RuleSage cited table rulings
← Too Many Bones: Undertow

You asked

How do I set up the game?

Answered counted as answered

Asked with: Too Many Bones: Undertowbg-235802-en-1e

To set up the game, follow these steps: **Adventure Setup** 1. Place the Battle Mat in the center of your play area [1]. 2. Select a Tyrant or draw one at random; place its Card, Chip, and Die to the left of the Battle Mat [1]. 3. Place the Day Counter Card and Chip (set to 1) directly below your Tyrant Card [1]. 4. Find all Baddies of the types shown on your Tyrant Card (Scales, Goblin, or Beast), flip them face down, shuffle, and create separate 1Pt, 5Pt, and 20Pt Baddie “Active Stacks” [2]. 5. Shuffle and add stacks of 3Pt Krelln and 3Pt Mech Baddies into their own piles, then place these stacks above the Battle Mat [2]. 6. Find Tyrant Encounters associated with your chosen Tyrant and set them aside; place other Tyrant Cards in the game box [2]. 7. Shuffle the General Encounter Deck (or Solo Encounter Deck if playing with one Gearloc) [2]. 8. Draw a number of cards equal to the number of days shown on your Tyrant Card minus 2, then shuffle these with your Tyrant Encounter Card(s) to form an Encounter Deck; place this to the left (story side up) of the Battle Mat [2]. 9. Place a randomly chosen Day 1 and Day 2 Card, in order, on top of the Encounter Deck [2]. 10. Shuffle all Loot and Trove Loot Cards separately and place both decks (chest side up) to the right of the Battle Mat [2]. 11. Place the 4 Lockpicking Dice nearby [2]. **Battle Set-up Sequence** 1. Trigger “Before Battle” effects and Skills, such as Stanza’s Luitar Skill [3]. 2. Use Encounter Card instructions to build your BQ (Battle Queue) and add Obstacles [3]. 3. Place the top Baddie from the BQ in its appropriate lane and Battle Mat position (including its HP, Lane Marker, and Ini Die), continuing until there are 4 on the mat or the BQ is empty [3]. 4. Roll the party’s Ini Dice and add them to the Ini Meter [3].

