You asked
How do I set up the game?
Answered counted as answeredAsked with: Unmatched: Cobble & Fogbg-294484-en-1e
For a 2-player game: 1. Assemble the health dials by punching out two circles for each character and connecting them with a rivet [1]. 2. Choose a battlefield and place it on the table [2]. 3. Each player chooses a hero and takes their corresponding 30 action cards, character card, hero miniature, sidekick tokens, health dials, and any other components for their hero [2]. 4. Each player sets their hero's starting health and their sidekick's starting health on the matching health dials using the values found on the character cards (sidekicks without a health dial have only one health each) [2]. 5. Each player shuffles their action cards to form a single deck, places it face down, and draws 5 cards as a starting hand [2]. 6. The younger player places their hero in the 1 space on the battlefield [2]. 7. The younger player places their sidekicks in separate spaces within the same zone as their hero (if the hero is in a space that is part of multiple zones, sidekicks may be in any of those zones) [2]. 8. The older player places their hero in the 2 space on the battlefield and then places their sidekicks using the same rules as step 7 [2]. For team play (3 or 4 players): 1. Choose a battlefield with four starting spaces; note that some battlefields with only two starting spaces cannot be used for team play [3]. 2. Players place their heroes in alternating order: First player on Team A places their hero in the space, then First player on Team B, then Second player on Team A, and finally Second player on Team B [3]. 3. When placing their hero, each player also places their sidekicks within the same zone as normal [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 291 ms · ask 8335 ms · total 1920439 ms
- single-flight (PR-5)
- queued 1911804 ms · generation 8635 ms
- retrieval refs (raw)
- [{"page": 4, "score": 0.04918, "snippet": "These setup instructions and the following rules are for games with 2 players . For rules on team play with 3 or 4 players, see page 1 8 . NOTE 1 . Choose a battlefield and place it on the table. Each player chooses a hero and takes the corresponding 30 action cards, character card, hero miniature, ", "headingPath": "HOW TO PLAY · SETUP · SPACES AND ZONES", "sharpsignalDocId": 330}, {"page": 10, "score": 0.047883, "snippet": "8 1 You can play Unmatched in teams of 2 . Teammates sit next to each other on the same side of the battlefield, and they may communicate about their cards and tactics, but each player controls their own hero and sidekicks. Your teammate's fighters are considered friendly fighters. For team play wit", "headingPath": "INVISIBLE MAN: FOG · TEAM PLAY", "sharpsignalDocId": 330}, {"page": 3, "score": 0.031746, "snippet": "HOW TO PLAY Players take turns maneuvering their fighters on the battlefield, Players take turns maneuvering their fighters on the battlefield, playing schemes, and attacking their opponent’s fighters. playing schemes, and attacking their opponent’s fighters. To win, you must be the first to defeat ", "headingPath": "", "sharpsignalDocId": 330}, {"page": 6, "score": 0.03125, "snippet": "When you take the maneuver action, you may boost your movement. To do this, discard 1 card from your hand and add that card's BOOST value to your movement value. Ignore any effect on the discarded card. Certain effects (like Dracula's Look Into My Eyes card) allow you to boost other things, such as ", "headingPath": "STEP 2: MOVE YOUR FIGHTERS (OPTIONAL) · ACTION: SCHEME · DISCARD PILES · ACTION: ATTACK · STEP 1 : DECLARE TARGET · STEP 2: CHOOSE AND REVEAL", "sharpsignalDocId": 330}, {"page": 6, "score": 0.030769, "snippet": "Fighters with ranged attacks (indicated by the icon) may target an adjacent fighter or they may target a fighter anywhere in the same zone, regardless of adjacency. STEP 2: CHOOSE AND REVEAL As the attacker, you must choose an attack card from your hand and play it face down in front of you; it must", "headingPath": "", "sharpsignalDocId": 330}, {"page": 7, "score": 0.030303, "snippet": "Most cards have effects, with labels indicating when they occur: immediately , during combat , or after combat . Unless otherwise