RuleSage cited table rulings
← 7 Wonders Duel

You asked

How do I set up the game?

Answered counted as answered

Asked with: 7 Wonders Duelbg-173346-en-1e

To set up the game, follow these steps: 1. Place the board between the two players on one side of the play area [1]. 2. Place the conflict pawn on the neutral space in the middle of the board [1]. 3. Place the 4 Military tokens face up, on their spaces [1]. 4. Shuffle the Progress tokens and place 5 of them randomly, face up, on the board, then return the rest to the box [1]. 5. Each player takes 7 coins from the Bank [1]. 6. For your first game, ignore the Wonders Selection phase and take the following Wonders tiles: the Pyramids, the Great Lighthouse, the Temple of Artemis, the Statue of Zeus, Circus Maximus, Piraeus, the Appian Way, and the Colossus [2]. 7. Return 3 cards from each Age deck to the box without looking at them [2]. 8. Randomly draw 3 Guild cards and add them to the Age III deck without looking at them, then return the remaining Guilds to the box [2]. 9. At the beginning of each Age, shuffle the corresponding deck, then lay out the 20 cards according to the structure of the current Age (some cards are laid out face up, and others are face down) [3][4].

[1] RULEBOOK 7 Wonders Duel — Rulebook · p.6 · PREPARATION
[2] RULEBOOK 7 Wonders Duel — Rulebook · p.7 · Wonders Selection Phase · Player 1: · Player 2: · One deck per Age
[3] RULEBOOK 7 Wonders Duel — Rulebook · p.20 · ORGANIZATION OF THE CARD BOARD DEPENDING ON THE AGE
[4] RULEBOOK 7 Wonders Duel — Rulebook · p.10 · GAME OVERVIEW · Preparation of the structure · Game Turn · Note: · 1. Construct a Building · 2. Discard to obtain coins
🔧 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 251 ms · ask 7707 ms · total 1740890 ms
single-flight (PR-5)
queued 1732923 ms · generation 7967 ms
retrieval refs (raw)
[{"page": 13, "score": 0.045724, "snippet": "A game ends immediately in the case of a military supremacy, a scientific suprem -acy, or at the end of Age III. If no player has won a victory through supremacy before the end of Age III, the player who has the most victory points wins the game. To determine your total, add: Your military victory p", "headingPath": "END OF GAME AND VICTORY · Civilian Victory · CREDITS · Thanks:", "sharpsignalDocId": 192}, {"page": 8, "score": 0.045037, "snippet": "Throughout the game, you will construct Buildings and Wonders. Most of the Buildings have a resource cost. Some are free and others have a coin cost. Finally, some have a resource cost but also a free construction condition. The Wonders all have a resource cost. Some cards have no cost and can be pu", "headingPath": "CONSTRUCTING IN 7 WONDERS DUEL · Free Construction · Resource Cost · Production · Trading · Clarifications", "sharpsignalDocId": 192}, {"page": 10, "score": 0.032787, "snippet": "A game begins in Age I, continues in Age II, and ends with Age III. In case of a supremacy victory (either military or scientific), the game ends immediately. At the beginning of each Age, shuffle the corresponding deck, then display the 20 cards according to the structure of the current Age (see Ga", "headingPath": "GAME OVERVIEW · Preparation of the structure · Game Turn · Note: · 1. Construct a Building · 2. Discard to obtain coins", "sharpsignalDocId": 192}, {"page": 6, "score": 0.032258, "snippet": "Place the board between the two players on one side of the play area. Place the conflict pawn on the neutral space in the middle of the board. Place the 4 Military tokens face up, on their spaces. Shuffle the Progress tokens and place 5 of them randomly, face up, on the board. Return the rest to the", "headingPath": "PREPARATION", "sharpsignalDocId": 192}, {"page": 7, "score": 0.031746, "snippet": "Choose a first player Shuffle the 12 Wonders tiles Place 4 random Wonders, face up, between the two players The first player chooses 1 Wonder The second player chooses 2 Wonders The first player takes the remaining Wonder Place 4 more Wonders and repeat the selection, but this time, start with the s", "headingPath": "Wonders Selection Phase · Player 1: · Player 2: · One deck per Age", "sharpsignalDocId": 192}, {"page": 11, "score": 0.03125, "snippet": "You pay the cost of the Wonder (not the one of the Age card), then place your Age card face down partially covered by the Wonder card which is being constructed. The used Age card has no effect, it is simply used to show that the Wonder has been built. Example: Antoine takes an accessible card of hi", "headingPath": "3. Construct a Wonder · 7 Wonders, not one more! · END OF AN AGE", "sharpsignalDocId": 192}, {"page": 3, "score": 0.030769, "snippet": "1 Game Board 23 Age I cards 23 Age II cards 20 Age III cards 7 Guild cards 12 Wonder cards 4 Military tokens 10 Progress tokens 1 Conflict pawn 31 coins (14 value 1, 10 value 3 and 7 value 6) 1 Scorebook 1 Rule book 1 Helpsheet In 7 Wonders Duel, each player is leading a civilization and will constr", "headingPath": "OVERVIEW & OBJECT OF THE GAME", "sharpsignalDocId": 192}, {"page": 12, "score": 0.030303, "snippet": "12 MILITARY Each shield represented on the military Buildings (red cards) or Wonders allows its owner to immediately move the Conflict pawn one space in the direction of the opposing capital. The Conflict pawn is therefore likely to move back and forth on the track. When the Conflict pawn enters a z", "headingPath": "", "sharpsignalDocId": 192}]
citations (raw)
[{"page": 6, "quote": null, "headingPath": "PREPARATION", "sharpsignalDocId": 192}, {"page": 7, "quote": null, "headingPath": "Wonders Selection Phase · Player 1: · Player 2: · One deck per Age", "sharpsignalDocId": 192}, {"page": 20, "quote": null, "headingPath": "ORGANIZATION OF THE CARD BOARD DEPENDING ON THE AGE", "sharpsignalDocId": 192}, {"page": 10, "quote": null, "headingPath": "GAME OVERVIEW · Preparation of the structure · Game Turn · Note: · 1. Construct a Building · 2. Discard to obtain coins", "sharpsignalDocId": 192}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 192 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 192 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 14:39

