You asked
How do I set up the game?
Answered counted as answeredAsked with: Endeavor: Deep Seabg-367966-en-1e
**Standard Setup** 1. Select a Scenario sheet and place it on the table [1]. 2. Find the Ocean boards indicated by your Scenario and arrange them as shown in the sheet's diagram, leaving enough room for the grid to develop [1]. 3. Discard any boards with "near" their name that your Scenario setup does not instruct you to include [1]. 4. Shuffle all remaining boards into five separate face-down stacks based on their depth [1]. 5. Shuffle the Dive tokens into a face-down supply, then draw tokens to make a face-down stack of the indicated amount for every zone that has a Dive site [1]. 6. Shuffle the Anchor Journal and Journal decks separately; lay out four random Anchor Journals faceup in a display and keep the shuffled Journal deck face down near the display [1]. 7. Prepare the Specialist tray by keeping Tier 1-4 specialists organized in their respective column pockets (Tier 1 in the first column, etc.) [2], and for Tier 5s, shuffle them junior-side up and place three random tiles in each pocket of the Tier-5 column [1][2]. 8. Randomly choose a start player and give them the Wave start marker [1]. 9. Choose your player color and take a Player mat, a Team Leader tile, and the component set in your color (30 discs, 5 track cubes, 20 Impact markers, and 3 Vessels) [1]. 10. Place your five track cubes on the 0 spaces of your Attribute and Research tracks [1]. 11. Place your Team Leader near your mat with one disc on its activation circle [1][3]. 12. Keep the remainder of your discs in a supply pile not near your Staging area [1][3]. 13. Keep your Impact markers near the Impact board [1][3]. 14. Deploy your starting Vessel to the launch zone as described by the scenario and gain its Arrival bonus, keeping other Vessels near your player mat [3]. **Cooperative and Solo Setup** 1. Shuffle the Setback cards and make a face-down stack of three random Setbacks (four if playing solo) [4]. 2. Shuffle the Bonus Goal cards and stack three of them face down on top of the Setbacks; return unused cards to the box [4].
🔧 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 266 ms · ask 9325 ms · total 1240321 ms
- single-flight (PR-5)
- queued 1230719 ms · generation 9602 ms
- retrieval refs (raw)
- [{"page": 4, "score": 0.048412, "snippet": "Scenario Sheet. Select a Scenario sheet and place it on the table. It has setup, scoring information and ( sometimes ) special rules that everyone should be aware of. 1 First game? Use Mission 1: The Call of the Ocean . Ocean Boards. Your Scenario tells you which boards to put into play, and the dia", "headingPath": "SETUP (see page 16 for additional Solo/Co-op setup)", "sharpsignalDocId": 273}, {"page": 16, "score": 0.047123, "snippet": "Every Scenario can be played in Cooperative ( Co-op ) mode, where players are working together rather than competing. Solo mode has no special rules and is effectively one-player Co-op. The only difference is that in Solo mode you play seven rounds instead of six. Shuffle the Setback cards, and make", "headingPath": "COOPERATIVE AND SOLO MODES · ADDITIONAL CO-OP SETUP · BONUS GOALS & SETBACKS · HOW TO WIN · CREDITS AND ACKNOWLEDGEMENTS", "sharpsignalDocId": 273}, {"page": 9, "score": 0.046696, "snippet": "TRAVEL Move a Vessel to a different zone, to gain its arrival bonus and enable you to take other actions there. Move one of your Vessels from its current zone to a different one. Your Vessel movement capabilities are limited by your Ingenuity track's advancement; your Technology level on the lower r", "headingPath": "GENERAL RULES OF THE ACTIVATION PHASE · ARRIVAL BONUS", "sharpsignalDocId": 273}, {"page": 4, "score": 0.032258, "snippet": "A Place your Team Leader near your mat, and one of your discs on its activation circle. B Keep the remainder of your discs in a supply pile not near your Staging area . Discs in your supply are not available to you; they must enter play before you can use them, so it's wise to keep them notably dist", "headingPath": "SETUP (see page 16 for additional Solo/Co-op setup)", "sharpsignalDocId": 273}, {"page": 6, "score": 0.031746, "snippet": "The game is played over six rounds. Each round consists of two phases. The player with the Wave goes first in each phase, with the other players following in a clockwise order. 