You asked
How do I set up the game?
Answered counted as answeredAsked with: Xia: Legends of a Drift Systembg-82222-en-1e
1. Shuffle the Sector Tiles and place them face down in a stack within reach of all players [1]. 2. Deal one Sector tile per player (3 for a 3-player game, 4 for a 4-player game, 5 for a 5-player game) face up in the center of the play area, one at a time, lining up the edge symbols to the previously laid Sector as shown; if a Sector without a Spawn Point is drawn, re-shuffle it into the deck and draw another tile [1]. 3. Shuffle the Exploration Tokens ({ ) and place them face down within reach of all players [1]. 4. Place an Exploration Token face down on any Exploration Spaces on the starting tiles [1]. 5. Shuffle the Mission Cards and Title Cards and place the decks face down within reach of all players [1]. 6. Place the Cargo Cubes, Damage Markers ( } ), Outfits (organized by shape), Credits, and Dice within reach of all players [1]. 7. Give each player one How To Win Card and 3,000 % worth of Credits (3 silver coins) [1]. 8. Shuffle the three NPC Cards and deal one face up to each player (in a 4 or 5-player game, not everyone will get one) [1]. 9. Players take the corresponding NPC miniature and place it on the NPC Card [1]. 10. Place the Fame Point Track in the play upon the play area [1]. 11. Players decide the number of Fame Points needed for victory and place the Victory Marker on the Fame Point Track to indicate this total [1]. 12. Separate the blue Tier 1 $ Ship Mats and matching Ability Cards, setting green Tier 2 ^ and purple Tier 3 & mats and cards aside [1]. 13. Each player rolls the Ï [d20]; the player with the highest roll chooses a Tier 1 $ Ship Mat, Miniature, and Ability Card, continuing counter-clockwise around the table until each player has chosen [1]. 14. All players place their chosen items closest to them [1]. 15. The player with the highest roll takes the matching Miniatures on the Spawn Point of the Sector Tile Spawn Point [1]. 16. Each player takes an Impulse Token and a set of Markers [1]. 17. Place the Impulse Token face up (yellow side) on the Impulse Space of the Ship Mat [2]. 18. Place one Marker on the Fame Point Track at 0 (Unknown) [2]. 19. Place one Marker on the highest number of the Ship Mat's Energy Meter [2]. 20. Place the remaining four Markers on the Ship Mat, filling out the Armed section [2]. 21. In the same order as ship selection, each player may spend their Credits to purchase Outfits, which are placed in the Ship Mat's Hold (players may only purchase what fits and are not required to spend all Credits) [2].
🔧 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 252 ms · ask 16313 ms · total 1084876 ms
- single-flight (PR-5)
- queued 1068303 ms · generation 16573 ms
- retrieval refs (raw)
- [{"page": 2, "score": 0.047712, "snippet": "Shuffle the Sector Tiles and place them face down in a stack within reach of all players. Deal one Sector tile per player (3 for a 3-player game, 4 for a 4-player game, 5 for a 5-player game) face up in the center of the play area, one at a time, lining up the edge symbols to the previously laid Sec", "headingPath": "Setup", "sharpsignalDocId": 332}, {"page": 2, "score": 0.032258, "snippet": "(Set the green Tier 2 ^ and purple Tier 3 & mats and cards aside for now.) Each player rolls the Ï roll chooses a Tier 1 $ Ship Mat Miniature and Ability Card . This continues counter-clockwise around the table until each player has chosen. All players then place their closest to them. [d20]. The pl", "headingPath": "Setup", "sharpsignalDocId": 332}, {"page": 8, "score": 0.031746, "snippet": "Strike fear into your foes through Combat! Destroy ships for Fame, collect Bounties, recover and sell any Cargo Cubes that are dropped, and take on Assassin or Bounty Hunter Missions! Combat is carried out in six steps: Acquire Target: The attacker must first determine if he can actually attack the ", "headingPath": "Combat", "sharpsignalDocId": 332}, {"page": 10, "score": 0.03125, "snippet": "During their Action Phase, players take Actions. To take an Action, the player: · Declares the Action they are taking; Spends any required Energy or Armed