specified, card effects are mandatory (which can result in dealing damage to your own fighters or other negative effects). If two effects would ever appear to resolve at ", "headingPath": "STEP 3: RESOLVE COMBAT · WINNING THE COMBAT · DEFEATING A FIGHTER · WINNING THE GAME", "sharpsignalDocId": 330}, {"page": 5, "score": 0.029851, "snippet": "On your turn, you must take 2 actions ; you cannot skip an action. You may choose two different actions or the same action twice. The possible actions are: MANEUVER SCHEME ATTACK You have a hand limit of 7 cards. At the end of your turn, if you have more than 7 cards in your hand, you must discard d", "headingPath": "YOUR TURN · ACTION: MANEUVER · STEP 1 : DRAW A CARD (MANDATORY) · DRAWING CARDS · STEP 2: MOVE YOUR FIGHTERS (OPTIONAL)", "sharpsignalDocId": 330}, {"page": 9, "score": 0.029828, "snippet": "1 The Baskerville Manor map features a system of secret passages, which can be used by fighters to move quickly across the map. These passages are indicated by a symbol on certain spaces with a white line leading away. A fighter can move from one space with a secret passage to any other space with a", "headingPath": "COMBAT EXAMPLE · GAMEBOARD: SECRET PASSAGES · INVISIBLE MAN: FOG", "sharpsignalDocId": 330}]
- citations (raw)
- [{"page": 3, "quote": null, "headingPath": "", "sharpsignalDocId": 330}, {"page": 4, "quote": null, "headingPath": "HOW TO PLAY · SETUP · SPACES AND ZONES", "sharpsignalDocId": 330}, {"page": 10, "quote": null, "headingPath": "INVISIBLE MAN: FOG · TEAM PLAY", "sharpsignalDocId": 330}]
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 330 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 330 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 14:42
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 Unmatched: Cobble & Fog — Rulebook (corpus doc 330) | HOW TO PLAY · SETUP · SPACES AND ZONES | p.4 | 0.04918 (at the 3-arm ceiling (0.04918) — every arm ranked it #1) | 300 |
| #2 | RULEBOOK Unmatched: Cobble & Fog — Rulebook (corpus doc 330) | INVISIBLE MAN: FOG · TEAM PLAY | p.10 | 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 Unmatched: Cobble & Fog — Rulebook (corpus doc 330) | p.3 | 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 | |
| #4 | RULEBOOK Unmatched: Cobble & Fog — Rulebook (corpus doc 330) | STEP 2: MOVE YOUR FIGHTERS (OPTIONAL) · ACTION: SCHEME · DISCARD PILES · ACTION: ATTACK · STEP 1 : DECLARE TARGET · STEP 2: CHOOSE AND REVEAL | p.6 | 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 |
| #5 | RULEBOOK Unmatched: Cobble & Fog — Rulebook (corpus doc 330) | p.6 | 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 | |
| #6 | RULEBOOK Unmatched: Cobble & Fog — Rulebook (corpus doc 330) | STEP 3: RESOLVE COMBAT · WINNING THE COMBAT · DEFEATING A FIGHTER · WINNING THE GAME | 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 |
| #7 | RULEBOOK Unmatched: Cobble & Fog — Rulebook (corpus doc 330) | YOUR TURN · ACTION: MANEUVER · STEP 1 : DRAW A CARD (MANDATORY) · DRAWING CARDS · STEP 2: MOVE YOUR FIGHTERS (OPTIONAL) | 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 |
| #8 | RULEBOOK Unmatched: Cobble & Fog — Rulebook (corpus doc 330) | COMBAT EXAMPLE · GAMEBOARD: SECRET PASSAGES · INVISIBLE MAN: FOG | p.9 | 0.029828 (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 Unmatched: Cobble & Fog — Rulebook (corpus doc 330) | p.3 | no quote on the wire | |
| [2] | RULEBOOK Unmatched: Cobble & Fog — Rulebook (corpus doc 330) | HOW TO PLAY · SETUP · SPACES AND ZONES | p.4 | no quote on the wire |
| [3] | RULEBOOK Unmatched: Cobble & Fog — Rulebook (corpus doc 330) | INVISIBLE MAN: FOG · TEAM PLAY | p.10 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 291 ms · first delta 5698 ms · total 1920439 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
- full breakdown
- queued 1911804 ms · retrieval 291 ms · ask 8335 ms · gateway work 8635 ms · total 1920439 ms
- tokens in (the prompt the answerer read)
- 4230
- tokens out (what the answerer generated)
- 390
- tok/sec
- 135.6 tok/sec — 390 output tokens in 2.876 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 59s 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 258), 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.