You asked
How do I setup the game?
Answered counted as answeredAsked with: Lords of Waterdeepbg-110327-en-1e · Lords of Waterdeep: Scoundrels of Skullportbg-134342-en-1e
To setup the game, follow these steps: 1. Unfold and place the game board in the center of the play area within easy reach of all players [1]. 2. Each player chooses a color and takes a number of that color's Agents based on the number of players (2 players: 4; 3 players: 3; 4 players: 2; 5 players: 2) [2][1]. 3. Each player places 1 more Agent of his or her color near the Round 5 space of the rounds track [2][1]. 4. Each player places his or her score marker on the scoring track at the position labeled '0' [2][1]. 5. Place the Adventurer cubes and Gold within easy reach of all players [2]. 6. Place the Building stack, Quest deck, and Intrigue deck in the appropriate spaces of the gameboard [2]. 7. Draw 3 Building tiles and place them face up in each of the 3 spaces in Builder's Hall [2]. 8. Each player takes a player mat [2]. 9. Deal 1 Lord card face down to each player [2]. 10. Deal 2 Quest cards face up to each player [2]. 11. Place 1 face-up Quest card in each of the 4 spaces of Cliffwatch Inn [2]. 12. Deal 2 Intrigue cards face down to each player [2]. 13. Place 3 VP tokens on each space of the rounds track [2][3]. 14. The player who has most recently been to another city goes first and receives the First Player marker [2]. 15. The starting player gets 4 Gold; each subsequent player receives 1 more Gold than the player to his or her right until all players have received starting Gold [2]. **For expansion modules:** * **Undermountain:** Shuffle the Undermountain module's components with the corresponding components of the Lords of Waterdeep base game, shuffle the Buildings from the Undermountain module with those from the base game, and place the Undermountain game board near the main Lords of Waterhaven game board within easy reach of all players [4][5]. * **Skullport:** Shuffle each type of card from the Skullport module with those from the base Lords of Waterdeep game, shuffle the Buildings from the Skullport module with those from the base game, and place the two Skullport game boards near the main Lords of Waterhaven game board within easy reach of all players [6]. Prepare the Corruption track by placing 1 Corruption token on the '-1' space and 3 tokens on all other spaces [4][6]. * **Using Two Modules (General):** If playing with two modules, randomly remove 25 Intrigue cards, 30 Quest cards, and 12 Building tiles from the base game, then shuffle the remaining components and Buildings with those from both modules [4][7].
🔧 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 270 ms · ask 14402 ms · total 14682 ms
- single-flight (PR-5)
- queued 0 ms · generation 14682 ms
- retrieval refs (raw)
- [{"page": 13, "score": 0.048172, "snippet": "Lay out the game board. Each player chooses a color and takes a number of that color's Agents that depends on the number of players. | Number of Players | Agents per Player | | 2 | 4 | | 3 | 3 | | 4 | 2 | | 5 | 2 | Each player also places 1 more Agent of his or her color near the Round 5 space of th", "headingPath": "seTup · seQuenCe of play · Rules RefeRenCe · aCTions in a TuRn", "sharpsignalDocId": 127}, {"page": 5, "score": 0.046751, "snippet": "8 The Lords of Waterdeep game is played in rounds . During each round, players take turns in which they assign their Agents to various tasks. The game ends after 8 rounds have passed. The player with the most VP at the end of the eighth round is the winner. The rounds track on the game board starts ", "headingPath": "sTaRT play · seQuenCe of play · sTaRT of Round · aCTions in a TuRn", "sharpsignalDocId": 127}, {"page": 3, "score": 0.04646, "snippet": "4 The Lords of Waterdeep ™ game is played in eight rounds . The player with the most Victory Points at the end of the final round