RuleSage cited table rulings
← Spirit Island

You asked

How does a gold field produce for the player next to it?

Abstained — no grounded answer; closest passages below counted as honest abstain

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

The answerer couldn't ground a confident answer in the rulebook. The closest rulebook passages are below — check them before ruling.

RULEBOOK Spirit Island — Rulebook · p.13 · ENERGY AND CARD PLAYS
Spirits affect things on the Island by playing Power Cards from their hand. A Spirit can play whichever cards they like each Spirit Phase, limited by two things: They can only play as many cards as they have Card Plays available, which is the highest revealed number on the Card Plays Presence Track.
RULEBOOK Spirit Island — Rulebook · p.32 · PRESENCE TRACK
Energy: Each Spirit Phase, gain Energy equal to the highest uncovered number. Card Plays: Each Spirit Phase, play no more than the highest uncovered number. Reclaim One: Each Spirit Phase, you may return one Power Card from discard to hand. Bonus Element: Gained so long as it is uncovered. (All play
RULEBOOK Spirit Island — Rulebook · p.19 · GATHER AND PUSH
Some Powers tell you to Gather things into the target land (such as 'Gather 1 ', or 'Gather up to 3 '). This means 'Move that many things into the target land from land(s) adjacent to it'. Gather only pulls things in from lands adjacent to the target; boosts to a Power's Range do not affect Gatherin
RULEBOOK Spirit Island — Rulebook · p.13 · PRESENCE AND SACRED SITES
Spirit Presence marks the lands a Spirit occupies. Lands with your Presence are sometimes referred to as 'your lands'. If your Presence is ever destroyed (for example, by Invaders Blighting the land), it is removed and put next to the Island. If any Spirit ever has no Presence left on the Island, th
RULEBOOK Spirit Island — Rulebook · p.13 · BOARDS AND LANDS
The game is played with one Island Board per player, laid out to make an Island (see Setup, page 6). Each Island Board is divided into eight numbered lands, with exactly two of each terrain (Jungle, Mountain, Sands, and Wetland). Most pieces only affect other pieces in the same land, unless explicit

Strategy guides → — community tips, kept separate from rulings

🔧 debug — where this ruling came from
outcome
ABSTAINED — Abstained — no grounded answer; closest passages below
corpus profile
live
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 290 ms · ask 8331 ms · total 8631 ms
single-flight (PR-5)
queued 0 ms · generation 8631 ms
retrieval refs (raw)
[{"page": 13, "score": 0.032787, "snippet": "Spirits affect things on the Island by playing Power Cards from their hand. A Spirit can play whichever cards they like each Spirit Phase, limited by two things: They can only play as many cards as they have Card Plays available, which is the highest revealed number on the Card Plays Presence Track.", "headingPath": "ENERGY AND CARD PLAYS", "sharpsignalDocId": 58}, {"page": 32, "score": 0.032258, "snippet": "Energy: Each Spirit Phase, gain Energy equal to the highest uncovered number. Card Plays: Each Spirit Phase, play no more than the highest uncovered number. Reclaim One: Each Spirit Phase, you may return one Power Card from discard to hand. Bonus Element: Gained so long as it is uncovered. (All play", "headingPath": "PRESENCE TRACK", "sharpsignalDocId": 58}, {"page": 19, "score": 0.031746, "snippet": "Some Powers tell you to Gather things into the target land (such as 'Gather 1 ', or 'Gather up to 3 '). This means 'Move that many things into the target land from land(s) adjacent to it'. Gather only pulls things in from lands adjacent to the target; boosts to a Power's Range do not affect Gatherin", "headingPath": "GATHER AND PUSH", "sharpsignalDocId": 58}, {"page": 13, "score": 0.03125, "snippet": "Spirit Presence marks the lands a Spirit occupies. Lands with your Presence are sometimes referred to as 'your lands'. If your Presence is ever destroyed (for example, by Invaders Blighting the land), it is removed and put next to the Island. If any Spirit ever has no Presence left on the Island, th", "headingPath": "PRESENCE AND SACRED SITES", "sharpsignalDocId": 58}, {"page": 13, "score": 0.030769, "snippet": "The game is played with one Island Board per player, laid out to make an Island (see Setup, page 6). Each Island Board is divided into eight numbered lands, with exactly two of each terrain (Jungle, Mountain, Sands, and Wetland). Most pieces only affect other pieces in the same land, unless explicit", "headingPath": "BOARDS AND LANDS", "sharpsignalDocId": 58}, {"page": 15, "score": 0.030303, "snippet": "Invaders slowly but inexorably Blight the land. A certain amount of Blight is normal in nature such as damage from a forest fire - but too much will overwhelm the Island. When you add Blight to the Island during play, take it from the Blight Card - which starts Healthy side up - or Blight Space on t", "headingPath": "BLIGHT", "sharpsignalDocId": 58}, {"page": 21, "score": 0.029851, "snippet": "If you're getting crushed and it's no fun: For a slightly easier game, give all Spirits a bonus Growth at the end of Setup. For a moderately easier game, omit the Invaders' initial Explore at the end of Setup. For a much easier game, do both. Note: Two Blight rules can make the game extremely punish", "headingPath": "GAME TOO HARD?", "sharpsignalDocId": 58}, {"page": 9, "score": 0.029412, "snippet": "CASCADING: Whenever you add Blight to a land, if that land already had Blight, you must also add additional Blight to one adjacent land. (If that adjacent land already has Blight, it cascades again from there, and so forth.) PRESENCE: Adding Blight to a land destroys one Presence from each Spirit in", "headingPath": "EFFECTS OF BLIGHT", "sharpsignalDocId": 58}]
citations (raw)
[]
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
no past answered ruling for this game matched closely enough
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 20:33

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) ENERGY AND CARD PLAYS p.13 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
#2 RULEBOOK Spirit Island — Rulebook (corpus doc 58) PRESENCE TRACK p.32 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
#3 RULEBOOK Spirit Island — Rulebook (corpus doc 58) GATHER AND PUSH p.19 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
#4 RULEBOOK Spirit Island — Rulebook (corpus doc 58) PRESENCE AND SACRED SITES p.13 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 Spirit Island — Rulebook (corpus doc 58) BOARDS AND LANDS 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 Spirit Island — Rulebook (corpus doc 58) BLIGHT p.15 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 Spirit Island — Rulebook (corpus doc 58) GAME TOO HARD? p.21 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 Spirit Island — Rulebook (corpus doc 58) EFFECTS OF BLIGHT p.9 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
timing split
retrieval 290 ms · first delta 8524 ms · total 8631 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 290 ms · ask 8331 ms · gateway work 8631 ms · total 8631 ms
tokens in (the prompt the answerer read)
1406
tokens out (what the answerer generated)
9
tok/sec
147.5 tok/sec — 9 output tokens in 0.061 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 49s 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
ABSTAINED — Abstained — no grounded answer; closest passages below
abstain rationale
I don't have enough information.
the answerer's own words, verbatim — hostile corpus/LLM text, rendered escaped
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.