RuleSage cited table rulings
← Memoir '44

You asked

How do I set up the game?

Answered counted as answered

Asked with: Memoir '44bg-10630-en-1e

To set up the game, follow these steps: 1. Select a battle from the scenario book [1][2]. 2. Place the board in the center of the table, with the proper side (countryside or beach landing) visible [1][2]. 3. Place the necessary terrain hexes, as indicated by the scenario setup [1][2]. 4. Add any obstacles (bunkers, bridges, sandbags, etc.) [1][2]. 5. Place the figures on the board, matching their positions to the scenario’s battle map [1][2]. 6. If required by the scenario's special rules, add any special unit badges to individual units and place victory medals on specific objective hexes [1][2]. 7. If desired, place the summary cards (Forest, Towns & Villages, Rivers, Lakes, Sandbags, Wire, and Units for Pegasus Bridge) next to the board for in-game reference [2]. 8. Assemble the cardholder segments and place them on the long edges of the board, if you want to use them [2][3]. 9. Choose each player's side and sit in front of the board accordingly [2][3]. 10. Shuffle the command card deck thoroughly, and deal command cards as indicated by the scenario's briefing notes [3]. 11. Keep your command cards secret from the opposing player [3]. 12. Place the remainder of the command card deck face down, next to the board, within easy reach of both players [4][3]. 13. Each side takes four attack dice [4][3].

[1] RULEBOOK Memoir '44 — Rulebook · p.3 ·
[2] RULEBOOK Memoir '44 — Rulebook · p.3 · -SETTING UP THE GAME -
[3] RULEBOOK Memoir '44 — Rulebook · p.3 · -SETTING UP THE GAME -
[4] RULEBOOK Memoir '44 — Rulebook · p.3 ·
🔧 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 316 ms · ask 13629 ms · total 1725301 ms
single-flight (PR-5)
queued 1711347 ms · generation 13954 ms
retrieval refs (raw)
[{"page": 3, "score": 0.04918, "snippet": "44 -- SETTING UP THE GAME SETTING UP THE GAME -- We strongly recommend that you follow the step-by-step approach outlined below when setting up a scenario in Memoir '44, espe- cially for your first few plays. The reward is a smooth setup for the endless variety of battlefields, allowing you to focus", "headingPath": "", "sharpsignalDocId": 234}, {"page": 3, "score": 0.047883, "snippet": "Assemble the cardholder segments and place them on the long edges of the board, if you want to use them. Choose each player's side and sit in front of the board accordingly. Given the relatively short duration of a typical scenario and to help balance any historical advantage, we recommend playing f", "headingPath": "-SETTING UP THE GAME -", "sharpsignalDocId": 234}, {"page": 3, "score": 0.047379, "snippet": "We strongly recommend that you follow the step-by-step approach outlined below when setting up a scenario in Memoir '44, espe -cially for your first few plays. The reward is a smooth setup for the endless variety of battlefields, allowing you to focus on the historical background and tactical challe", "headingPath": "-SETTING UP THE GAME -", "sharpsignalDocId": 234}, {"page": 2, "score": 0.046154, "snippet": "forewordforeword X\u0003X\u0003Components ...................................3 X\u0003X\u0003Setting up the Game .......................4 X\u0003X\u0003Object of the Game .........................6 X\u0003X\u0003Game Turn .......................................6 Play a Command Card ...................6 Order Units ........................", "headingPath": "", "sharpsignalDocId": 234}, {"page": 12, "score": 0.044557, "snippet": "O For a player on their own, command cards are dealt as usual. Note: in some scenarios, like Pegasus Bridge, a side may start with less than 4 cards and will draw additional command cards during the game. In such cases, the starting cards must be dealt so that there is always one shared card, and th", "headingPath": "-APPENDIX 4 -AIR SUPERIORITY · 3- GAME TURN", "sharpsignalDocId": 234}, {"page": 12, "score": 0.031746, "snippet": "The best way to introduce children to the game is to play in teams with adults. For that, you can play the following simplified team mode: Make two teams of up to 3 players per side (if you have an odd number of players, simply put one more player on one side than on the other). O In 3-player teams,", "headingPath": "TEAM PLAY WITH YOUNG GENERALS", "sharpsignalDocId": 234}, {"page": 3, "score": 0.030303, "snippet": "Place the remainder of the command card deck face down, next to the board, within easy reach of both players. 12. 12. Each side takes four attack dice. 13. 13. The starting player, as indicated in the scenario’s briefing notes (in Pegasus Bridge, the Allies), begins play by selecting and playing one", "headingPath": "", "sharpsignalDocId": 234}, {"page": 4, "score": 0.029418, "snippet": "The object of the game is to be the first to win a set number of victory medals (usually 4 to 6, depending on the selected sce -nario's victory conditions). In Memoir '44, a victory medal is gained for each enemy unit entirely eliminated from the battlefield. Each medal won is des -ignated by placin", "headingPath": "-OBJECT OF THE GAME - · -GAME TURN - · BATTLEFIELD · ON YOUR TURN, FOLLOW THE SEQUENCE BELOW:", "sharpsignalDocId": 234}]
citations (raw)
[{"page": 3, "quote": null, "headingPath": "", "sharpsignalDocId": 234}, {"page": 3, "quote": null, "headingPath": "-SETTING UP THE GAME -", "sharpsignalDocId": 234}, {"page": 3, "quote": null, "headingPath": "-SETTING UP THE GAME -", "sharpsignalDocId": 234}, {"page": 3, "quote": null, "headingPath": "", "sharpsignalDocId": 234}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 234 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 234 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 14:38