is the winner. Before you can start playing, you'll need to spend a bit of time setting up the game. The game board represents the various Wards of the city of Waterdeep.", "headingPath": "Game ComponenTs · How To win · seTup · Game boaRd · aGenTs · sCoRe maRkeRs", "sharpsignalDocId": 127}, {"page": 16, "score": 0.032266, "snippet": "These instructions summarize the rules for the Undermountain and Skullport modules. Each player chooses a color and takes a number of that color's Agents according to the number of players. If you decide to play the long game, take the number of Agents shown in that column. | Number of Players | Nor", "headingPath": "RULES REFERENCE · SETUP · CORRUPTION · FINAL SCORING · OPTIONAL RULE: USING TWO MODULES", "sharpsignalDocId": 116}, {"page": 6, "score": 0.031498, "snippet": "6 The rumored wealth of Undermountain entices adventurers to brave the mysteries and monsters beneath the City of Splendors. The risks and the rewards are greater for undertaking Quests that require more Gold and Adventurers. Shuffle each type of card from the Undermountain module with those from th", "headingPath": "OPTIONAL RULE: USING TWO MODULES · SETUP", "sharpsignalDocId": 116}, {"page": 4, "score": 0.031258, "snippet": "Intrigue cards let you secretly manipulate others to advance your ends. But be careful-your fellow Lords of Waterdeep are also skilled in intrigue! Shuffle the Intrigue cards and deal 2 cards face down to each player. Keep these cards hidden from your opponents. See 'Play Intrigue Card' on page 9 fo", "headingPath": "inTRiGue CaRds · sTaRT play", "sharpsignalDocId": 127}, {"page": 7, "score": 0.030777, "snippet": "Corruption Symbol The Skullport module includes a new resource: Corruption. Unlike Adventurers and Gold, having Corruption in your tavern penalizes you at the end of the game. Corruption is represented by the icon on cards and Buildings, and by skull-shaped wooden tokens on the Corruption track. Eac", "headingPath": "SETUP · THE CORRUPTION TRACK", "sharpsignalDocId": 116}, {"page": 5, "score": 0.030077, "snippet": "Jennifer assigns an Agent to Builder's Hall, which has 2 Gold on its action space. She first collects the 2 Gold, then continues the Builder's Hall action. This set includes sixteen Adventurer Caravan tokens, four of each kind, which can be used with either module. Each token represents 5 Adventurer", "headingPath": "PLACING RESOURCES ON ACTION SPACES · ADVENTURER CARAVANS · SIX-PLAYER GAMES · OPTIONAL RULE: LONG GAME · LONG GAME · OPTIONAL RULE: USING TWO MODULES", "sharpsignalDocId": 116}]
- citations (raw)
- [{"page": 3, "quote": null, "headingPath": "Game ComponenTs · How To win · seTup · Game boaRd · aGenTs · sCoRe maRkeRs", "sharpsignalDocId": 127}, {"page": 13, "quote": null, "headingPath": "seTup · seQuenCe of play · Rules RefeRenCe · aCTions in a TuRn", "sharpsignalDocId": 127}, {"page": 5, "quote": null, "headingPath": "sTaRT play · seQuenCe of play · sTaRT of Round · aCTions in a TuRn", "sharpsignalDocId": 127}, {"page": 16, "quote": null, "headingPath": "RULES REFERENCE · SETUP · CORRUPTION · FINAL SCORING · OPTIONAL RULE: USING TWO MODULES", "sharpsignalDocId": 116}, {"page": 6, "quote": null, "headingPath": "OPTIONAL RULE: USING TWO MODULES · SETUP", "sharpsignalDocId": 116}, {"page": 7, "quote": null, "headingPath": "SETUP · THE CORRUPTION TRACK", "sharpsignalDocId": 116}, {"page": 5, "quote": null, "headingPath": "PLACING RESOURCES ON ACTION SPACES · ADVENTURER CARAVANS · SIX-PLAYER GAMES · OPTIONAL RULE: LONG GAME · LONG GAME · OPTIONAL RULE: USING TWO MODULES", "sharpsignalDocId": 116}]
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 127 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 127 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 13:35
retrieval — what the search arm returned
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 rank | document | heading | page | fused RRF score | snippet chars |
