RuleSage cited table rulings
← Too Many Bones

You asked

How do I take my turn?

Answered counted as answered

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

**Gearloc Turn Sequence:** 1. Start of Turn: Trigger any Effect Dice on top of your Gearloc Chip [1]. 2. Move Gearloc: You may use # Dex to move # adjacent (diagonal if ) available positions [1]. 3. Determine Target: Select a target for your Atk Dice, Skill Dice, and/or BP as needed [1]. You only get one target per turn, which is declared before you choose which dice are/are rolled [2]. 4. Select and Roll Dice: Your remaining Dex represents how many dice you may roll [1]. All selected dice must be rolled simultaneously [1]. 5. Resolve the Roll (in any order): [3] * Resolve Target Dmg & Effects [3] * Resolve Non-Target Dmg & Effects [3] * Allocate Active/Locked/BP Dice [3] * Use Backup Plan [3] 6. Baddies React: Sometimes Baddies have Skills that trigger after they are attacked [1]. 7. End of Turn [3] **Anytime During Your Turn:** * Use Loot [3]

[1] RULEBOOK Too Many Bones — Rulebook · p.19 · Gearloc Movement and Targeting · Gearloc's Turn Sequence
[2] RULEBOOK Too Many Bones — Rulebook · p.28 · Baddie Movement and Targeting Reminder
[3] RULEBOOK Too Many Bones — Rulebook · p.5 ·
🔧 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 420 ms · ask 25382 ms · total 25826 ms
single-flight (PR-5)
queued 0 ms · generation 25826 ms
retrieval refs (raw)
[{"page": 20, "score": 0.044468, "snippet": "All Baddie Skills are unique and trigger at very specific times throughout the battle depending on the Skill. Be sure to review all Skills of Baddies as they enter the Battle Mat so you know when they apply. For Baddie Skills that require a target, that target must be within attack range in order to", "headingPath": "Baddie Skills · Baddie Movement and Targeting · Baddie's Turn Sequence", "sharpsignalDocId": 261}, {"page": 8, "score": 0.032787, "snippet": "Trade Loot and Trove Loot within your Party. Any loot! Any amount! To anyone...or leave it behind (discard whatever you like)! Make a Lockpicking Attempt. This can be on your Trove Loot or someone else's. Individual Options (each Gearloc may choose 1): -Rest and Recover : Heal to full HP. -Search fo", "headingPath": "4. Recovery Phase", "sharpsignalDocId": 261}, {"page": 5, "score": 0.032258, "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": 6, "score": 0.031746, "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": 24, "score": 0.03125, "snippet": "After drawing and reading their second Special Encounter, 'Hardly out of the Gate,' the party decides to go with the first choice: 'Hail the guards for help.' This choice will result in a battle, and there are some beneficial conditions that go along with their choice. Note: A battle's difficulty gr", "headingPath": "Day 2", "sharpsignalDocId": 261}, {"page": 24, "score": 0.030303, "snippet": "Well, hello again! Do you have the play area set up and ready to go? Normally, before you choose a Gearloc, you would want to read over their Gearloc Reference Sheet to better understand how that Gearloc plays - we are all so different! For now, you'll just have to trust me that I'm the best choice.", "headingPath": "STOP & READ!!!", "sharpsignalDocId": 261}, {"page": 3, "score": 0.029851, "snippet": "18 Gearloc Turn ..................................................19 Baddie Turn ...................................................20 KO’s and Wipes ..............................................................20 Battle Results ................................................................20 Loo", "headingPath": "", "sharpsignalDocId": 261}, {"page": 22, "score": 0.029551, "snippet": "Add # HP to a Gearloc's Prep Area. When taking Dmg, remove from this Buff HP first, before removing HP from the unit. Def Dice take effect before removing Buff HP. Buff HP is not counted towards Baddie targeting choice (strongest/weakest) or removed with True Dmg. You can have multiple Buff HP activ", "headingPath": "Buff HP · Damage Types · Day Counter (chip and card)", "sharpsignalDocId": 261}]
citations (raw)
[{"page": 19, "quote": null, "headingPath": "Gearloc Movement and Targeting · Gearloc's Turn Sequence", "sharpsignalDocId": 261}, {"page": 28, "quote": null, "headingPath": "Baddie Movement and Targeting Reminder", "sharpsignalDocId": 261}, {"page": 5, "quote": null, "headingPath": "", "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 14:20

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) Baddie Skills · Baddie Movement and Targeting · Baddie's Turn Sequence p.20 0.044468 (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) 4. Recovery Phase p.8 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
#3 RULEBOOK Too Many Bones — Rulebook (corpus doc 261) p.5 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) Game Objective · Tyrant and Day Counter p.6 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
#5 RULEBOOK Too Many Bones — Rulebook (corpus doc 261) Day 2 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
#6 RULEBOOK Too Many Bones — Rulebook (corpus doc 261) STOP & READ!!! p.24 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 — Rulebook (corpus doc 261) p.3 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 — Rulebook (corpus doc 261) Buff HP · Damage Types · Day Counter (chip and card) p.22 0.029551 (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) Gearloc Movement and Targeting · Gearloc's Turn Sequence p.19 no quote on the wire
[2] RULEBOOK Too Many Bones — Rulebook (corpus doc 261) Baddie Movement and Targeting Reminder p.28 no quote on the wire
[3] RULEBOOK Too Many Bones — Rulebook (corpus doc 261) p.5 no quote on the wire
timing split
retrieval 420 ms · first delta 24006 ms · total 25826 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 420 ms · ask 25382 ms · gateway work 25826 ms · total 25826 ms
tokens in (the prompt the answerer read)
3625
tokens out (what the answerer generated)
241
tok/sec
135.9 tok/sec — 241 output tokens in 1.773 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 12s 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 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.