You asked
What does each player take, and what goes in the middle, before we begin?
Abstained — no grounded answer; closest passages below counted as honest abstainAsked with: Combat Commander: Europebg-21050-en-1e
The answerer couldn't ground a confident answer in the rulebook. The closest rulebook passages are below — check them before ruling.
At the end of every Turn, the active player (only) must draw Fate cards off the top of his draw pile until the number of cards in his hand equals his Hand Size [1.1] . A Hand Refill may be temporarily interrupted by a Time Marker Advancement [6.1.2] if the last card of that player's deck is drawn-in
A game of Combat Commander begins with one of the players (as specified by the scenario being played) performing the first 'Turn'. When he is finished - and draws up to his Hand Size [1.1] - the opposing player takes his first Turn. These Turns are then alternated until a Sudden Death Roll or other
Each Scenario will indicate on which space of the Time Track the Sudden Death marker is to Whenever the Time marker advances into or beyond the space occupied by the Sudden Death marker, the triggering player must make a roll-this is done after that player shuffles his Fate deck and discard pile to
At any time during the game, the player currently in control of the Initiative card may choose to cancel all effects of the last die roll to have been made including any die trigger associated with it - and cause it to be re-rolled. This decision must be made prior to any trigger/results of that rol
'A thing appears random only through the incompleteness of our knowledge.' -Baruch Spinoza There are three sets of Fate cards included with this game: one set each for Germany (gray), America (green) and Russia (brown). A player's 72-card Fate Deck is the heart and soul of the game. Once the game be
🔧 debug — where this ruling came from
- outcome
- ABSTAINED — Abstained — no grounded answer; closest passages below
- corpus profile
- live
- answerer pin (deploy-frozen, attribution only)
- gemma4:26b think:false 5571076f3d70
- timings
- search 342 ms · ask 17173 ms · total 17526 ms
- single-flight (PR-5)
- queued 0 ms · generation 17526 ms
- retrieval refs (raw)
- [{"page": 6, "score": 0.032787, "snippet": "At the end of every Turn, the active player (only) must draw Fate cards off the top of his draw pile until the number of cards in his hand equals his Hand Size [1.1] . A Hand Refill may be temporarily interrupted by a Time Marker Advancement [6.1.2] if the last card of that player's deck is drawn-in", "headingPath": "5.4 Hand Refill · 6..Game.Time · 6.1.1 Placement · 6.1.2.Advancement · 6.2.Sudden.Death.Marker", "sharpsignalDocId": 353}, {"page": 6, "score": 0.032258, "snippet": "A game of Combat Commander begins with one of the players (as specified by the scenario being played) performing the first 'Turn'. When he is finished - and draws up to his Hand Size [1.1] - the opposing player takes his first Turn. These Turns are then alternated until a Sudden Death Roll or other ", "headingPath": "5. Sequence of Play · 5.1.Order.Capability · 5.2.Action.Capability · 5.3.Discard.Capability", "sharpsignalDocId": 353}, {"page": 6, "score": 0.031746, "snippet": "Each Scenario will indicate on which space of the Time Track the Sudden Death marker is to Whenever the Time marker advances into or beyond the space occupied by the Sudden Death marker, the triggering player must make a roll-this is done after that player shuffles his Fate deck and discard pile to ", "headingPath": "6.2.1 Placement · 6.2.2 Procedure · 6.3.Game.End", "sharpsignalDocId": 353}, {"page": 8, "score": 0.03125, "snippet": "At any time during the game, the player currently in control of the Initiative card may choose to cancel all effects of the last die roll to have been made including any die trigger associated with it - and cause it to be re-rolled. This decision must be made prior to any trigger/results of that rol", "headingPath": "9.1.Re-Roll · 9.2.Tie.Game · 10.1.LOS.Checks · 10.1.1.Units.