877, "snippet": "17 HEXES Sea Gold Fields Hills Forests Pastures Fields Mountains Deserts TOTAL 19 2 5 5 5 5 5 3 49 NUMBER DISCS TOTAL 1 2 3 3 3 3 3 3 2 1 24 PIRATE LAIR TOKENS: 9x 12x PORT MARKERS: 5x 2:1 ports 3x 3:1 ports CN3083 SEAFARERS 6 of 6 v6.250401 Requires a building at one of the Great Bridge markers to ", "headingPath": "", "sharpsignalDocId": 216}, {"page": 4, "score": 0.029857, "snippet": "4 HEXES Sea Gold Fields Hills Forests Pastures Fields Mountains Deserts TOTAL 13 2 4 3 5 4 4 - 35 NUMBER DISCS TOTAL 1 2 3 3 2 3 2 3 2 1 22 VP TOKENS: 18x PORT MARKERS: 5x 2:1 ports 3x 3:1 ports HEADING FOR NEW SHORES Y ou have finally settled on the island and can call Catan your home. With this ne", "headingPath": "", "sharpsignalDocId": 216}, {"page": 6, "score": 0.029418, "snippet": "6 HEXES Sea Gold Fields Hills Forests Pastures Fields Mountains Deserts TOTAL 15 - 4 4 4 4 4 - 35 NUMBER DISCS TOTAL 1 2 2 3 2 2 3 2 2 1 20 VP TOKENS: 18x PORT MARKERS: 5x 2:1 ports 4x 3:1 ports THE FOUR ISLANDS The distant archipelago looked like an insignificant cluster of dots on the horizon, but", "headingPath": "", "sharpsignalDocId": 216}]
citations (raw)
[{"page": 17, "quote": null, "headingPath": "SHIPBUILDING · WINNING THE GAME · VARIABLE SETUP", "sharpsignalDocId": 216}, {"page": 17, "quote": null, "headingPath": "", "sharpsignalDocId": 216}, {"page": 15, "quote": null, "headingPath": "VARIABLE SETUP · CLOTH TRADE · SHIP MOVEMENT · PIRATE AND ROBBER · WINNING THE GAME", "sharpsignalDocId": 216}, {"page": 20, "quote": null, "headingPath": "SETUP · ADDITIONAL RULES · WINNING THE GAME · FURTHER SETUP OPTIONS", "sharpsignalDocId": 216}, {"page": 12, "quote": null, "headingPath": "THE FORGOTTEN TRIBE · FIXED SETUP · ADDITIONAL RULES · VP TOKENS · DEVELOPMENT CARDS · PORTS · …", "sharpsignalDocId": 216}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; no base-rulebook boost — this ask EXCLUDED the base book, so its rulebook was never resolved and no id for it went on the wire (boosting it would have put that book back into a scope the reader took it out of); rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
no base-rulebook boost — this ask EXCLUDED the base book, so its rulebook was never resolved and no id for it went on the wire (boosting it would have put that book back into a scope the reader took it out of)
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 20:26

score = the fused retrieval score (reciprocal-rank fusion over the search arms) — NOT a cosine similarity. This ruling ran the TWO-ARM fuse (full-text + vector), whose arithmetic ceiling is 0.03279 — both arms ranking the same chunk #1 (ceiling = arms/(k+1) at k=60). Measured healthy band on this fuse: 0.016–0.033. 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 Catan: Seafarers — Rulebook (corpus doc 216) SHIPBUILDING · WINNING THE GAME · VARIABLE SETUP p.17 0.032266 (inside the measured healthy band 0.016–0.033) 300
#2 RULEBOOK Catan: Seafarers — Rulebook (corpus doc 216) p.15 0.032258 (inside the measured healthy band 0.016–0.033) 300
#3 RULEBOOK Catan: Seafarers — Rulebook (corpus doc 216) p.17 0.032018 (inside the measured healthy band 0.016–0.033) 300
#4 RULEBOOK Catan: Seafarers — Rulebook (corpus doc 216) VARIABLE SETUP · CLOTH TRADE · SHIP MOVEMENT · PIRATE AND ROBBER · WINNING THE GAME p.15 0.031258 (inside the measured healthy band 0.016–0.033) 300
#5 RULEBOOK Catan: Seafarers — Rulebook (corpus doc 216) THROUGH THE DESERT · FIXED SETUP · ADDITIONAL RULES · WINNING THE GAME p.10 0.029911 (inside the measured healthy band 0.016–0.033) 300
#6 RULEBOOK Catan: Seafarers — Rulebook (corpus doc 216) p.17 0.029877 (inside the measured healthy band 0.016–0.033) 300
#7 RULEBOOK Catan: Seafarers — Rulebook (corpus doc 216) p.4 0.029857 (inside the measured healthy band 0.016–0.033) 300
#8 RULEBOOK Catan: Seafarers — Rulebook (corpus doc 216) p.6 0.029418 (inside the measured healthy band 0.016–0.033) 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 Catan: Seafarers — Rulebook (corpus doc 216) SHIPBUILDING · WINNING THE GAME · VARIABLE SETUP p.17 no quote on the wire
[2] RULEBOOK Catan: Seafarers — Rulebook (corpus doc 216) p.17 no quote on the wire
[3] RULEBOOK Catan: Seafarers — Rulebook (corpus doc 216) VARIABLE SETUP · CLOTH TRADE · SHIP MOVEMENT · PIRATE AND ROBBER · WINNING THE GAME p.15 no quote on the wire
[4] RULEBOOK Catan: Seafarers — Rulebook (corpus doc 216) SETUP · ADDITIONAL RULES · WINNING THE GAME · FURTHER SETUP OPTIONS p.20 no quote on the wire
[5] RULEBOOK Catan: Seafarers — Rulebook (corpus doc 216) THE FORGOTTEN TRIBE · FIXED SETUP · ADDITIONAL RULES · VP TOKENS · DEVELOPMENT CARDS · PORTS · … p.12 no quote on the wire
timing split
retrieval 251 ms · first delta 7654 ms · total 8989 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 251 ms · ask 8728 ms · gateway work 8989 ms · total 8989 ms
tokens in (the prompt the answerer read)
3657
tokens out (what the answerer generated)
175
tok/sec
136.6 tok/sec — 175 output tokens in 1.281 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 43s 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 1), 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.