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 7 Wonders Duel — Rulebook (corpus doc 192) END OF GAME AND VICTORY · Civilian Victory · CREDITS · Thanks: p.13 0.045724 (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 7 Wonders Duel — Rulebook (corpus doc 192) CONSTRUCTING IN 7 WONDERS DUEL · Free Construction · Resource Cost · Production · Trading · Clarifications p.8 0.045037 (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 7 Wonders Duel — Rulebook (corpus doc 192) GAME OVERVIEW · Preparation of the structure · Game Turn · Note: · 1. Construct a Building · 2. Discard to obtain coins p.10 0.032787 (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 7 Wonders Duel — Rulebook (corpus doc 192) PREPARATION p.6 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 7 Wonders Duel — Rulebook (corpus doc 192) Wonders Selection Phase · Player 1: · Player 2: · One deck per Age 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
#6 RULEBOOK 7 Wonders Duel — Rulebook (corpus doc 192) 3. Construct a Wonder · 7 Wonders, not one more! · END OF AN AGE p.11 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
#7 RULEBOOK 7 Wonders Duel — Rulebook (corpus doc 192) OVERVIEW & OBJECT OF THE GAME p.3 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
#8 RULEBOOK 7 Wonders Duel — Rulebook (corpus doc 192) p.12 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

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 7 Wonders Duel — Rulebook (corpus doc 192) PREPARATION p.6 no quote on the wire
[2] RULEBOOK 7 Wonders Duel — Rulebook (corpus doc 192) Wonders Selection Phase · Player 1: · Player 2: · One deck per Age p.7 no quote on the wire
[3] RULEBOOK 7 Wonders Duel — Rulebook (corpus doc 192) ORGANIZATION OF THE CARD BOARD DEPENDING ON THE AGE p.20 no quote on the wire
[4] RULEBOOK 7 Wonders Duel — Rulebook (corpus doc 192) GAME OVERVIEW · Preparation of the structure · Game Turn · Note: · 1. Construct a Building · 2. Discard to obtain coins p.10 no quote on the wire
timing split
retrieval 251 ms · first delta 5857 ms · total 1740890 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 1732923 ms · retrieval 251 ms · ask 7707 ms · gateway work 7967 ms · total 1740890 ms
tokens in (the prompt the answerer read)
2645
tokens out (what the answerer generated)
282
tok/sec
136.8 tok/sec — 282 output tokens in 2.061 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 14s 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 110), 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.