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 rankdocumentheadingpage fused RRF scoresnippet chars
#1 RULEBOOK Memoir '44 — Rulebook (corpus doc 234) p.3 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) 300
#2 RULEBOOK Memoir '44 — Rulebook (corpus doc 234) -SETTING UP THE GAME - p.3 0.047883 (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 Memoir '44 — Rulebook (corpus doc 234) -SETTING UP THE GAME - p.3 0.047379 (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 Memoir '44 — Rulebook (corpus doc 234) p.2 0.046154 (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 Memoir '44 — Rulebook (corpus doc 234) -APPENDIX 4 -AIR SUPERIORITY · 3- GAME TURN p.12 0.044557 (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 Memoir '44 — Rulebook (corpus doc 234) TEAM PLAY WITH YOUNG GENERALS p.12 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
#7 RULEBOOK Memoir '44 — Rulebook (corpus doc 234) 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
#8 RULEBOOK Memoir '44 — Rulebook (corpus doc 234) -OBJECT OF THE GAME - · -GAME TURN - · BATTLEFIELD · ON YOUR TURN, FOLLOW THE SEQUENCE BELOW: p.4 0.029418 (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

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.

#documentheadingpagequote chars
[1] RULEBOOK Memoir '44 — Rulebook (corpus doc 234) p.3 no quote on the wire
[2] RULEBOOK Memoir '44 — Rulebook (corpus doc 234) -SETTING UP THE GAME - p.3 no quote on the wire
[3] RULEBOOK Memoir '44 — Rulebook (corpus doc 234) -SETTING UP THE GAME - p.3 no quote on the wire
[4] RULEBOOK Memoir '44 — Rulebook (corpus doc 234) p.3 no quote on the wire
timing split
retrieval 316 ms · first delta 11500 ms · total 1725301 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 1711347 ms · retrieval 316 ms · ask 13629 ms · gateway work 13954 ms · total 1725301 ms
tokens in (the prompt the answerer read)
3533
tokens out (what the answerer generated)
355
tok/sec
147.9 tok/sec — 355 output tokens in 2.401 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.
outcome
ANSWERED — Answered
abstain rationale (n/a — this ruling answered)
answered — no abstain rationale applies
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

this game registers NO errata cards (edition 160), 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.