You asked
How do I set up the game?
Answered counted as answeredAsked with: Twilight Strugglebg-12333-en-1e
1. Shuffle the Early War cards and deal each player 8 cards [1]. 2. Place 'The China Card' face up in front of the USSR player [1]. 3. The USSR player sets up first by placing a total of 15 Influence markers in the following locations: 1 in Syria, 1 in Iraq, 3 in North Korea, 3 in East Germany, 1 in Finland, and 6 anywhere in Eastern Europe [1]. 4. The US player sets up second, placing a total of 25 Influence markers in the following locations: 2 in Canada, 1 in Iran, 1 in Israel, 1 in Japan, 4 in Australia, 1 in the Philippines, 1 in South Korea, 1 in Panama, 1 in South Africa, 5 in the United Kingdom, and 7 anywhere in Western Europe [1]. 5. Place the US and USSR Space Race markers to the left of the Space Race track [1]. 6. Each player places his Military OP marker on the zero space of their respective Military Operations Track [1]. 7. Place the Turn marker on the first space of the Turn Record Track [1]. 8. Place the Defcon marker on the 5 space of the DEFCON Track [1]. 9. Place the VP marker on the Victory Points Track on the zero space [1].
🔧 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 5962 ms · ask 23608 ms · total 765005 ms
- single-flight (PR-5)
- queued 735322 ms · generation 29683 ms
- retrieval refs (raw)
- [{"page": 4, "score": 0.048916, "snippet": "3.1 Shuffle the Early War cards and deal each player 8 cards. In addition, place 'The China Card' face up in front of the USSR player. The players are allowed to examine their cards prior to deploying their initial Influence markers. 3.2 The USSR player sets up first. The USSR places a total of 15 I", "headingPath": "3.0 GAME SETUP", "sharpsignalDocId": 245}, {"page": 11, "score": 0.045262, "snippet": "Once all regions have been scored, victory goes to the player who has accrued most VPs. If the VP marker is on a positive number, the US wins; if the VP marker is on a negative number, the USSR wins. If the VP marker is on zero, the game ends in a draw. These rules are optional, and are not required", "headingPath": "10.3 VICTORY · 11.0 TOURNAMENT PLAY", "sharpsignalDocId": 245}, {"page": 4, "score": 0.032258, "snippet": "Headline Phase: Each player secretly selects a card from their hand. Once both players have made their choice, they reveal their cards to each other simultaneously. These cards are called 'Headline cards' and their Events take place in this phase (and if the event title has an asterisk, are removed ", "headingPath": "4.0 GAME SEQUENCE", "sharpsignalDocId": 245}, {"page": 10, "score": 0.031746, "snippet": "10.2.1 The Victory Point Track shows a range of scoring possibilities from US-20 (US automatic victory) to USSR-20 (USSR automatic victory). At the start of the game, place the VP marker in the center of the chart, on the box marked At Start. This box represents zero points, or total equilibrium of ", "headingPath": "10.2 The Victory Point Track · 10.3 VICTORY", "sharpsignalDocId": 245}, {"page": 5, "score": 0.03125, "snippet": "If a player has insufficient cards to take the requisite number of actions for the turn, that player must sit out of the remaining Action Rounds while the opposing player completes the turn. E. Check Military Operations Phase: Each player determines if they are penalized Victory Points for failing t", "headingPath": "4.0 GAME SEQUENCE", "sharpsignalDocId": 245}, {"page": 3, "score": 0.030303, "snippet": "2.2.1 There are 110 cards used in the game. Except for Scoring Cards, all contain an Operations Point value, an Event Title and an Event Description. Scoring cards are labeled 'SCORING' and must be played sometime during the turn they are drawn. 2.2.2 Each card has a symbol to indicate which superpo", "headingPath": "2.2 CARDS · 2.3 MARKERS", "sharpsignalDocId": 245}, {"page": 5, "score": 0.029851, "snippet": "5.1 Cards may be played in one of two ways: as Events or Operations. Ordinarily, players will hold one card in their hand at the end of the turn. All other cards will be used for events or operations. Players may not forgo their turn by declining to play a card, or by discarding a card from their ha", "headingPath": "5.0 CARD PLAY", "sharpsignalDocId": 245}, {"page": 7, "score": 0.029412, "snippet": "Upon reaching space 6 (Eagle/Bear has Landed), the player may discard their Held Card at the end of the turn Upon reaching space 8 (Space Station), the player may play eight (8) Action Rounds per turn. The effects of these special abilities are immediate and cumulative. EXAMPLE: The USSR player succ", "headingPath": "6.4 THE SPACE RACE", "sharpsignalDocId": 245}]
- citations (raw)
- [{"page": 4, "quote": null, "headingPath": "3.0 GAME SETUP", "sharpsignalDocId": 245}]
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 245 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 245 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 14:21
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 Twilight Struggle — Rulebook (corpus doc 245) | 3.0 GAME SETUP | p.4 | 0.048916 (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 Twilight Struggle — Rulebook (corpus doc 245) | 10.3 VICTORY · 11.0 TOURNAMENT PLAY | p.11 | 0.045262 (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 Twilight Struggle — Rulebook (corpus doc 245) | 4.0 GAME SEQUENCE | p.4 | 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 Twilight Struggle — Rulebook (corpus doc 245) | 10.2 The Victory Point Track · 10.3 VICTORY | p.10 | 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 Twilight Struggle — Rulebook (corpus doc 245) | 4.0 GAME SEQUENCE | p.5 | 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 Twilight Struggle — Rulebook (corpus doc 245) | 2.2 CARDS · 2.3 MARKERS | 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 Twilight Struggle — Rulebook (corpus doc 245) | 5.0 CARD PLAY | p.5 | 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 Twilight Struggle — Rulebook (corpus doc 245) | 6.4 THE SPACE RACE | p.7 | 0.029412 (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 Twilight Struggle — Rulebook (corpus doc 245) | 3.0 GAME SETUP | p.4 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 5962 ms · first delta 27538 ms · total 765005 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
- full breakdown
- queued 735322 ms · retrieval 5962 ms · ask 23608 ms · gateway work 29683 ms · total 765005 ms
- tokens in (the prompt the answerer read)
- 3607
- tokens out (what the answerer generated)
- 292
- tok/sec
- 139.5 tok/sec — 292 output tokens in 2.093 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 15s 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
- 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
errata registry — what the gate above had to match against
this game registers NO errata cards (edition 171), 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.