RuleSage cited table rulings
← Too Many Bones

You asked

How do I set up the game?

Answered counted as answered

Asked with: Too Many Bonesbg-192135-en-1e

To set up the game, follow these steps: 1. Place the Battle Mat in the center of your play area [1]. 2. Select a Tyrant or draw one at random [1]. 3. Place the Tyrant's Card, Chip, and Die to the left of the Battle Mat [1]. 4. Place the Day Counter Card and Chip (set to 1) directly below your Tyrant Card [1]. 5. Find any Tyrant Encounters associated with the chosen Tyrant and set them aside [2]. 6. Shuffle the General Encounter Deck or Solo Encounter Deck (if playing with one Gearloc) [2]. 7. Draw Encounter Cards equal to the number of Days shown on your Tyrant Card minus 3 cards [2]. 8. Shuffle these drawn cards with the Tyrant Encounter Card(s) you set aside to form an Encounter Deck, and place them to the left (story side up) of the Battle Mat [2]. 9. Find Special Encounters 001-003 and place them, in order, on top of your newly created 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]. 12. Using the Baddie Type icons on your Tyrant Card, find all Baddies of those types, flip them face down, shuffle, and create separate 1Pt, 5Pt, and 20Pt Baddie "Active Stacks" [2]. 13. Place these stacks above the Battle Mat [2]. 14. Each player chooses a Gearloc and places their selected Gearloc Mat, Gearloc Chip (with number of Starting Health Chips underneath), Initiative (Ini) Die, and Stat Dice as shown [3]. 15. Adjust mat placement based on party size [3]. 16. Place the Gearloc Reference Sheet nearby [3]. 17. Find your Gearloc's 16 Skill Dice and place them in a Storage Tray near your Gearloc Mat (you may also store Atk and Def Dice there) [3]. 18. Place the Skill Dice with corresponding numbers into the slots on your mat for any Skills marked with a circle [3]. 19. Collectively choose a Party Leader [3]. 20. Choose a game mode to play on [3]. 21. Below the Battle Mat, create pools of Atk Dice, Def Dice, and Effect Dice, and place the D6 in this area as well [3]. 22. Place the 4 Lane Marker Chips above the Battle Mat [3]. 23. Place the 4 Baddie Ini Dice and Health Chip stacks above the Battle Mat [3]. 24. Place the Round Counter Die at the top of the Initiative (Ini) Meter on the Battle Mat, set to R1 [3]. 25. Use Encounter Card instructions to build your Battle Queue (BQ) [4]. 26. Trigger "Before battle" effects and Skills [4]. 27. Place the top Baddie from the BQ in its appropriate lane and Battle Mat position (including its HP, Lane Marker, and Ini Die) [4]. 28. Continue placing Baddies until there are 4 on the mat or the BQ is empty [4]. 29. Roll the party's Ini Dice and add them to the Ini Meter [4]. 30. Place Party Members onto the Battle Mat in appropriate positions (with existing HP) [4]. 31. Trigger "Start of battle" effects and Skills [4].

