RuleSage cited table rulings
← Anachrony

You asked

How do I setup the game?

Answered counted as answered

Asked with: Anachronybg-185343-en-1e

**General Setup** 1. Place the Main board in the middle of the table [1]. 2. If playing with 2 or 3 players, use the side with only two Hexagonal slots for the Research, Recruit and Construct spots [1]. 3. Place the two Research dice on the indicated spots on the Main board [1]. 4. Place the Evacuation Action tile on its respective space on the Main board, with its A (intact) side up [1]. 5. Shuffle the 11 Recruit pool cards and 11 Mine pool cards into two face-down decks and place them next to the Main board [1]. 6. Separate the buildings into four stacks divided by type (Power Plants, Factories, Life Supports, and Labs), shuffle each stack separately, and place them face up next to the Main board [1]. 7. Place the Anomalies in a face-up stack [1]. 8. Place the Paradox die and Paradox tokens next to the Anomalies [1]. 9. Place all Resources on the top-right side of the board, and all Water on the top left [1]. 10. Place all Workers, Energy Cores and Breakthroughs next to the Main board, across the board from the buildings [1]. 11. Place the Victory Point tokens within reach [1]. 12. Arrange the Timeline tiles in a straight line left to right below the Main board [1]. 13. Place the Impact tile between the fourth and the fifth Timeline tiles [1]. 14. Shuffle all Superprojects and randomly place one of them above each of the seven Timeline tiles, placing the first (leftmost) face up and the rest face down; do not place a Superproject above the Impact tile [1]. 15. Return any remaining Superprojects to the box [1]. 16. Place one of each player's Path markers below the leftmost Timeline tile as Focus markers [1]. 17. Randomly choose 5 Endgame Condition cards and place them face up above the Main board (returning the 'Most Completed Experiments' card to the box) [1]. **Player Setup** 1. Each player picks a Path to play and receives its respective Player board [2]. 2. Players choose whether they use the A side or B side, ensuring all players use the same side [2]. 3. Give players the coloured components matching their Path color (6 Exosuits, 9 Warp tiles, 8 Path markers and the Morale and Time Travel markers) [2]. 4. Place the Path board belonging to their chosen Path in front of each player, with a randomly chosen side up [2]. 5. Give all players their starting Resources, Water, Energy Cores and anything else indicated on their chosen Path board [2]. 6. The Path of Progress receives its starting Breakthrough at random [2]. 7. Place the starting Workers in the Active column (unless otherwise indicated) and set the Morale and Time Travel markers to their indicated starting positions [2]. 8. Each player must pick one of the two Leader cards available to their Path and place it on the designated spot on the Path board [2]. 9. Give each player their Player banners and place them in front of them [2]. 10. The player who most recently had a 'déjà vu' becomes First Player; place their Banner on the designated space next to the World Council Action spaces [2]. 11. Players receive 0/1/1/2 Water in clockwise order starting from the First Player [2]. **Doomsday Module Setup** 1. Place the Impact tile between the fifth and sixth Timeline Tile (instead of the fourth and fifth) [3]. 2. Once the Timeline is laid out, place a random face-up Level 1 Experiment card below the first Timeline tile and a face-down Level 1 Experiment card below each other Timeline tile; return leftover cards to the box [3]. 3. At the start of the game, ensure the first Timeline tile has a face-up Superproject and a face-up Level 1 Experiment below it, while all other Superprojects and Experiments are face down [3]. 4. Place the Doomsday board next to the Main board (treating it as part of the Main board) [3]. 5. Place the Trajectory dice on the designated slots on the Doomsday board, and the Save Earth and Seal Fate tracker tokens on their respective starting positions on the Doomsday Track [3]. 6. Shuffle all Level 2 Experiment cards into a face-down stack and place it next to the Doomsday board [3]. 7. When choosing the 5 random Endgame Condition cards, add the 'Most Completed Experiments' card to the card pool [3]. **Chronobot Solo Variant Setup** 1. Set up a 2-player game

