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← Spirit Island

You asked

How do I setup the game?

Answered counted as answered 2 of 2 books answered

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

Spirit Islandbg-162886-en-1e Answered

1. Choose an Adversary and/or Scenario first, as they may change how the game is set up [1][2]. 2. Arrange the Thematic Boards to form the Island by randomly picking one Island Board per player [3][4]. - 1 Player: Use Northeast [3]. - 2 Players: Use West and East, touching on the side opposite the Ocean [3]. - 3 Players: Use West and East as above, plus Northeast above East [3]. - 4 Players: Use West, East, Northwest, and Northeast in the usual four player layout [3]. 3. Populate the Island Boards with Invaders, Dahan, and Blight as indicated by the icons in each land [4]. 4. Each player takes all Spirit Presence and Single-Turn Effect Markers of one color [5]. 5. Each player chooses a Spirit by taking a Spirit Panel and its four Unique Power Cards (their starting hand) [5]. 6. New players should choose a low-complexity Spirit and take its Power Progression Card [5]. 7. Each player starts on a different Island Board and follows Setup instructions on the back of their Spirit Panel, which includes putting Presence into one or more lands on their starting board [5]. 8. Players flip their Spirit Panels and place all remaining Presence onto the dashed circles on their Presence Tracks, leaving the leftmost numbers with solid circles uncovered [5]. 9. Shuffle the Minor and Major Power Decks and put them near the board with room for each deck to have a discard pile [4]. 10. Put the Energy, Cities, Towns, Explorers, and the Dahan near the board [4]. 11. Create the Invader Deck by mixing Stage I, Stage II, and Stage III cards (3 Stage I, 4 Stage II, and 5 Stage III) and choosing without looking [2]. 12. To finalize the Setup, the Invaders take an initial Action: reveal the top card of the Invader Deck, the Invaders Explore in that land type, and then place that card face-up in the 'Build' Action Space [6].

[1] RULEBOOK Spirit Island — Rulebook · p.22 · ADVERSARIES
[2] RULEBOOK Spirit Island — Rulebook · p.6 · MAKING THE INVADER DECK
[3] RULEBOOK Spirit Island — Rulebook · p.23 · THEMATIC BOARD SETUP
[4] RULEBOOK Spirit Island — Rulebook · p.6 · THE ISLAND AND SUPPLY
[5] RULEBOOK Spirit Island — Rulebook · p.6 · PLAYER SETUP
[6] RULEBOOK Spirit Island — Rulebook · p.6 · INVADERS' STARTING ACTION

Spirit Island: Branch & Clawbg-191831-en-1e Answered

If you are using the extension to the Invader Board: 1. Add the extension to the Invader Board [1]. 2. Put the Beasts, Wilds, Disease, and Strife tokens in the corresponding areas on the Invader Board extension [1]. 3. Shuffle the Event Deck and put it on the Events space on the Invader Board extension [1]. 4. During Setup, put one [token] and one [token] on each Island Board; the [token] goes in the lowest-numbered land with no printed Setup icons, and the [token] goes in land #2 (with the City) [1][2]. If you are playing with the thematic side of the Island Boards: 1. Add Beasts, Wilds, Disease, and Strife tokens as indicated by the Setup icons in each land [3].

[1] RULEBOOK Spirit Island: Branch & Claw — Rulebook · p.7 · SETUP CHANGES · SHORT ON SPACE?
[2] RULEBOOK Spirit Island: Branch & Claw — Rulebook · p.24 · TOKENS · AIDED BY · NEW TURN ORDER · Spirit Phase · Slow Power Phase (Cards and Innate) Time Passes
[3] RULEBOOK Spirit Island: Branch & Claw — Rulebook · p.17 · SOLO PLAY · THEMATIC MAP

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 null ms · ask null ms · total 18624 ms
single-flight (PR-5)
queued 0 ms · generation 18624 ms
retrieval refs (raw)
citations (raw)
boost provenance — errata + base rulebook (E2/E3)
gate not evaluated for this ruling (boost, supersedence, and wrench all off at ask time), and the base-rulebook arm went unrecorded for the same reason — the wrench that would have stored it was off; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
layering — route
layered — the question is setup-shaped, so every book was read on its own (the setup-shape lens below shows the pattern that matched)
layering — how this ask was counted
counted as ANSWERED — carried by layer 1 (Spirit Island); layer 2 ANSWERED; 0 not read; rung: ANSWERED ▸ ABSTAINED ▸ UNATTRIBUTABLE ▸ REFUSED
layering — books not run
layer valve: rulesage.table.max-layers = 8 (today's setting, not necessarily the one this ask ran under). A book the valve trims is not read and leaves NO row of its own, so it cannot be listed above or counted in the census — an empty list here means the corpus breaker marked nobody, not that nothing was left out.
layering — queued between books
queued between layers: 0 ms of the 0 ms total queue wait (every wait after the first is a mid-ask wait, because the generation permit is released and re-taken for each book)
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 20:37

score = the fused retrieval score (reciprocal-rank fusion over the search arms) — NOT a cosine similarity. How many arms fused this ruling was NOT RECORDED (it predates the boost trail, ran on the path that stored none, or stored one that could not be read), and the ceiling depends on that count (ceiling = arms/(k+1) at k=60): 2 arms top out at 0.03279; 3 arms top out at 0.04918. So a score above 0.03279 here is not an anomaly: it is arithmetic proof a boost arm voted, and the measured band 0.016–0.033 (taken on two-arm asks) is what does not apply. 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.

no payload was recorded for this ruling (the call never returned one)

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.

no payload was recorded for this ruling (the call never returned one)

timing split
retrieval n/a · first delta n/a · total 18624 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 n/a ms · ask n/a ms · gateway work 18624 ms · total 18624 ms
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 48s ago)
stream path
not requested — no progress token attached (stream-answers off, or a non-streaming caller)
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
SERVED — setup-shaped and this game's approved setup checklist is offered above
pattern that matched
SETUP — "setup" / "set up"
matched words (in the normalized question)
setup
#bookoutcometimings refscitedstreamarmsrow
1 Spirit Island (bg-162886-en-1e) Answered queued 0 ms · search 263 ms · ask 10689 ms · first delta 7851 ms · gateway work 10963 ms 8 6 STREAMED base rulebook doc 58 boosted · no registered errata card matched · keyed on edition 7 ruling 1480
2 Spirit Island: Branch & Claw (bg-191831-en-1e) Answered queued 0 ms · search 234 ms · ask 7416 ms · first delta 6416 ms · gateway work 7661 ms 8 3 STREAMED no base-rulebook boost — this edition registers no ingested rulebook to anchor retrieval to · no registered errata card matched · keyed on edition 122 ruling 1481

this game registers NO errata cards (edition 7), so "no registered errata card matched" above could never have matched one

Errata scope: each book this ask READ got its own errata gate, keyed on that book's own edition — so an expansion's registered cards were matched against that expansion's own layer rather than left outside the match. The per-layer table above shows what each one sent, and any book that was not read ran no gate at all.