RuleSage cited table rulings
← Spirit Island

You asked

How do I take my turn?

Answered counted as answered

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

1. Growth [1] 2. Gain Energy [1] 3. Play and pay for Power Cards [1] 4. Fast Power Phase (Cards and Innate) [1] 5. Invader Phase [1] 6. Blighted Island Effect [1] 7. Event [1][2] 8. Fear Effects [1] 9. Ravage (Including Strife) [1] 10. Build (Including Disease) [1] 11. Explore (Including Wilds) [1] 12. Advance Invader Cards [1]

[1] RULEBOOK Spirit Island: Branch & Claw — Rulebook · p.24 · TOKENS · AIDED BY · NEW TURN ORDER · Spirit Phase · Slow Power Phase (Cards and Innate) Time Passes
[2] RULEBOOK Spirit Island: Branch & Claw — Rulebook · p.8 · EVENT CARDS · BLIGHTED ISLAND

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 262 ms · ask 7100 ms · total 7372 ms
single-flight (PR-5)
queued 0 ms · generation 7372 ms
retrieval refs (raw)
[{"page": 3, "score": 0.031281, "snippet": "The Invaders keep pushing forward. Individually, they are fragile and easily terrified. As a whole, they are relentless, implacable, and increasingly unpredictable. How many ways can we resist them? All of our power thus far has failed to turn them back. We must grow, change, choose new paths - embr", "headingPath": "TABLE OF CONTENTS", "sharpsignalDocId": 220}, {"page": 8, "score": 0.031258, "snippet": "In the Core Game, the Invaders are perfectly predictable, save for what lands they will next be interested in. But in truth, all living things - the Invaders, the Dahan, and Beasts of the wild - sometimes act in unanticipated ways. To represent this, each Invader Phase, after any Blighted Island eff", "headingPath": "EVENT CARDS · BLIGHTED ISLAND", "sharpsignalDocId": 220}, {"page": 15, "score": 0.029551, "snippet": "Some Fear and Event Cards refer to a 'normal' Invader Action - for instance, 'Skip the normal Build'. 'Normal' just means 'the Actions caused by Invader Cards in the normal 3 Invader Action Spaces', even if there are multiple Invader Cards in an Action Space. By contrast, Invader Actions taken due t", "headingPath": "'NORMAL' ACTIONS VS. 'EXTRA' ACTIONS · INVADERS DOING DAMAGE MULTIPLE TIMES IN SAME LAND · 'PICK TWO' GROWTH · GROWTH THAT COSTS ENERGY", "sharpsignalDocId": 220}, {"page": 13, "score": 0.029514, "snippet": "For these examples, the Explore Action takes place in Jungles. When Invaders would Explore into a land with , instead Remove one from that land. This is a land without . This land includes a Town or City already, so an Explorer is added here. This is a land with 1 . This land does not have and is no", "headingPath": "DISEASE EXAMPLES · STRIFE EXAMPLES", "sharpsignalDocId": 220}, {"page": 16, "score": 0.016393, "snippet": "If you play an additional Slow Power Card during the Fast Power Phase, you still have to wait until the Slow Power Phase to use it. Several Choice Events use Powers as a randomizer: you put the top Power from the appropriate deck straight into the discard pile (shuffling the discard first if necessa", "headingPath": "POWER CARDS · DISCARDING POWERS AS A RANDOMIZER · DAMAGING THE DAHAN · HEALTH CHANGES · GAME-WIDE HEALTH · DAMAGE CHANGES", "sharpsignalDocId": 220}, {"page": 7, "score": 0.016129, "snippet": "Add the extension to the Invader Board. Put the Beasts , Wilds , Disease , and Strife tokens in the corresponding areas on the Invader Board extension. Shuffle the Event Deck and put it on the Events space on the . . Invader Board extension. Playing with a Blight Card is now required . rather than o", "headingPath": "SETUP CHANGES · SHORT ON SPACE?", "sharpsignalDocId": 220}, {"page": 24, "score": 0.015873, "snippet": "BEASTS: Harms Invaders and generates Fear as specified by Powers and Event Cards. DISEASE: Prevents the next Build and is then Removed. WILDS: Prevents the next Explore and is then Removed. STRIFE: Blocks a specific Invader's Damage the next time they Damage Dahan and/or the land, and is then Remove", "headingPath": "TOKENS · AIDED BY · NEW TURN ORDER · Spirit Phase · Slow Power Phase (Cards and Innate) Time Passes", "sharpsignalDocId": 220}, {"page": 9, "score": 0.015625, "snippet": "Players make any necessary decisions. When an Event says, 'On Each Board: (do this OR that)', you may select differently on each board. Y ou are permitted to read the entire Event Card before making any decisions, but you don't have to if your playgroup would rather think about one thing at a time. ", "headingPath": "BLIGHTED ISLAND · CHOICE EVENTS", "sharpsignalDocId": 220}]
citations (raw)
[{"page": 24, "quote": null, "headingPath": "TOKENS · AIDED BY · NEW TURN ORDER · Spirit Phase · Slow Power Phase (Cards and Innate) Time Passes", "sharpsignalDocId": 220}, {"page": 8, "quote": null, "headingPath": "EVENT CARDS · BLIGHTED ISLAND", "sharpsignalDocId": 220}]
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 20:59

