You asked
How do I set up the game?
Answered counted as answeredAsked with: Kingsburgbg-199966-en-1e
To set up the basic game, follow these steps: 1. Place the game board in the center of the table [1]. 2. On the game board, place the season marker on space '1' and the king's envoy marker on space '5' of the season track [1]. 3. Place the year marker on space 'I' of the year track [1]. 4. To create the supply, place the goods and the '+2' tokens in their corresponding spaces on the board, and place the bonus dice near the board [1]. 5. To create the enemy deck, sort the enemy cards into five piles according to the roman numeral shown on the card backs [1]. 6. Starting with year V and in descending order of year, randomly take one card from each pile without looking at it and place it in a facedown pile on space '8' of the $\text{season track}$ [1]. 7. Return any remaining cards to the box without looking at them [1]. 8. Each player chooses one color and takes the player dice, wooden disks, and building tokens of that color, a reference card, and a province sheet with its blue side faceup [1]. 9. Return any player pieces of unused colors to the box [1]. 10. Each player places one of his wooden disks on space '0' of the soldier track and another disk on space '0' of the score track [1]. 11. Collect each player's last wooden disk and place each of them on a different space of the turn order chart in a random order starting from the top [1]. If you are using expansion modules, follow these additional setup steps: **Module 1 (More Buildings):** * Use the red side of the province sheet instead of the blue side [2]. **Module 2 (Alternate Buildings):** * Shuffle all 14 alternate building strips facedown [3]. * If players are using module 2 but not module 1, remove the A and G strips [3]. * Deal two strips to each player [3]. * Each player chooses whether to use both, one, or none of those strips [3]. * If a player is dealt two identical strips, he may return one in exchange for another random strip [3]. * Place each chosen alternate building strip on the province sheet to cover the row with the matching letter, replacing it [3]. * Return all unused strips to the box [3]. **Module 3 (Governor Cards):** * Shuffle the governor cards and deal three cards facedown to each player [4]. * Return any remaining cards to the box [4]. * Each player chooses one of his three governor cards to keep, places it facedown in front of him, and returns the other two cards to the box [4]. * After all players have chosen a governor, they simultaneously reveal their cards [4]. **Module 4 (Destiny Cards):** * Shuffle the destiny cards and place them facedown near the game board to create the destiny deck [4]. **Module 5 (Soldier Tokens):** * Each player takes the six soldier tokens of his color [4]. **Module 6 (Alternate Advisor Rewards):** * Shuffle the advisor tiles and place them facedown near the board [5].
🔧 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 275 ms · ask 12574 ms · total 1597965 ms
- single-flight (PR-5)
- queued 1585107 ms · generation 12858 ms
- retrieval refs (raw)
- [{"page": 3, "score": 0.048412, "snippet": "3 These are the setup steps for the basic game. If you are playing your first game, follow these steps. If you are using any expansion modules, also follow the setup steps listed under those modules on pages 10-13. Place the game board in the center of the table. On the game board, place the season ", "headingPath": "At the end of each productive Expansion Module Components · Setup", "sharpsignalDocId": 136}, {"page": 10, "score": 0.047643, "snippet": "At the end of setup, before starting the game, shuffle all 14 alternate building strips facedown. If the players are using module 2 but not module 1, remove the A and G strips. Deal two strips to each player. Then each player chooses whether to use both, one, or none of those strips. If a player is ", "headingPath": "Setup", "sharpsignalDocId": 136}, {"page": 10, "score": 0.046176, "snippet": "This section of the rulebook explains how to use the six expansion modules included with the game. You can add any number of these modules in any combination to the basic game. If you decide to use multiple modules, set them up one at a time in ascending numerical order. This module offers new build", "headingPath": "Expansion Modules · Module 1: More Buildings · Setup · During the Game · Scenario Sheets · Module 2: Alternate Buildings", "sharpsignalDocId": 136}, {"page": 11, "score": 0.045805, "snippet": "This module offers governor cards, which represent you, the player. Each governor has a unique effect that can be used during the game. At the end of setup, before starting the game, shuffle the governor cards and deal three cards facedown to each player. Return the remaining cards to the box. Each ", "headingPath": "Module 3: Governor Cards · Setup · During the Game · Module 4: Destiny Cards · Module 5: Soldier Tokens", "sharpsignalDocId": 136}, {"page": 4, "score": 0.045475, "snippet": "The rules below describe the basic game for 3 to 5 players. For additional rules for a 2-player game, refer to '2-Player Rule Changes' on page 9. The game is played over a series of five rounds called years. Each year is divided into eight phases: four seasons and four special events that occur