[1] RULEBOOK Too Many Bones: Undertow — Rulebook · p.6 ·
[2] RULEBOOK Too Many Bones: Undertow — Rulebook · p.7 ·
[3] RULEBOOK Too Many Bones: Undertow — Rulebook · p.20 ·
🔧 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 218 ms · ask 17405 ms · total 283821 ms
single-flight (PR-5)
queued 266188 ms · generation 17633 ms
retrieval refs (raw)
[{"page": 7, "score": 0.047712, "snippet": "Place these stacks above the Battle Mat. Place unused Baddie Chips in your game box (on occasion, you may need to access these Baddies for a specific Encounter). If you ever run out of Baddies in an Active Stack, reshuffle defeated #Pt Baddies to replenish that Active Stack. Gearlocs Each player choos", "headingPath": "", "sharpsignalDocId": 321}, {"page": 20, "score": 0.032258, "snippet": "Party of 1-2: Add four 1Pt Baddies to BQ (e.g. Build BQ using one 5Pt Baddie and three 1Pt Baddies, then add four 1Pt Baddies after the other 1Pt Baddies). Battle Set-up Sequence Now that you understand BQ basics, let’s go through the battle set-up from start to finish. 1. T rigger “Before Battle” ef", "headingPath": "", "sharpsignalDocId": 321}, {"page": 21, "score": 0.031746, "snippet": "Should a Party Member find itself in one (via an Encounter or Baddie Skill), its first moved position cannot be a Mech Starting Position. Gearloc’s Turn Sequence *Loot: Unless otherwise specified, use loot anytime during your turn (even before triggering Effects). 1. Start of Turn: Be sure to trigger a", "headingPath": "", "sharpsignalDocId": 321}, {"page": 24, "score": 0.03125, "snippet": "This section is short but is packed with lots of final details you won’t want to miss! Go ahead and grab a Loot Card, a Trove Loot Card, and your 4 Lockpicking Dice. Also keep your GARG handy! Once we are done here, it’s on to an actual playthrough. You are almost there! LEVER TRIP FORCE Three Uses Y", "headingPath": "", "sharpsignalDocId": 321}, {"page": 18, "score": 0.030769, "snippet": "• Each player rolls their unique Gearloc Ini Die to determine their spot on the Ini Meter. For any Ini tie that involves a Gearloc, the party chooses who goes first. Ini Dice During Battle (R2 and beyond) • After initial Ini placement is set for all units, the Ini # on the Baddie Chips and Ini Dice n", "headingPath": "", "sharpsignalDocId": 321}, {"page": 25, "score": 0.030303, "snippet": "Playing will often end badly, against the Mohlnor will often end badly, against the Mohlnor but playing with will often end badly, but playing with will often end badly, another Gearloc can but playing with another Gearloc can but playing with help settle disputes over who gets to be help settle dis", "headingPath": "", "sharpsignalDocId": 321}, {"page": 12, "score": 0.029851, "snippet": "2. Exhausted Dice Area • When Skill Dice are used, they must be Exhausted (unless otherwise noted). • Exhausted Dice are stored to the left of the Gearloc Mat for the remainder of the current battle and are no longer available to you. All Exhausted Dice are unexhausted after battle. • Encounters may", "headingPath": "", "sharpsignalDocId": 321}, {"page": 7, "score": 0.02967, "snippet": "Encounters Find any Tyrant Encounters associated with chosen Tyrant (1-3 blue cards and labeled with the Tyrant name at the bottom of the card) and set those aside. Place other Tyrant Cards in the game box. Shuffle the General Encounter Deck (green and labeled “General” at the bottom), or Solo Encoun", "headingPath": "", "sharpsignalDocId": 321}]
citations (raw)
[{"page": 6, "quote": null, "headingPath": "", "sharpsignalDocId": 321}, {"page": 7, "quote": null, "headingPath": "", "sharpsignalDocId": 321}, {"page": 20, "quote": null, "headingPath": "", "sharpsignalDocId": 321}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 321 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 321 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 14:12

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 Too Many Bones: Undertow — Rulebook (corpus doc 321) p.7 0.047712 (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 Too Many Bones: Undertow — Rulebook (corpus doc 321) p.20 0.032258 (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 Too Many Bones: Undertow — Rulebook (corpus doc 321) p.21 0.031746 (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 Too Many Bones: Undertow — Rulebook (corpus doc 321) p.24 0.03125 (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 Too Many Bones: Undertow — Rulebook (corpus doc 321) p.18 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
#6 RULEBOOK Too Many Bones: Undertow — Rulebook (corpus doc 321) p.25 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
#7 RULEBOOK Too Many Bones: Undertow — Rulebook (corpus doc 321) p.12 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
#8 RULEBOOK Too Many Bones: Undertow — Rulebook (corpus doc 321) p.7 0.02967 (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 Too Many Bones: Undertow — Rulebook (corpus doc 321) p.6 no quote on the wire
[2] RULEBOOK Too Many Bones: Undertow — Rulebook (corpus doc 321) p.7 no quote on the wire
[3] RULEBOOK Too Many Bones: Undertow — Rulebook (corpus doc 321) p.20 no quote on the wire
timing split
retrieval 218 ms · first delta 13886 ms · total 283821 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 266188 ms · retrieval 218 ms · ask 17405 ms · gateway work 17633 ms · total 283821 ms
tokens in (the prompt the answerer read)
3932
tokens out (what the answerer generated)
497
tok/sec
134.9 tok/sec — 497 output tokens in 3.685 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 14s 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)
set up

this game registers NO errata cards (edition 248), 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.