RuleSage cited table rulings
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How do I take my turn?

Answered counted as answered

Asked with: Catan: Cities & Knightsbg-926-en-1e

Each turn consists of three phases, which occur in this order [1][2]: 1. Roll Dice phase: Roll all 3 dice, resolving the event die before resolving the production dice [1][2]. You may only play an Alchemy card before rolling the dice [1][2]. If the event die shows a ship icon, move the barbarian ship along the barbarian track one space closer to the shore [2]. If the event die shows a city improvement icon, players may draw progress cards based on their position on the city improvement track [2]. 2. Production phase: (No specific steps provided for this phase) [1][2]. 3. Action phase: You may take actions as often as you like and in any order, as long as you have the resources to do so [3]. You may play any number of progress cards during this phase, except for the Alchemy card (which must be played before rolling) and Victory Point cards (which must be played immediately) [4]. If you have not won after finishing the Action phase, pass the dice to the player on your left [1].

[1] RULEBOOK Catan: Cities & Knights — Rulebook · p.6 · Collect Your Starting Resources · TURN OVERVIEW · ROLL DICE PHASE · PLAY A PROGRESS CARD Basic City · ROLL THE DICE · Move the Barbarian Ship to mighty knights (Level 3).
[2] RULEBOOK Catan: Cities & Knights — Rulebook · p.6 ·
[3] RULEBOOK Catan: Cities & Knights — Rulebook · p.7 · COLLECT RESOURCES · RESOLVE A 7 · 1. DISCARD RESOURCES · 2. ACTIVATE THE ROBBER · ACTION PHASE · Trading Commodities · …
[4] RULEBOOK Catan: Cities & Knights — Rulebook · p.10 · Displace a Knight · Chase Away the Robber · Progress Cards

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 242 ms · ask 8999 ms · total 9250 ms
single-flight (PR-5)
queued 0 ms · generation 9250 ms
retrieval refs (raw)
[{"page": 6, "score": 0.030214, "snippet": "ity ct resource '). ity Cities & Knights uses all the rules from CATAN with the following additions. You play over a series of turns, starting with the first player, and moving clockwise around the table. Each turn consists of three phases, which occur in this order: Roll Dice phase Production phase", "headingPath": "Collect Your Starting Resources · TURN OVERVIEW · ROLL DICE PHASE · PLAY A PROGRESS CARD Basic City · ROLL THE DICE · Move the Barbarian Ship to mighty knights (Level 3).", "sharpsignalDocId": 217}, {"page": 6, "score": 0.029911, "snippet": "Look at your cards, immediately placing Victory Point cards face up in your player area (even if it is not your turn). Then, if it is not your turn, discard down to 4 progress cards. If it is your turn, you have until the end of your Action phase to play or discard down to 4 progress cards. Discarde", "headingPath": "", "sharpsignalDocId": 217}, {"page": 15, "score": 0.029851, "snippet": "MERCHANT FLEET RESOURCE MONOPOLY Choose 1 resource or TRADE MONOPOLY Name one resource. Each player Name one commodity. if they have it. DIPLOMAT ENCOURAGEMENT Remove an 'open' road from ESPIONAGE INTRIGUE Look at another player's Take the 'Displace a Knight' action without using your knight. © 2025", "headingPath": "VICTORY POINT: PRINTING (1x) · PROGRESS CARDS: POLITICS Each player must give you 1 card of that type · MERCHANT FLEET (2x) · RESOURCE MONOPOLY (4x) · TRADE MONOPOLY (2x) · DIPLOMACY (2x) · …", "sharpsignalDocId": 217}, {"page": 12, "score": 0.029828, "snippet": "Roll Dice Phase ∙ Play Alchemy progress card (optional) ∙ Rol dice ∙ Move the barbarian ship/resolve attack ∙ Draw progress cards (play VP cards) Production Phase ∙ Col ect resources Action Phase ∙ Trade ∙ Build roads, buildings, city wal s, and city improvements ∙ Recruit, promote, and activate kni", "headingPath": "COMBINING WITH CATAN - SEAFARERS EXPANSION™", "sharpsignalDocId": 217}, {"page": 14, "score": 0.02967, "snippet": "MINING ROAD BUILDING SMITHING VICTORY POINT Take the 'Promote a Knight' PRINTING not your turn. COMMERCIAL HARBOR You may give 1 resource card to each player. They must give you GUILD DUES MERCHANT Look at the hand of Place the merchant piece on a land hex, next to one of your © 2025 CATAN GmbH © 20", "headingPath": "MEDICINE (2x) · Play immediately into your player area, even if it is PROGRESS CARDS: TRADE · COMMERCIAL HARBOR (2x) · GUILD DUES (2x) · MERCHANT (6x) · MINING (2x) · …", "sharpsignalDocId": 217}, {"page": 6, "score": 0.028665, "snippet": "City Wall Recruit a Knight City Wall Recruit a Knight CN3087 CITIES & KNIGHTS 3 of 3 SCIENCE Town Hall Embassy Basic City Market If the event die shows one of the city improvement icons, each player checks to see if they draw a progress card. 0 VP Increases hand size (+2) on a 7 rol Takes no actions", "headingPath": "Draw Progress Cards", "sharpsignalDocId": 217}, {"page": 9, "score": 0.028125, "snippet": "Players each have 6 knights, two of each strength. Recruited knights are placed on empty intersections. Knights must connect to one of your existing roads, but do not need to follow the Distance Rule. Place it laying down to indicate it is inactive. You may only recruit basic knights. If you do not ", "headingPath": "Knights · Recruit a Knight · Promote a Knight · Activate a Knight · Knight Actions", "sharpsignalDocId": 217}, {"page": 12, "score": 0.027778, "snippet": "You can combine your Cities & Knights game with CATAN - Seafarers Expansion (aka Seafarers ). The best Seafarers scenarios to use are ones that do not involve the exploration of hidden portions of the board (such as 'The Fog Islands') or the exploration of many small islands (such as 'The Four Islan", "headingPath": "COMBINING WITH CATAN - SEAFARERS EXPANSION™", "sharpsignalDocId": 217}]
citations (raw)
[{"page": 6, "quote": null, "headingPath": "Collect Your Starting Resources · TURN OVERVIEW · ROLL DICE PHASE · PLAY A PROGRESS CARD Basic City · ROLL THE DICE · Move the Barbarian Ship to mighty knights (Level 3).", "sharpsignalDocId": 217}, {"page": 6, "quote": null, "headingPath": "", "sharpsignalDocId": 217}, {"page": 7, "quote": null, "headingPath": "COLLECT RESOURCES · RESOLVE A 7 · 1. DISCARD RESOURCES · 2. ACTIVATE THE ROBBER · ACTION PHASE · Trading Commodities · …", "sharpsignalDocId": 217}, {"page": 10, "quote": null, "headingPath": "Displace a Knight · Chase Away the Robber · Progress Cards", "sharpsignalDocId": 217}]
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)
layering — route
not layered — one pooled read, because one book was in scope and there is nothing to split
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 20:43

