You asked
How do I set up the game?
Answered counted as answeredAsked with: The Crew: Mission Deep Seabg-324856-en-1e
Before each mission, carry out the following steps: 1. Shuffle the 40 large playing cards [1]. 2. Deal them out face down and equally to all crew members; if there are three players, one player will receive one more card than the others [1]. 3. Each player places a sonar token green-side-up in front of themselves [1]. 4. Have a reminder card ready for each player [1]. 5. Place the distress signal token face down [1]. 6. Shuffle the 96 small task cards and keep them ready in a face-down pile [1]. For a two-person game, use these additional steps: 1. Set aside the submarine card with a value of four [2]. 2. Place seven of the remaining 39 large playing cards face down next to each other in a single row [2]. 3. Place seven cards face up in a row on top of those face-down cards [2]. 4. Mix the submarine card with a value of four back into the remaining cards and deal them out face down and equally between both crew members so each ends up with 13 cards [2]. 5. Each player places one reminder card and one sonar token with the green side up in front of them [2]. 6. Display the distress signal token face down [2]. 7. Shuffle the 96 small task cards and have them ready face down in a pile [2].
🔧 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 1238 ms · ask 12595 ms · total 1846912 ms
- single-flight (PR-5)
- queued 1832999 ms · generation 13913 ms
- retrieval refs (raw)
- [{"page": 22, "score": 0.048412, "snippet": "In a two-person game, a double row of 14 cards is used to represent Tonoja as a third crew member. Your Captain selects the tasks for Tonoja and plays her cards for her. In all cases, these decisions are made without any discussion. In a two-person game, the role of the captain is still taken by the", "headingPath": "TWO-PERSON GAME", "sharpsignalDocId": 195}, {"page": 1, "score": 0.048139, "snippet": "11 Game Materials .......................................... 2 Trick-Taking Game ..................................... 3 Communication ......................................... 5 Mission Preparation (Setup) .................... 7 Mission Sequence (Game Play) ................ 8 Let’s Go! ............", "headingPath": "", "sharpsignalDocId": 195}, {"page": 21, "score": 0.048131, "snippet": "In each of the four missions, the tasks must be allocated after one round of questions. If there are four players and the first two answer 'No' in mission 26, crew member three and the captain will have to take the tasks. If a mission displays this symbol, you are allowed to talk freely among yourse", "headingPath": "Real-time missions · Free selection of tasks · TWO-PERSON GAME", "sharpsignalDocId": 195}, {"page": 4, "score": 0.04598, "snippet": "In each round, each crew member plays one card in turn. These cards form the trick. The highest card wins the trick. The card played first in each trick has to be followed. This applies to color and submarine cards. If a player doesn't have the opening suit, they can play any card. Only cards of the", "headingPath": "Trick-taking game", "sharpsignalDocId": 195}, {"page": 11, "score": 0.03125, "snippet": "Even if there is only one task that you cannot complete, you immediately lose and have to start the mission over from the beginning. For your next attempt, you first have to shuffle the playing cards and deal them out again. For the task cards, you can choose whether to you want to try the same task", "headingPath": "MISSION SEQUENCE", "sharpsignalDocId": 195}, {"page": 5, "score": 0.030769, "snippet": "In this game, the goal is always to have the right players win the right tricks. To do that, you will really need to coordinate. An important rule in the game is that you cannot share information about the cards in your hand. You are not allowed to show, tell, or indicate to the other crew members w", "headingPath": "Trick-taking game · Communication · Rules of thumb for communication:", "sharpsignalDocId": 195}, {"page": 7, "score": 0.030303, "snippet": "The placement of the sonar tokens cannot be changed if the message you conveyed with it no longer applies. For example, the 'highest' card might become the 'only' card in a color during the course of play. Nevertheless, the sonar token may not be repositioned. After placing the card and token, pick ", "headingPath": "Communication: · MISSION PREPARATION", "sharpsignalDocId": 195}, {"page": 9, "score": 0.029412, "snippet": "Once that is done, place the drawn task cards in the middle of the table and turn them face up one by one. None of the remaining task cards will be needed for this round of the current mission. Now take a look at the cards in your hand. Whoever has the submarine card with a value of four announces t", "headingPath": "MISSION SEQUENCE", "sharpsignalDocId": 195}]
- citations (raw)
- [{"page": 7, "quote": null, "headingPath": "Communication: · MISSION PREPARATION", "sharpsignalDocId": 195}, {"page": 21, "quote": null, "headingPath": "Real-time missions · Free selection of tasks · TWO-PERSON GAME", "sharpsignalDocId": 195}]
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 195 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 195 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 14:41
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 The Crew: Mission Deep Sea — Rulebook (corpus doc 195) | TWO-PERSON GAME | p.22 | 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 The Crew: Mission Deep Sea — Rulebook (corpus doc 195) | p.1 | 0.048139 (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 The Crew: Mission Deep Sea — Rulebook (corpus doc 195) | Real-time missions · Free selection of tasks · TWO-PERSON GAME | p.21 | 0.048131 (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 The Crew: Mission Deep Sea — Rulebook (corpus doc 195) | Trick-taking game | p.4 | 0.04598 (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 The Crew: Mission Deep Sea — Rulebook (corpus doc 195) | MISSION SEQUENCE | 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 |
| #6 | RULEBOOK The Crew: Mission Deep Sea — Rulebook (corpus doc 195) | Trick-taking game · Communication · Rules of thumb for communication: | p.5 | 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 |
| #7 | RULEBOOK The Crew: Mission Deep Sea — Rulebook (corpus doc 195) | Communication: · MISSION PREPARATION | p.7 | 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 The Crew: Mission Deep Sea — Rulebook (corpus doc 195) | MISSION SEQUENCE | p.9 | 0.029412 (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 The Crew: Mission Deep Sea — Rulebook (corpus doc 195) | Communication: · MISSION PREPARATION | p.7 | no quote on the wire |
| [2] | RULEBOOK The Crew: Mission Deep Sea — Rulebook (corpus doc 195) | Real-time missions · Free selection of tasks · TWO-PERSON GAME | p.21 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 1238 ms · first delta 11578 ms · total 1846912 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
- full breakdown
- queued 1832999 ms · retrieval 1238 ms · ask 12595 ms · gateway work 13913 ms · total 1846912 ms
- tokens in (the prompt the answerer read)
- 3367
- tokens out (what the answerer generated)
- 311
- tok/sec
- 136.5 tok/sec — 311 output tokens in 2.279 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 13s 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 113), 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.