1a) RECRUITMENT · Recruit one Specialist 1b) EFFORT · Gain discs from your supply to your Staging Area 1c) REASSIGNMENT · R", "headingPath": "GAMEPLAY · PHASE 1: PREPARATION · Each player conducts the following three steps: · REWARD SYMBOLS", "sharpsignalDocId": 273}, {"page": 7, "score": 0.030769, "snippet": "On your turn, choose one Specialist from the tray and add it to your own tableau. Your Reputation track determines the highest tier from which you can recruit; your Recruitment level on the lower row of the track is displayed in symbols. Each Junior Specialist displays a number of symbols in the top", "headingPath": "PHASE 1a: RECRUITMENT · PHASE 1b: EFFORT · PHASE 1c: REASSIGNMENT", "sharpsignalDocId": 273}, {"page": 10, "score": 0.029851, "snippet": "Place a disc from your Staging Area on the leftmost empty space of a Sonar track in a zone where you have a Vessel. If the zone features multiple tracks, you may choose which track to place upon. Placing the disc may complete a link ( see Completing Links , pg. 13 ) Some Sonar track spaces display c", "headingPath": "SONAR (Requires a second disc) Add a disc to a Sonar track, to gain rewards and discover new ocean zones. · STEP 1: CHOOSE YOUR BOARD · STEP 2: PLACE THE NEW ZONE", "sharpsignalDocId": 273}, {"page": 1, "score": 0.029828, "snippet": "Endeavor: Deep Sea is a scenario-driven game. That means that each time you play, you'll choose a Scenario sheet that establishes the setup, special rules, scoring goals, and Impact board of your game. Every single scenario can be played in competitive multiplayer mode, cooperative mode, and solo mo", "headingPath": "PLAY AGAINST YOUR FRIENDS, OR WITH THEM, OR WITHOUT THEM", "sharpsignalDocId": 273}]
- citations (raw)
- [{"page": 4, "quote": null, "headingPath": "SETUP (see page 16 for additional Solo/Co-op setup)", "sharpsignalDocId": 273}, {"page": 5, "quote": null, "headingPath": "", "sharpsignalDocId": 273}, {"page": 4, "quote": null, "headingPath": "SETUP (see page 16 for additional Solo/Co-op setup)", "sharpsignalDocId": 273}, {"page": 16, "quote": null, "headingPath": "COOPERATIVE AND SOLO MODES · ADDITIONAL CO-OP SETUP · BONUS GOALS & SETBACKS · HOW TO WIN · CREDITS AND ACKNOWLEDGEMENTS", "sharpsignalDocId": 273}]
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 273 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 273 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 14:29
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 Endeavor: Deep Sea — Rulebook (corpus doc 273) | SETUP (see page 16 for additional Solo/Co-op setup) | p.4 | 0.048412 (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 Endeavor: Deep Sea — Rulebook (corpus doc 273) | COOPERATIVE AND SOLO MODES · ADDITIONAL CO-OP SETUP · BONUS GOALS & SETBACKS · HOW TO WIN · CREDITS AND ACKNOWLEDGEMENTS | p.16 | 0.047123 (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 Endeavor: Deep Sea — Rulebook (corpus doc 273) | GENERAL RULES OF THE ACTIVATION PHASE · ARRIVAL BONUS | p.9 | 0.046696 (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 Endeavor: Deep Sea — Rulebook (corpus doc 273) | SETUP (see page 16 for additional Solo/Co-op setup) | 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 |
| #5 | RULEBOOK Endeavor: Deep Sea — Rulebook (corpus doc 273) | GAMEPLAY · PHASE 1: PREPARATION · Each player conducts the following three steps: · REWARD SYMBOLS | 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 |
| #6 | RULEBOOK Endeavor: Deep Sea — Rulebook (corpus doc 273) | PHASE 1a: RECRUITMENT · PHASE 1b: EFFORT · PHASE 1c: REASSIGNMENT | p.7 | 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 |
| #7 | RULEBOOK Endeavor: Deep Sea — Rulebook (corpus doc 273) | SONAR (Requires a second disc) Add a disc to a Sonar track, to gain rewards and discover new ocean zones. · STEP 1: CHOOSE YOUR BOARD · STEP 2: PLACE THE NEW ZONE | p.10 | 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 Endeavor: Deep Sea — Rulebook (corpus doc 273) | PLAY AGAINST YOUR FRIENDS, OR WITH THEM, OR WITHOUT THEM | p.1 | 0.029828 (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 Endeavor: Deep Sea — Rulebook (corpus doc 273) | SETUP (see page 16 for additional Solo/Co-op setup) | p.4 | no quote on the wire |
| [2] | RULEBOOK Endeavor: Deep Sea — Rulebook (corpus doc 273) | p.5 | no quote on the wire | |
| [3] | RULEBOOK Endeavor: Deep Sea — Rulebook (corpus doc 273) | SETUP (see page 16 for additional Solo/Co-op setup) | p.4 | no quote on the wire |
| [4] | RULEBOOK Endeavor: Deep Sea — Rulebook (corpus doc 273) | COOPERATIVE AND SOLO MODES · ADDITIONAL CO-OP SETUP · BONUS GOALS & SETBACKS · HOW TO WIN · CREDITS AND ACKNOWLEDGEMENTS | p.16 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 266 ms · first delta 6118 ms · total 1240321 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
- full breakdown
- queued 1230719 ms · retrieval 266 ms · ask 9325 ms · gateway work 9602 ms · total 1240321 ms
- tokens in (the prompt the answerer read)
- 3200
- tokens out (what the answerer generated)
- 506
- tok/sec
- 147.5 tok/sec — 506 output tokens in 3.431 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 51s 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 201), 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.