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: Cities & Knights — Rulebook (corpus doc 217) Collect Your Starting Resources · TURN OVERVIEW · ROLL DICE PHASE · PLAY A PROGRESS CARD Basic City · ROLL THE DICE · Move the Barbarian Ship to mighty knights (Level 3). p.6 0.030214 (inside the measured healthy band 0.016–0.033) 300
#2 RULEBOOK Catan: Cities & Knights — Rulebook (corpus doc 217) p.6 0.029911 (inside the measured healthy band 0.016–0.033) 300
#3 RULEBOOK Catan: Cities & Knights — Rulebook (corpus doc 217) VICTORY POINT: PRINTING (1x) · PROGRESS CARDS: POLITICS Each player must give you 1 card of that type · MERCHANT FLEET (2x) · RESOURCE MONOPOLY (4x) · TRADE MONOPOLY (2x) · DIPLOMACY (2x) · … p.15 0.029851 (inside the measured healthy band 0.016–0.033) 300
#4 RULEBOOK Catan: Cities & Knights — Rulebook (corpus doc 217) COMBINING WITH CATAN - SEAFARERS EXPANSION™ p.12 0.029828 (inside the measured healthy band 0.016–0.033) 300
#5 RULEBOOK Catan: Cities & Knights — Rulebook (corpus doc 217) MEDICINE (2x) · Play immediately into your player area, even if it is PROGRESS CARDS: TRADE · COMMERCIAL HARBOR (2x) · GUILD DUES (2x) · MERCHANT (6x) · MINING (2x) · … p.14 0.02967 (inside the measured healthy band 0.016–0.033) 300
#6 RULEBOOK Catan: Cities & Knights — Rulebook (corpus doc 217) Draw Progress Cards p.6 0.028665 (inside the measured healthy band 0.016–0.033) 300
#7 RULEBOOK Catan: Cities & Knights — Rulebook (corpus doc 217) Knights · Recruit a Knight · Promote a Knight · Activate a Knight · Knight Actions p.9 0.028125 (inside the measured healthy band 0.016–0.033) 300
#8 RULEBOOK Catan: Cities & Knights — Rulebook (corpus doc 217) COMBINING WITH CATAN - SEAFARERS EXPANSION™ p.12 0.027778 (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: Cities & Knights — Rulebook (corpus doc 217) Collect Your Starting Resources · TURN OVERVIEW · ROLL DICE PHASE · PLAY A PROGRESS CARD Basic City · ROLL THE DICE · Move the Barbarian Ship to mighty knights (Level 3). p.6 no quote on the wire
[2] RULEBOOK Catan: Cities & Knights — Rulebook (corpus doc 217) p.6 no quote on the wire
[3] RULEBOOK Catan: Cities & Knights — Rulebook (corpus doc 217) COLLECT RESOURCES · RESOLVE A 7 · 1. DISCARD RESOURCES · 2. ACTIVATE THE ROBBER · ACTION PHASE · Trading Commodities · … p.7 no quote on the wire
[4] RULEBOOK Catan: Cities & Knights — Rulebook (corpus doc 217) Displace a Knight · Chase Away the Robber · Progress Cards p.10 no quote on the wire
timing split
retrieval 242 ms · first delta 7480 ms · total 9250 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 242 ms · ask 8999 ms · gateway work 9250 ms · total 9250 ms
tokens in (the prompt the answerer read)
3869
tokens out (what the answerer generated)
233
tok/sec
136.5 tok/sec — 233 output tokens in 1.707 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 26s 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.