RuleSage cited table rulings
← Too Many Bones

You asked

When does the game end?

Abstained — no grounded answer; closest passages below counted as honest abstain

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

The answerer couldn't ground a confident answer in the rulebook. The closest rulebook passages are below — check them before ruling.

RULEBOOK Too Many Bones — Rulebook · p.6 · Game Objective · Tyrant and Day Counter
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
RULEBOOK Too Many Bones — Rulebook · p.24 · Day 2
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
RULEBOOK Too Many Bones — Rulebook · p.3 · Disembarkment Notice:
We consider this rulebook a living document and may continue to add and update as necessary with new expansions and content. Latest versions will be posted at chiptheorygames.com/support. You may notice YouTube icons in various places throughout this rulebook. Wherever this icon appears, it means we
RULEBOOK Too Many Bones — Rulebook · p.8 · Other Components · 1. New Day Phase · 2. Encounter Phase · 3. Reward Phase
While the main objective of Too Many Bones (TMB) is to take down the selected Tyrant, you must first earn enough Progress Points (Pts) to do so. It's also imperative that you strengthen your Gearlocs, honing their Stats and Skills with Training Points (Pts) in preparation for that final battle. Both
RULEBOOK Too Many Bones — Rulebook · p.5 ·
End of Battle Battle Sequence v2.3 Dice Icon Key Bones (BP)Bones (BP) - May use this in your Backup Plan. Rage Progress (A/Ctr)Rage Progress (A/Ctr) - Shows your current Rage. *See back for details.*See back for details. Breakdown (I)Breakdown (I) - If Breakdown is showing at end of turn, reset Acti
🔧 debug — where this ruling came from
outcome
ABSTAINED — Abstained — no grounded answer; closest passages below
corpus profile
live
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 253 ms · ask 21388 ms · total 21655 ms
single-flight (PR-5)
queued 0 ms · generation 21655 ms
retrieval refs (raw)
[{"page": 6, "score": 0.032787, "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": 0.032258, "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": 3, "score": 0.031746, "snippet": "We consider this rulebook a living document and may continue to add and update as necessary with new expansions and content. Latest versions will be posted at chiptheorygames.com/support. You may notice YouTube icons in various places throughout this rulebook. Wherever this icon appears, it means we", "headingPath": "Disembarkment Notice:", "sharpsignalDocId": 261}, {"page": 8, "score": 0.03125, "snippet": "While the main objective of Too Many Bones (TMB) is to take down the selected Tyrant, you must first earn enough Progress Points (Pts) to do so. It's also imperative that you strengthen your Gearlocs, honing their Stats and Skills with Training Points (Pts) in preparation for that final battle. Both", "headingPath": "Other Components · 1. New Day Phase · 2. Encounter Phase · 3. Reward Phase", "sharpsignalDocId": 261}, {"page": 5, "score": 0.030769, "snippet": "End of Battle Battle Sequence v2.3 Dice Icon Key Bones (BP)Bones (BP) - May use this in your Backup Plan. Rage Progress (A/Ctr)Rage Progress (A/Ctr) - Shows your current Rage. *See back for details.*See back for details. Breakdown (I)Breakdown (I) - If Breakdown is showing at end of turn, reset Acti", "headingPath": "", "sharpsignalDocId": 261}, {"page": 3, "score": 0.030303, "snippet": "Wherever this icon appears, it means we have created a video explaining that subject. To view it, visit our YouTube channel at youtube.com/chiptheorygames and search that word or phrase. Happy viewing! We consider this rulebook a living document and may continue to add and update as necessary with n", "headingPath": "", "sharpsignalDocId": 261}, {"page": 20, "score": 0.030282, "snippet": "Getting 'KO'd' during battle is going to happen to you. It's not unusual, especially if you get a nasty roll! Do not be discouraged by this! KO's are an inevitable part of being a fearless Gearloc! If you are KO'd (lose your last Health Chip), your Gearloc Chip and Ini Die come off the Battle Mat im", "headingPath": "Getting Knocked Out · Full Party 'Wipe' · Successful Battle · Unsuccessful Battle", "sharpsignalDocId": 261}, {"page": 16, "score": 0.029851, "snippet": "When your stomach instinctively clenches and the hair on your ears is at attention, there are probably eyes on you. What can be done? Well, nothing in this case. Too much time would be wasted trying to reveal this pursuer. And yet, after a few hours, paranoia starts to set in. It feels like there ar", "headingPath": "", "sharpsignalDocId": 261}]
citations (raw)
[]
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
no past answered ruling for this game matched closely enough
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) Game Objective · Tyrant and Day Counter p.6 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
#2 RULEBOOK Too Many Bones — Rulebook (corpus doc 261) Day 2 p.24 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 — Rulebook (corpus doc 261) Disembarkment Notice: p.3 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 — Rulebook (corpus doc 261) Other Components · 1. New Day Phase · 2. Encounter Phase · 3. Reward Phase p.8 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) p.3 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) Getting Knocked Out · Full Party 'Wipe' · Successful Battle · Unsuccessful Battle p.20 0.030282 (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) p.16 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
timing split
retrieval 253 ms · first delta 21358 ms · total 21655 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 253 ms · ask 21388 ms · gateway work 21655 ms · total 21655 ms
tokens in (the prompt the answerer read)
3098
tokens out (what the answerer generated)
9
tok/sec
136.4 tok/sec — 9 output tokens in 0.066 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 56s 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
ABSTAINED — Abstained — no grounded answer; closest passages below
abstain rationale
I don't have enough information.
the answerer's own words, verbatim — hostile corpus/LLM text, rendered escaped
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.