|---|---|---|---|---|---|
| #1 | RULEBOOK Lords of Waterdeep — Rulebook (corpus doc 127) | seTup · seQuenCe of play · Rules RefeRenCe · aCTions in a TuRn | p.13 | 0.048172 (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 Lords of Waterdeep — Rulebook (corpus doc 127) | sTaRT play · seQuenCe of play · sTaRT of Round · aCTions in a TuRn | p.5 | 0.046751 (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 Lords of Waterdeep — Rulebook (corpus doc 127) | Game ComponenTs · How To win · seTup · Game boaRd · aGenTs · sCoRe maRkeRs | p.3 | 0.04646 (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 Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) | RULES REFERENCE · SETUP · CORRUPTION · FINAL SCORING · OPTIONAL RULE: USING TWO MODULES | p.16 | 0.032266 (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 Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) | OPTIONAL RULE: USING TWO MODULES · SETUP | p.6 | 0.031498 (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 Lords of Waterdeep — Rulebook (corpus doc 127) | inTRiGue CaRds · sTaRT play | p.4 | 0.031258 (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 Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) | SETUP · THE CORRUPTION TRACK | p.7 | 0.030777 (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 Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) | PLACING RESOURCES ON ACTION SPACES · ADVENTURER CARAVANS · SIX-PLAYER GAMES · OPTIONAL RULE: LONG GAME · LONG GAME · OPTIONAL RULE: USING TWO MODULES | p.5 | 0.030077 (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 |
chosen chunks — what the answer actually cited
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.
| # | document | heading | page | quote chars |
|---|---|---|---|---|
| [1] | RULEBOOK Lords of Waterdeep — Rulebook (corpus doc 127) | Game ComponenTs · How To win · seTup · Game boaRd · aGenTs · sCoRe maRkeRs | p.3 | no quote on the wire |
| [2] | RULEBOOK Lords of Waterdeep — Rulebook (corpus doc 127) | seTup · seQuenCe of play · Rules RefeRenCe · aCTions in a TuRn | p.13 | no quote on the wire |
| [3] | RULEBOOK Lords of Waterdeep — Rulebook (corpus doc 127) | sTaRT play · seQuenCe of play · sTaRT of Round · aCTions in a TuRn | p.5 | no quote on the wire |
| [4] | RULEBOOK Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) | RULES REFERENCE · SETUP · CORRUPTION · FINAL SCORING · OPTIONAL RULE: USING TWO MODULES | p.16 | no quote on the wire |
| [5] | RULEBOOK Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) | OPTIONAL RULE: USING TWO MODULES · SETUP | p.6 | no quote on the wire |
| [6] | RULEBOOK Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) | SETUP · THE CORRUPTION TRACK | p.7 | no quote on the wire |
| [7] | RULEBOOK Lords of Waterdeep: Scoundrels of Skullport — Rulebook (corpus doc 116) | PLACING RESOURCES ON ACTION SPACES · ADVENTURER CARAVANS · SIX-PLAYER GAMES · OPTIONAL RULE: LONG GAME · LONG GAME · OPTIONAL RULE: USING TWO MODULES | p.5 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 270 ms · first delta 9937 ms · total 14682 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 270 ms · ask 14402 ms · gateway work 14682 ms · total 14682 ms
- tokens in (the prompt the answerer read)
- 3439
- tokens out (what the answerer generated)
- 638
- tok/sec
- 136.8 tok/sec — 638 output tokens in 4.663 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 58s 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.
disposition
- outcome
- ANSWERED — Answered
- abstain rationale (n/a — this ruling answered)
- answered — no abstain rationale applies
setup-shape — why the checklist band did or didn't render
- 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
errata registry — what the gate above had to match against
this game registers NO errata cards (edition 49), 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.