&.LOS", "sharpsignalDocId": 353}, {"page": 3, "score": 0.030769, "snippet": "'A thing appears random only through the incompleteness of our knowledge.' -Baruch Spinoza There are three sets of Fate cards included with this game: one set each for Germany (gray), America (green) and Russia (brown). A player's 72-card Fate Deck is the heart and soul of the game. Once the game be", "headingPath": "1. The Fate Cards · 1.0.Golden.Rule · 1.1.Hand.Size · 1.2 Card Knowledge", "sharpsignalDocId": 353}, {"page": 10, "score": 0.030303, "snippet": "If a player chooses to give no Orders during his Turn, he may instead discard any number of cards, up to his nationality's Discard Limit (as shown on the player aid sheet). The various Orders are described in detail, below, and are listed in alphabetical order for ease of reference. 'My center is gi", "headingPath": "O15. Pass (Discard) · O16..Advance · O16.1 Procedure · O16.2.Abilities · O16.3.Restrictions · O16.4.Melee · …", "sharpsignalDocId": 353}, {"page": 16, "score": 0.029851, "snippet": "GAllied player says 'Wait' and immediately declares a subsequent shot with his Line Squad [A33.3] into K6, adding two Grenade Actions [A34] from his hand. This gives him 9FP (6; +4 Grenades; -1 uphill). He then rolls a 1·\u0018 , which gives him an Attack Total of 13. The Rifle Squad adds its Morale of 9", "headingPath": "Movement / Opportunity Fire example:", "sharpsignalDocId": 353}, {"page": 18, "score": 0.029412, "snippet": "'It takes a very brave man not to become a Hero of the Soviet Union.' -Josef Stalin When this Event occurs, the Russian player must select one of his broken units [3.2] and make a roll for it: If the roll is greater than its Morale, it is eliminated. ● If the roll is less than or equal to its Morale", "headingPath": "E50..Commissar · E51. Cower · E52..Deploy", "sharpsignalDocId": 353}]
- citations (raw)
- []
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 353 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 353 boosted
- answered-before recall
-
no past answered ruling for this game matched closely enough
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 18:17
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 Combat Commander: Europe — Rulebook (corpus doc 353) | 5.4 Hand Refill · 6..Game.Time · 6.1.1 Placement · 6.1.2.Advancement · 6.2.Sudden.Death.Marker | p.6 | 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 |
| #2 | RULEBOOK Combat Commander: Europe — Rulebook (corpus doc 353) | 5. Sequence of Play · 5.1.Order.Capability · 5.2.Action.Capability · 5.3.Discard.Capability | 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 |
| #3 | RULEBOOK Combat Commander: Europe — Rulebook (corpus doc 353) | 6.2.1 Placement · 6.2.2 Procedure · 6.3.Game.End | p.6 | 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 Combat Commander: Europe — Rulebook (corpus doc 353) | 9.1.Re-Roll · 9.2.Tie.Game · 10.1.LOS.Checks · 10.1.1.Units.&.LOS | p.8 | 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 Combat Commander: Europe — Rulebook (corpus doc 353) | 1. The Fate Cards · 1.0.Golden.Rule · 1.1.Hand.Size · 1.2 Card Knowledge | 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 |
| #6 | RULEBOOK Combat Commander: Europe — Rulebook (corpus doc 353) | O15. Pass (Discard) · O16..Advance · O16.1 Procedure · O16.2.Abilities · O16.3.Restrictions · O16.4.Melee · … | p.10 | 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 Combat Commander: Europe — Rulebook (corpus doc 353) | Movement / Opportunity Fire example: | p.16 | 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 Combat Commander: Europe — Rulebook (corpus doc 353) | E50..Commissar · E51. Cower · E52..Deploy | p.18 | 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 |
|---|
generation — timing and the path taken
- timing split
- retrieval 342 ms · first delta 17386 ms · total 17526 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
- full breakdown
- queued 0 ms · retrieval 342 ms · ask 17173 ms · gateway work 17526 ms · total 17526 ms
- tokens in (the prompt the answerer read)
- 4316
- tokens out (what the answerer generated)
- 9
- tok/sec
- 138.5 tok/sec — 9 output tokens in 0.065 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
- ABSTAINED — Abstained — no grounded answer; closest passages below
- abstain rationale
-
I don't have enough information.
the answerer's own words, verbatim — hostile corpus/LLM text, rendered escaped
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
- BEGIN — "begin" / "beginning"
- matched words (in the normalized question)
-
begin
errata registry — what the gate above had to match against
this game registers NO errata cards (edition 281), 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.