[1] RULEBOOK Too Many Bones — Rulebook · p.6 · Game Objective · Tyrant and Day Counter
[2] RULEBOOK Too Many Bones — Rulebook · p.7 · Encounters · Loot & Trove Loot · Baddies
[3] RULEBOOK Too Many Bones — Rulebook · p.7 · Gearlocs · Other Components
[4] RULEBOOK Too Many Bones — Rulebook · p.18 · Battle Set-up Sequence · BQ In Battle
🔧 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 243 ms · ask 19692 ms · total 389328 ms
single-flight (PR-5)
queued 369383 ms · generation 19945 ms
retrieval refs (raw)
[{"page": 7, "score": 0.047712, "snippet": "Each player chooses a Gearloc and places their selected Gearloc Mat, Gearloc Chip (with # of Starting Health Chips underneath it), Initiative (Ini) Die, and Stat Dice as shown. Adjust mat placement to your liking based on party size. Place Gearloc Reference Sheet nearby. Find your Gearloc's 16 Skill", "headingPath": "Gearlocs · Other Components", "sharpsignalDocId": 261}, {"page": 6, "score": 0.046898, "snippet": "Your task is easy...according to the Gearloc Council. Reach and defeat the selected Tyrant within its day allotment to win. Let's start by setting up for your Adventure. Place the Battle Mat in the center of your play area. Select a Tyrant or draw one at random (you may look at both sides and famili", "headingPath": "Game Objective · Tyrant and Day Counter", "sharpsignalDocId": 261}, {"page": 18, "score": 0.032258, "snippet": "Now that you understand BQ basics, let's go through the battle set-up from start to finish. Trigger 'Before battle' effects and Skills such as Tantrum's Innate - Rage. Use Encounter Card instructions to build your BQ. Place top Baddie from BQ in its appropriate lane and Battle Mat position (also its", "headingPath": "Battle Set-up Sequence · BQ In Battle", "sharpsignalDocId": 261}, {"page": 17, "score": 0.03125, "snippet": "Baddies have their Ini ( ) indicated on their Baddie Chip. A Baddie Ini Die is used to represent this # on the Ini Meter (e.g. if a Baddie with 3 Initiative is in Lane 1, use the blue Lane 1 Ini Die, and set it to 3 on the Ini Meter). Place the Ini Die of each Baddie in the Ini Meter (highest on top", "headingPath": "Ini Dice Placement (setting up for R1 of battle) · Ini Dice During Battle (R2 and beyond) · 2. Baddie Starting Positions · 3. Gearloc Starting Positions", "sharpsignalDocId": 261}, {"page": 5, "score": 0.030769, "snippet": "Draw # Trove Loot. *Party decides how to distribute. Encounter Text Colors Choice, Result, Battle Modifier, Flavor, Special Instructions Training Points! Earn these precious points from Encounters. With a Training Pt, do one of the following: Unlock a Skill Die (place it in your Gearloc’s Skills Are", "headingPath": "", "sharpsignalDocId": 261}, {"page": 23, "score": 0.030415, "snippet": "Invading The Ebon is no easy task. In fact, some Gearlocs may struggle finding success even on Day 2 of their Adventure! Don't be disheartened! TMB was designed to be quite challenging. When we suggest that first-time adventurers should ask the guards for help (on day 2), we mean it! We also underst", "headingPath": "Training Points (Pts) · STOP & READ!!!", "sharpsignalDocId": 261}, {"page": 12, "score": 0.030303, "snippet": "Begin your Adventure with all Skill Dice in your Storage Tray (out of play), except for any Skills your Gearloc starts with. These have circled bullets on your Gearloc Reference Sheet ( ). Skills are learned through Training Pts. When you train/unlock a Skill, locate the numbered die in your Storage", "headingPath": "4. Skills Area Skill Dice", "sharpsignalDocId": 261}, {"page": 18, "score": 0.029851, "snippet": "Every battle must start with the creation of a BQ that contains the Baddies you will be facing for the fight. To build the BQ, you must refer to your Encounter Card and then assemble a stack of Baddie chips using your Active Stacks. Except for scouted Baddies (which are face up), the BQ should alway", "headingPath": "Battle Queue (BQ) · Baddie Points (Baddie Pts)", "sharpsignalDocId": 261}]
citations (raw)
[{"page": 6, "quote": null, "headingPath": "Game Objective · Tyrant and Day Counter", "sharpsignalDocId": 261}, {"page": 7, "quote": null, "headingPath": "Encounters · Loot & Trove Loot · Baddies", "sharpsignalDocId": 261}, {"page": 7, "quote": null, "headingPath": "Gearlocs · Other Components", "sharpsignalDocId": 261}, {"page": 18, "quote": null, "headingPath": "Battle Set-up Sequence · BQ In Battle", "sharpsignalDocId": 261}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 261 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 261 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 14:14

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 — Rulebook (corpus doc 261) Gearlocs · Other Components 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 — Rulebook (corpus doc 261) Game Objective · Tyrant and Day Counter p.6 0.046898 (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 — Rulebook (corpus doc 261) Battle Set-up Sequence · BQ In Battle p.18 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
#4 RULEBOOK Too Many Bones — Rulebook (corpus doc 261) Ini Dice Placement (setting up for R1 of battle) · Ini Dice During Battle (R2 and beyond) · 2. Baddie Starting Positions · 3. Gearloc Starting Positions p.17 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 — Rulebook (corpus doc 261) p.5 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 — Rulebook (corpus doc 261) Training Points (Pts) · STOP & READ!!! p.23 0.030415 (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 — Rulebook (corpus doc 261) 4. Skills Area Skill Dice p.12 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 Too Many Bones — Rulebook (corpus doc 261) Battle Queue (BQ) · Baddie Points (Baddie Pts) p.18 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 Too Many Bones — Rulebook (corpus doc 261) Game Objective · Tyrant and Day Counter p.6 no quote on the wire
[2] RULEBOOK Too Many Bones — Rulebook (corpus doc 261) Encounters · Loot & Trove Loot · Baddies p.7 no quote on the wire
[3] RULEBOOK Too Many Bones — Rulebook (corpus doc 261) Gearlocs · Other Components p.7 no quote on the wire
[4] RULEBOOK Too Many Bones — Rulebook (corpus doc 261) Battle Set-up Sequence · BQ In Battle p.18 no quote on the wire
timing split
retrieval 243 ms · first delta 14575 ms · total 389328 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 369383 ms · retrieval 243 ms · ask 19692 ms · gateway work 19945 ms · total 389328 ms
tokens in (the prompt the answerer read)
3516
tokens out (what the answerer generated)
786
tok/sec
147.6 tok/sec — 786 output tokens in 5.324 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 49s 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 188), 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.