[1] RULEBOOK Anachrony — Rulebook · p.3 · GENERAL SETUP
[2] RULEBOOK Anachrony — Rulebook · p.4 · PLAYER SETUP
[3] RULEBOOK Anachrony — Rulebook · p.11 · FREQUENTLY OVERLOOKED RULES · EXPERIMENTS AND THE DOOMSDAY TRACK · CHANGES IN SETUP · DOOMSDAY BOARD
🔧 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 210 ms · ask 15515 ms · total 15733 ms
single-flight (PR-5)
queued 0 ms · generation 15733 ms
retrieval refs (raw)
[{"page": 14, "score": 0.047619, "snippet": "By using the Starting Asset Draft, players can add more variety to the starting assets of their Path each game. During the Setup, instead of giving each player the Starting Assets depicted on their Path board, give each player: 2 Scientists (Active) 1 Engineer (Active) 2 Energy Cores 2 Water Then, d", "headingPath": "GAMEPLAY VARIANT - STARTING ASSET DRAFT · GAMEPLAY VARIANT - ENDGAME CONDITION DRAFT · BUILDING DETAILS · Abbreviations:", "sharpsignalDocId": 270}, {"page": 4, "score": 0.046875, "snippet": "Each Era is comprised of the following phases, in this order: Preparation phase - Reveal the Superproject above the next Timeline tile, shift the building stacks, fill up the supply of Workers and Resources available for this Era. 1 Paradox phase -Players who excessively strained the Timeline with W", "headingPath": "GAME TURN - ONE ERA OF PLAY · PREPARATION PHASE 1", "sharpsignalDocId": 270}, {"page": 3, "score": 0.046544, "snippet": "Place the Main board in the middle of the table. If playing with 2 or 3 players, use the side with only two Hexagonal slots for the Research, Recruit and Construct spots. Place the two Research dice on the indicated spots on the Main board. Place the Evacuation Action tile on its respective space on", "headingPath": "GENERAL SETUP", "sharpsignalDocId": 270}, {"page": 12, "score": 0.045805, "snippet": "The Chronobot is a solo play variant for Anachrony, playable with the base game only. Set up a 2-player game, with the Chronobot as one of the players. The following modifications apply to the setup: The Chronobot receives its 6 Exosuits and 8 Warp tiles. It doesn't receive any Starting Assets (nor ", "headingPath": "CHANGES IN SETUP · PARADOX PHASE 2 · POWER UP PHASE 3 · WARP PHASE 4 · ACTION ROUNDS PHASE 5", "sharpsignalDocId": 270}, {"page": 4, "score": 0.032787, "snippet": "Each player picks a Path to play, and receives its respective Player board . Players may choose whether they use the A side or B side - all players must use the same side. Give players the coloured components matching their Path color ( 6 Exosuits, 9 Warp tiles, 8 Path markers and the Morale and Tim", "headingPath": "PLAYER SETUP", "sharpsignalDocId": 270}, {"page": 17, "score": 0.030769, "snippet": "Exosuit Hex Slots: You have to pay 1 T/U/G to power up an Exosuit on the two left slots. You have to pay 1 Energy Core to power up an Exosuit on the two right slots. Powering up Exosuits on the two middle slots is free. Morale & Supply: You start 1 step higher on the Morale track. Your Morale track ", "headingPath": "PATH OF SALVATION", "sharpsignalDocId": 270}, {"page": 9, "score": 0.030303, "snippet": "All spaces on the Player boards are either Worker spaces or Free Actions - Exosuits are not needed to activate them. The Supply Action is printed on every Player board between the Active and Tired columns. Spend Water equal to the number printed on the Water symbol below your current position on the", "headingPath": "PLAYER BOARD ACTIONS · Worker specifics · FORCE WORKERS", "sharpsignalDocId": 270}, {"page": 14, "score": 0.029851, "snippet": "With the Alternate Timeline gameplay variant, players can add another strategic twist to the Warp phase. After setting up the Timeline, turn each Timeline tile to its alternate (crimson-colored) side. Certain Warp slots on this side have bonuses or penalties associated with them. When playing with t", "headingPath": "GAMEPLAY VARIANT - ALTERNATE TIMELINE", "sharpsignalDocId": 270}]
citations (raw)
[{"page": 3, "quote": null, "headingPath": "GENERAL SETUP", "sharpsignalDocId": 270}, {"page": 4, "quote": null, "headingPath": "PLAYER SETUP", "sharpsignalDocId": 270}, {"page": 11, "quote": null, "headingPath": "FREQUENTLY OVERLOOKED RULES · EXPERIMENTS AND THE DOOMSDAY TRACK · CHANGES IN SETUP · DOOMSDAY BOARD", "sharpsignalDocId": 270}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 270 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 270 boosted
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 6, 2026 03:01

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 Anachrony — Rulebook (corpus doc 270) GAMEPLAY VARIANT - STARTING ASSET DRAFT · GAMEPLAY VARIANT - ENDGAME CONDITION DRAFT · BUILDING DETAILS · Abbreviations: p.14 0.047619 (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 Anachrony — Rulebook (corpus doc 270) GAME TURN - ONE ERA OF PLAY · PREPARATION PHASE 1 p.4 0.046875 (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 Anachrony — Rulebook (corpus doc 270) GENERAL SETUP p.3 0.046544 (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 Anachrony — Rulebook (corpus doc 270) CHANGES IN SETUP · PARADOX PHASE 2 · POWER UP PHASE 3 · WARP PHASE 4 · ACTION ROUNDS PHASE 5 p.12 0.045805 (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 Anachrony — Rulebook (corpus doc 270) PLAYER SETUP p.4 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
#6 RULEBOOK Anachrony — Rulebook (corpus doc 270) PATH OF SALVATION p.17 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
#7 RULEBOOK Anachrony — Rulebook (corpus doc 270) PLAYER BOARD ACTIONS · Worker specifics · FORCE WORKERS p.9 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
#8 RULEBOOK Anachrony — Rulebook (corpus doc 270) GAMEPLAY VARIANT - ALTERNATE TIMELINE p.14 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

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 Anachrony — Rulebook (corpus doc 270) GENERAL SETUP p.3 no quote on the wire
[2] RULEBOOK Anachrony — Rulebook (corpus doc 270) PLAYER SETUP p.4 no quote on the wire
[3] RULEBOOK Anachrony — Rulebook (corpus doc 270) FREQUENTLY OVERLOOKED RULES · EXPERIMENTS AND THE DOOMSDAY TRACK · CHANGES IN SETUP · DOOMSDAY BOARD p.11 no quote on the wire
timing split
retrieval 210 ms · first delta 8126 ms · total 15733 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 210 ms · ask 15515 ms · gateway work 15733 ms · total 15733 ms
tokens in (the prompt the answerer read)
4333
tokens out (what the answerer generated)
1024
tok/sec
135.8 tok/sec — 1024 output tokens in 7.538 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 16s 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
NO_APPROVED_CHECKLIST — setup-shaped, but no approved setup checklist exists for this game
pattern that matched
SETUP — "setup" / "set up"
matched words (in the normalized question)
setup

this game registers NO errata cards (edition 198), 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.