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 Spirit Island: Branch & Claw — Rulebook (corpus doc 220) TABLE OF CONTENTS p.3 0.031281 (inside the measured healthy band 0.016–0.033) 300
#2 RULEBOOK Spirit Island: Branch & Claw — Rulebook (corpus doc 220) EVENT CARDS · BLIGHTED ISLAND p.8 0.031258 (inside the measured healthy band 0.016–0.033) 300
#3 RULEBOOK Spirit Island: Branch & Claw — Rulebook (corpus doc 220) 'NORMAL' ACTIONS VS. 'EXTRA' ACTIONS · INVADERS DOING DAMAGE MULTIPLE TIMES IN SAME LAND · 'PICK TWO' GROWTH · GROWTH THAT COSTS ENERGY p.15 0.029551 (inside the measured healthy band 0.016–0.033) 300
#4 RULEBOOK Spirit Island: Branch & Claw — Rulebook (corpus doc 220) DISEASE EXAMPLES · STRIFE EXAMPLES p.13 0.029514 (inside the measured healthy band 0.016–0.033) 300
#5 RULEBOOK Spirit Island: Branch & Claw — Rulebook (corpus doc 220) POWER CARDS · DISCARDING POWERS AS A RANDOMIZER · DAMAGING THE DAHAN · HEALTH CHANGES · GAME-WIDE HEALTH · DAMAGE CHANGES p.16 0.016393 (inside the measured healthy band 0.016–0.033) 300
#6 RULEBOOK Spirit Island: Branch & Claw — Rulebook (corpus doc 220) SETUP CHANGES · SHORT ON SPACE? p.7 0.016129 (inside the measured healthy band 0.016–0.033) 300
#7 RULEBOOK Spirit Island: Branch & Claw — Rulebook (corpus doc 220) TOKENS · AIDED BY · NEW TURN ORDER · Spirit Phase · Slow Power Phase (Cards and Innate) Time Passes p.24 0.015873 (below the measured healthy band (< 0.016) — a weak fuse) 300
#8 RULEBOOK Spirit Island: Branch & Claw — Rulebook (corpus doc 220) BLIGHTED ISLAND · CHOICE EVENTS p.9 0.015625 (below the measured healthy band (< 0.016) — a weak fuse) 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: Branch & Claw — Rulebook (corpus doc 220) TOKENS · AIDED BY · NEW TURN ORDER · Spirit Phase · Slow Power Phase (Cards and Innate) Time Passes p.24 no quote on the wire
[2] RULEBOOK Spirit Island: Branch & Claw — Rulebook (corpus doc 220) EVENT CARDS · BLIGHTED ISLAND p.8 no quote on the wire
timing split
retrieval 262 ms · first delta 6388 ms · total 7372 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 262 ms · ask 7100 ms · gateway work 7372 ms · total 7372 ms
tokens in (the prompt the answerer read)
2787
tokens out (what the answerer generated)
128
tok/sec
140.4 tok/sec — 128 output tokens in 0.912 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 52s 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.