You asked
How do I set up the game?
Answered counted as answeredAsked with: Raiders of the North Seabg-170042-en-1e
1. Place the game board in the centre of the playing area [1]. 2. Shuffle all 71 Townsfolk Cards into 1 deck and place facedown within reach of all players to form the Townsfolk Draw Pile, allowing space for a Discard Pile [1]. 3. Shuffle all 16 Offering Tiles and stack them facedown to the side of the board [1]. 4. Turn over the top 3 Tiles, placing them faceup to the right of the Long House [1]. 5. Place all Valkyrie and Plunder (Gold, Iron and Livestock) into the Black Bag and mix them well [1]. 6. Randomly draw and place the required number for each raiding space (indicated by the Green icon at the top left of each raiding space) [1]. 7. Remove all remaining Valkyrie and Plunder from the bag and place them alongside the board to form the Main Supply [1]. 8. Place all White and Grey Workers on their required raiding spaces (indicated by the Worker icon at the top right of each raiding space) [1]. 9. Place 3 Black Workers in the Village on the Gate House, Town Hall, and Treasury [1]. 10. Place all Silver and Provisions to the side of the board in the Main Supply, along with the dice [1]. 11. Each player receives 2 Silver, 1 Black Worker, and 1 Ship Card in their chosen colour (with the 50 VP side facedown) [1]. 12. Place 1 Score Marker of each player's colour on the 3 '0' spaces around the board's edge to track Armour, Valkyrie, and Victory Points [1]. 13. Return any unrequired Black Workers, Player Cards, and Score Markers to the box along with the Black Bag [1]. 14. Deal 5 cards from the Townsfolk Draw Pile to each player [1]. 15. Each player must choose 3 of their 5 cards to keep in their hand, placing all other cards facedown at the bottom of the Townsfolk Draw Pile [1]. 16. Each player rolls both dice to determine a starting player; the highest roller starts the game [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 252 ms · ask 6865 ms · total 1498006 ms
- single-flight (PR-5)
- queued 1490879 ms · generation 7127 ms
- retrieval refs (raw)
- [{"page": 3, "score": 0.048916, "snippet": "Follow these steps to setup Raiders of the North Sea: Place the game board in the centre of the playing area. Shuffle all 71 Townsfolk Cards into 1 deck and place facedown within reach of all players. This forms the Townsfolk Draw Pile. Allow space for a Discard Pile also. Shuffle all 16 Offering Ti", "headingPath": "first time players · The Main Supply", "sharpsignalDocId": 307}, {"page": 2, "score": 0.047123, "snippet": "Raiders of the North Sea is set in the central years of the Viking Age. As Viking warriors, players seek to impress the Chieftain by raiding unsuspecting settlements. Players will need to assemble a crew, collect provisions and journey north to plunder gold, iron and livestock. There is glory to be ", "headingPath": "aim of the game · game iconography · first time players", "sharpsignalDocId": 307}, {"page": 3, "score": 0.045928, "snippet": "Offering Tiles are shuffled and kept facedown. Should this stack ever run out, the game is over. Making Offerings to the Chieftain is a vital part of scoring Victory Points. To do so, players need to collect varying sets of Plunder and Silver, as shown on each Offering Tile. Players are limited to h", "headingPath": "The Offering Tile Stack · Player Supplies", "sharpsignalDocId": 307}, {"page": 4, "score": 0.045921, "snippet": "Once players have hired enough Crew and collected Provisions, they may choose to raid on their turn. To raid a Settlement (Harbour, Outpost, Monastery or Fortress), players need to meet 3 requirements. They must have: A large enough Crew. 2. Enough Provisions (and Gold for Monasteries/Fortresses). T", "headingPath": "Raiding · Each Settlement has a different set of requirements.", "sharpsignalDocId": 307}, {"page": 6, "score": 0.045805, "snippet": "There are 3 ways the game can end: There is only 1 set of Plunder left in the Fortresses (1 of the 6 Fortress raids remains). The Offering Draw Pile has been emptied. There are no Valkyrie left on the board. Once 1 of these 3 conditions have been met, the current player finishes their turn, resolvin", "headingPath": "3. Plunder and Valkyrie · end-game scoring", "sharpsignalDocId": 307}, {"page": 4, "score": 0.032258, "snippet": "Proceeding clockwise from the starting player, each player takes their turn in full. On their turn, players may choose to Work or Raid. Players continue to take turns until 1 of the 3 end-game conditions have been met (See page 10). Regardless of their choice, each turn will always follow the same p", "headingPath": "Player Supplies · 1. Place Worker and resolve its action · Working", "sharpsignalDocId": 307}, {"page": 7, "score": 0.031746, "snippet": "Gate House - Draw 2 cards from the Townsfolk Draw Pile. Players are limited to holding 8 cards in their hand. However, this is only in effect at the end of each turn. If they hold too many cards at this point, they must discard back down to 8. Town Hall - Play 1 Hand Card. Played cards are placed in", "headingPath": "townsfolk clarifications", "sharpsignalDocId": 307}, {"page": 5, "score": 0.029851, "snippet": "There are 3 different ways to score Victory Points during a raid: Military Strength Hired Crew Plunder and Valkyrie Each Settlement (except Harbours), offer 2 or 3 levels of Victory Points. These are all paired with a set level of Military Strength. For example, the Monastery shown to the right will", "headingPath": "Each Settlement has a different set of requirements. · 1. Military Strength · Military Strength = Rolled Dice + Crew Strength + Crew Actions + Armour · 2. Hired Crew", "sharpsignalDocId": 307}]
- citations (raw)
- [{"page": 3, "quote": null, "headingPath": "first time players · The Main Supply", "sharpsignalDocId": 307}]
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 307 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 307 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 14:34
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 Raiders of the North Sea — Rulebook (corpus doc 307) | first time players · The Main Supply | p.3 | 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 Raiders of the North Sea — Rulebook (corpus doc 307) | aim of the game · game iconography · first time players | p.2 | 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 Raiders of the North Sea — Rulebook (corpus doc 307) | The Offering Tile Stack · Player Supplies | p.3 | 0.045928 (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 Raiders of the North Sea — Rulebook (corpus doc 307) | Raiding · Each Settlement has a different set of requirements. | p.4 | 0.045921 (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 Raiders of the North Sea — Rulebook (corpus doc 307) | 3. Plunder and Valkyrie · end-game scoring | p.6 | 0.045805 (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 Raiders of the North Sea — Rulebook (corpus doc 307) | Player Supplies · 1. Place Worker and resolve its action · Working | 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 |
| #7 | RULEBOOK Raiders of the North Sea — Rulebook (corpus doc 307) | townsfolk clarifications | p.7 | 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 |
| #8 | RULEBOOK Raiders of the North Sea — Rulebook (corpus doc 307) | Each Settlement has a different set of requirements. · 1. Military Strength · Military Strength = Rolled Dice + Crew Strength + Crew Actions + Armour · 2. Hired Crew | 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 |
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 Raiders of the North Sea — Rulebook (corpus doc 307) | first time players · The Main Supply | p.3 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 252 ms · first delta 3592 ms · total 1498006 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
- full breakdown
- queued 1490879 ms · retrieval 252 ms · ask 6865 ms · gateway work 7127 ms · total 1498006 ms
- tokens in (the prompt the answerer read)
- 3508
- tokens out (what the answerer generated)
- 475
- tok/sec
- 136.8 tok/sec — 475 output tokens in 3.471 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 29s 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 235), 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.