Markers and associated dice; and Resolves the Action. (ex. Player 1 first declares he will take a Move Action using his Engine Outfit. He spends ", "headingPath": "Player Turn Detail", "sharpsignalDocId": 332}, {"page": 9, "score": 0.030769, "snippet": "After death, at the start of their next non-skipped turn, the player (or NPC) must first Respawn. Respawn: To Respawn, roll the Ï [d20] and place the ship on the unoccupied Spawn Point with the number closest to the number rolled. In the case of a tie, place the ship on the higher-numbered Spawn Poi", "headingPath": "Respawn · Example Tier 1 $ :", "sharpsignalDocId": 332}, {"page": 3, "score": 0.030303, "snippet": "The Action Phase includes fighting, flying, using abilities, collecting, trading, and working on/completing Missions. The player will use the inherent abilities of his ship, Outfits he has equipped on his ship, and his bonus abilities from Ability Cards to take Actions. A player may continue taking ", "headingPath": "1. Action Phase · 3. Status Phase", "sharpsignalDocId": 332}, {"page": 3, "score": 0.029851, "snippet": "Fly to Neo Damascus and sell your Cargo Cubes. Use your Shield in case of attack. Worker: Buy Halon Engine and Targe Shield. Fly to the nearest Mission Point and Draw Missions. Look for Research and Shuttle Missions to complete. Pirate: Buy M-22 Engine and Saker V Blaster. Attack everything that mov", "headingPath": "Overview: Become a Legend", "sharpsignalDocId": 332}, {"page": 3, "score": 0.029412, "snippet": "Game Overview small starship. Players fly their ships about the system completing a variety of Missions, exploring new Sectors, and battling other ships. Captains vie with each other for Titles, riches, and, most importantly, Fame. The most adaptive, risk-taking, and creative players will excel. One", "headingPath": "Overview: Become a Legend", "sharpsignalDocId": 332}]
- citations (raw)
- [{"page": 2, "quote": null, "headingPath": "Setup", "sharpsignalDocId": 332}, {"page": 2, "quote": null, "headingPath": "Setup", "sharpsignalDocId": 332}]
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 332 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 332 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 14:26
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 Xia: Legends of a Drift System — Rulebook (corpus doc 332) | Setup | p.2 | 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 Xia: Legends of a Drift System — Rulebook (corpus doc 332) | Setup | p.2 | 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 Xia: Legends of a Drift System — Rulebook (corpus doc 332) | Combat | p.8 | 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 Xia: Legends of a Drift System — Rulebook (corpus doc 332) | Player Turn Detail | p.10 | 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 Xia: Legends of a Drift System — Rulebook (corpus doc 332) | Respawn · Example Tier 1 $ : | p.9 | 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 Xia: Legends of a Drift System — Rulebook (corpus doc 332) | 1. Action Phase · 3. Status Phase | 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 Xia: Legends of a Drift System — Rulebook (corpus doc 332) | Overview: Become a Legend | 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 Xia: Legends of a Drift System — Rulebook (corpus doc 332) | Overview: Become a Legend | p.3 | 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 Xia: Legends of a Drift System — Rulebook (corpus doc 332) | Setup | p.2 | no quote on the wire |
| [2] | RULEBOOK Xia: Legends of a Drift System — Rulebook (corpus doc 332) | Setup | p.2 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 252 ms · first delta 12170 ms · total 1084876 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
- full breakdown
- queued 1068303 ms · retrieval 252 ms · ask 16313 ms · gateway work 16573 ms · total 1084876 ms
- tokens in (the prompt the answerer read)
- 4145
- tokens out (what the answerer generated)
- 640
- tok/sec
- 147.7 tok/sec — 640 output tokens in 4.334 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.
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 260), 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.