befo", "headingPath": "Playing the Game · Open Information · Phase 1: The King's Favor · Phase 2: Spring", "sharpsignalDocId": 136}, {"page": 9, "score": 0.044136, "snippet": "Cindy's After resolving all battles, return the enemy card to the box and reset each player's disk to space '0' on the soldier track. After winter (phase 8) is finished, the current year ends. If it is the end of year V, the game ends. Otherwise, advance the year marker one space and place the seaso", "headingPath": "Resolving a Battle · End of the Year · Winning the Game · 2-Player Rule Changes", "sharpsignalDocId": 136}, {"page": 11, "score": 0.031746, "snippet": "During each phase 8, do not roll a die for the king's reinforcements. Instead, before the enemy card is revealed, each player simultaneously and secretly chooses one of his soldier tokens. When all players have chosen a token, simultaneously reveal the tokens. Each player gains soldiers equal to the", "headingPath": "During the Game · Game End", "sharpsignalDocId": 136}, {"page": 4, "score": 0.03125, "snippet": "Players roll all their dice simultaneously, including any bonus dice. Then, if players have effects that change die results or reroll dice, they may use those effects, following the current turn order. After modifying dice, set the new turn order based on the total value of the dice rolled by each p", "headingPath": "a) Roll Dice and Set Turn Order · Setting the Turn Order", "sharpsignalDocId": 136}]
- citations (raw)
- [{"page": 3, "quote": null, "headingPath": "At the end of each productive Expansion Module Components · Setup", "sharpsignalDocId": 136}, {"page": 10, "quote": null, "headingPath": "Expansion Modules · Module 1: More Buildings · Setup · During the Game · Scenario Sheets · Module 2: Alternate Buildings", "sharpsignalDocId": 136}, {"page": 10, "quote": null, "headingPath": "Setup", "sharpsignalDocId": 136}, {"page": 11, "quote": null, "headingPath": "Module 3: Governor Cards · Setup · During the Game · Module 4: Destiny Cards · Module 5: Soldier Tokens", "sharpsignalDocId": 136}, {"page": 12, "quote": null, "headingPath": "Module 6: Alternate Advisor Rewards · Setup · During the Game · 1 Jester · 2 Squire · 3 Architect · …", "sharpsignalDocId": 136}]
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 136 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 136 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 14:36
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 Kingsburg — Rulebook (corpus doc 136) | At the end of each productive Expansion Module Components · Setup | p.3 | 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 Kingsburg — Rulebook (corpus doc 136) | Setup | p.10 | 0.047643 (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 Kingsburg — Rulebook (corpus doc 136) | Expansion Modules · Module 1: More Buildings · Setup · During the Game · Scenario Sheets · Module 2: Alternate Buildings | p.10 | 0.046176 (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 Kingsburg — Rulebook (corpus doc 136) | Module 3: Governor Cards · Setup · During the Game · Module 4: Destiny Cards · Module 5: Soldier Tokens | p.11 | 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 |
| #5 | RULEBOOK Kingsburg — Rulebook (corpus doc 136) | Playing the Game · Open Information · Phase 1: The King's Favor · Phase 2: Spring | p.4 | 0.045475 (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 Kingsburg — Rulebook (corpus doc 136) | Resolving a Battle · End of the Year · Winning the Game · 2-Player Rule Changes | p.9 | 0.044136 (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 Kingsburg — Rulebook (corpus doc 136) | During the Game · Game End | p.11 | 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 Kingsburg — Rulebook (corpus doc 136) | a) Roll Dice and Set Turn Order · Setting the Turn Order | 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 |
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 Kingsburg — Rulebook (corpus doc 136) | At the end of each productive Expansion Module Components · Setup | p.3 | no quote on the wire |
| [2] | RULEBOOK Kingsburg — Rulebook (corpus doc 136) | Expansion Modules · Module 1: More Buildings · Setup · During the Game · Scenario Sheets · Module 2: Alternate Buildings | p.10 | no quote on the wire |
| [3] | RULEBOOK Kingsburg — Rulebook (corpus doc 136) | Setup | p.10 | no quote on the wire |
| [4] | RULEBOOK Kingsburg — Rulebook (corpus doc 136) | Module 3: Governor Cards · Setup · During the Game · Module 4: Destiny Cards · Module 5: Soldier Tokens | p.11 | no quote on the wire |
| [5] | RULEBOOK Kingsburg — Rulebook (corpus doc 136) | Module 6: Alternate Advisor Rewards · Setup · During the Game · 1 Jester · 2 Squire · 3 Architect · … | p.12 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 275 ms · first delta 7489 ms · total 1597965 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
- full breakdown
- queued 1585107 ms · retrieval 275 ms · ask 12574 ms · gateway work 12858 ms · total 1597965 ms
- tokens in (the prompt the answerer read)
- 3613
- tokens out (what the answerer generated)
- 709
- tok/sec
- 137.2 tok/sec — 709 output tokens in 5.168 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 50s 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 58), 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.