You asked
How do I set up the game?
Answered counted as answeredAsked with: Roll for the Galaxybg-132531-en-1e
To set up the game, follow these steps: 1. Put in the center of the play area all dice, VP chips (common pool), phase tiles (with the side up, in order), faction tile, home world tile, and all unused player components [1]. 2. Give each player a dice cup, a credit marker, a mat (with the marker on its $1 space), a screen, a phase strip, and initial tiles [1]. 3. Each player draws two tiles from the bag and places them in the construction zone on the mat, putting one tile development-side-up on the left and one tile world-side-up on the right (for the first game, place these so that the lowest-cost development and the lowest-cost world are face up) [1][2]. 4. Use 12 VPs per player (in 1VP and 5VP chips) based on the number of players: 2 players use 24; 3 players use 36; 4 players use 48; 5 players use 60 [1]. 5. Set all 10VP chips aside to be used only in the final round and put the other VP chips away [1]. 6. Give one faction tile and one home world tile (chosen at random) to each player, then return the rest to the box; players place these face-up in front of their mats to form their initial empire tableau [1]. 7. Each player takes dice: a. Put 3 Home (white) dice in your cup [1]. b. Put 2 Home dice in your Citizenry [1]. c. Take all dice granted by worlds in your empire and place them as indicated in the Citizenry, the dice cup, or as a good on that world (do not take dice for the world in your construction zone) [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 221 ms · ask 7342 ms · total 1362272 ms
- single-flight (PR-5)
- queued 1354699 ms · generation 7573 ms
- retrieval refs (raw)
- [{"page": 2, "score": 0.048916, "snippet": "2 Give Each Player: • a dice cup • a credit marker • a mat (put the marker on its 1 space) • a screen • a phase strip • initial tiles (see right) 3 Each Player Draws Game Tiles: Draw two tiles from the bag and place them in the construction zone on the mat. Put one tile development‑side‑up on the le", "headingPath": "", "sharpsignalDocId": 324}, {"page": 3, "score": 0.032258, "snippet": "Roll for the Galaxy is played in rounds (usually 11-14). Each round consists of 5 steps: Roll Assign Reveal Do Phases - resolve the selected phases in order Manage Empire Each step is done simultaneously by all players. Repeat rounds until one or both game end conditions are met: all initial VP chip", "headingPath": "ROUNDS · ROLL · ASSIGN", "sharpsignalDocId": 324}, {"page": 8, "score": 0.031746, "snippet": "Recruit. Recruit workers by selecting dice from the Citizenry, putting them in your cup, and decreasing your Galactic Credits by 1 ( ) for each die recruited. Do this until either your Citizenry is empty or your credits run out. After recruiting, if your credits are at '0', shift the token to '1' (a", "headingPath": "MANAGE EMPIRE · WINNING · The player with the most VPs wins!", "sharpsignalDocId": 324}, {"page": 4, "score": 0.03125, "snippet": "Each player lifts his screen to reveal his assigned workers, announcing the phase he has selected. Flip the matching phase tile from its ' ' side to its black side. 2-Player Game : roll a spare Home (white) die. If the rolled face is a phase that wasn't selected by either player, flip that phase til", "headingPath": "REVEAL · PHASES I IV V II III", "sharpsignalDocId": 324}, {"page": 6, "score": 0.030769, "snippet": "Put each settler , one at a time, on the top-most tile in the world construction zone ( ) stack. Once the number of settlers equals the top-most world's cost (the number in the ), the world is complete . Move its tile to the tableau and put the settlers who completed it in the Citizenry. Use any rem", "headingPath": "Settle", "sharpsignalDocId": 324}, {"page": 7, "score": 0.030366, "snippet": "IV Each producer creates a good ( ) on a non-gray world ( ) in the player's tableau. The producer die ( ) becomes the good; put it on the world. Any producer die (of any color) can become a good on any non-gray world. Matching a good's color with the world's color matters only if the good will be Co", "headingPath": "Settle", "sharpsignalDocId": 324}, {"page": 9, "score": 0.030303, "snippet": "Most play can and should be done simultaneously. However, there are a few cases where player order can matter, such as: when a player might build to 12 or more tile squares (triggering game end), or when the VP chip pool might be exhausted (triggering game end). When a need for strict timing occurs,", "headingPath": "TIMING · ETIQUETTE · FOR RACE FOR THE GALAXY PLAYERS", "sharpsignalDocId": 324}, {"page": 6, "score": 0.029851, "snippet": "Put each developer, one at a time, on the top-most tile in the development construction zone ( ) stack. Once the number of developers equals the top-most development's cost (the number in the ), the development is complete . Move its tile to the tableau and put the developers who completed it in the", "headingPath": "Develop", "sharpsignalDocId": 324}]
- citations (raw)
- [{"page": 2, "quote": null, "headingPath": "", "sharpsignalDocId": 324}, {"page": 10, "quote": null, "headingPath": "FINE POINTS · Setup · Assign", "sharpsignalDocId": 324}]
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 324 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 324 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 14:32
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 Roll for the Galaxy — Rulebook (corpus doc 324) | p.2 | 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 Roll for the Galaxy — Rulebook (corpus doc 324) | ROUNDS · ROLL · ASSIGN | p.3 | 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 Roll for the Galaxy — Rulebook (corpus doc 324) | MANAGE EMPIRE · WINNING · The player with the most VPs wins! | 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 Roll for the Galaxy — Rulebook (corpus doc 324) | REVEAL · PHASES I IV V II III | p.4 | 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 Roll for the Galaxy — Rulebook (corpus doc 324) | Settle | p.6 | 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 Roll for the Galaxy — Rulebook (corpus doc 324) | Settle | p.7 | 0.030366 (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 Roll for the Galaxy — Rulebook (corpus doc 324) | TIMING · ETIQUETTE · FOR RACE FOR THE GALAXY PLAYERS | p.9 | 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 |
| #8 | RULEBOOK Roll for the Galaxy — Rulebook (corpus doc 324) | Develop | p.6 | 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 |
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 Roll for the Galaxy — Rulebook (corpus doc 324) | p.2 | no quote on the wire | |
| [2] | RULEBOOK Roll for the Galaxy — Rulebook (corpus doc 324) | FINE POINTS · Setup · Assign | p.10 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 221 ms · first delta 4559 ms · total 1362272 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
- full breakdown
- queued 1354699 ms · retrieval 221 ms · ask 7342 ms · gateway work 7573 ms · total 1362272 ms
- tokens in (the prompt the answerer read)
- 3762
- tokens out (what the answerer generated)
- 404
- tok/sec
- 137.1 tok/sec — 404 output tokens in 2.946 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 53s 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 252), 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.