You asked
What does each player take, and what goes in the middle, before we begin?
Answered counted as answeredAsked with: Nemesis: Lockdownbg-310100-en-1e
Before the game begins, players take and place the following: **Each player takes:** 1. One Help, Contingency, and Night Stalker Reference card dealt at random [1]. 2. One plastic Inventory card holder matching the number on their Help card [1]. 3. One card from each Objective deck (Corporate and Personal) [1]. 4. One Contingency token (or two if playing a 2-player game) [1]. 5. The Character board of the Character chosen during the draft [2]. 6. The miniature of their Character [2]. 7. Their Character's Action card deck, shuffled and placed face down on the left side of their Character board [2]. 8. Their Character's Starting Item card (if available), placed face up in one of the two Hand slots on their Character board [2]. 9. A number of Ammo markers equal to that Item's Ammo capacity, placed on the Item card [2]. 10. Their Character's Quest Item, placed horizontal side up next to their Character board [2]. **What goes in the middle:** 1. One Contingency token face-down on the Active Contingency slot [1]. 2. The remaining Contingency tokens in an indicated slot next to the Alert Room (the Neutral Pool) [1].
🔧 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 385 ms · ask 18553 ms · total 18955 ms
- single-flight (PR-5)
- queued 0 ms · generation 18955 ms
- retrieval refs (raw)
- [{"page": 13, "score": 0.032787, "snippet": "The game is played over a series of consecutive rounds , and ends when any of the end game conditions are met. More on Player Goals and End of the Game - see page 10. Each round is split into two consecutive Phases: I: Player Phase II: Event Phase Resolve the following steps: At the start of each Pl", "headingPath": "FLoW oF THE GAME · round orDEr · i: pLAYEr pHASE · 1: DrAW ACTioN CArDS · 2: FirST pLAYEr ToKEN · 3: player turns · …", "sharpsignalDocId": 356}, {"page": 8, "score": 0.032258, "snippet": "15] Take as many Help, Contingency and Night Stalker Reference cards as there are players and deal one to each player at random. Help cards determine the order of choosing Characters (Step 19). If there are 3 players, take the cards with number 1-3, if there are 4 players, take cards 1-4, etc. The n", "headingPath": "GAME SETup: steps 15-21, CrEW SETup", "sharpsignalDocId": 356}, {"page": 8, "score": 0.031746, "snippet": "More on Contingency - see page 11. 19] Shuffle all Character Draft cards . The players choose their Characters in the following order: Player 1 takes 2 random Character Draft cards, reveals them, chooses 1 and shuffles the other back into the Character Draft deck. Next, Player 2 chooses their Charac", "headingPath": "GAME SETup: steps 15-21, CrEW SETup", "sharpsignalDocId": 356}, {"page": 14, "score": 0.03125, "snippet": "ACTioNS During each of their turns, players can perform various Actions. There are 4 groups of Actions in the game: Basic Actions Actions from Action cards Actions from Item cards Actions from Room tiles More on Player Phase - see page 13. Action symbols Each Action displays an Action symbol. The nu", "headingPath": "11: End of round · Action Cost · Combat symbol · BASiC ACTioNS · regardless of combat", "sharpsignalDocId": 356}, {"page": 12, "score": 0.030769, "snippet": "Each living Character (either locked in the Isolation Room, safe in the Bunker or evacuated in a CSS Pod) checks their Contamination cards. The player uses the Scanner to check all the Contamination cards in their Action deck, discard pile and hand. If there is at least 1 'INFECTED' card, they resol", "headingPath": "2) Contamination check: · 3) objective check: · Ending the game before the other players", "sharpsignalDocId": 356}, {"page": 30, "score": 0.030303, "snippet": "While Nemesis shines as a semi-cooperative game, you can also try to survive alone. This mode has its own special Objectives deck - Solo / Coop Objectives. At the start of the game, draw two cards from this deck, instead of the regular Objective cards. After placing the Active Contingency, draw two ", "headingPath": "Solo Mode · Fully Cooperative Mode · revive", "sharpsignalDocId": 356}, {"page": 10, "score": 0.029851, "snippet": "During the game, there are four critical moments that are not tied to any specific round, but are triggered under certain conditions: The First Encounter with an Intruder. The first Character that dies. The Isolation Room opens. The Autodestruction token is flipped to the red side and the Autodestru", "headingPath": "CriTiCAL GAMEpLAY MoMENTS · FirST intruder ENCouNTEr · FirST DEAD CHArACTEr · isolation room", "sharpsignalDocId": 356}, {"page": 11, "score": 0.029412, "snippet": "Contingencies are the result of how the Corporation deals with the Characters after the events in the Facility. As the first step of the Victory Check, the Active Contingency will be resolved for all players with the possibility of killing some of them. It is in the players' best interests to find o", "headingPath": "Contingency · Acquiring information · Dying Characters", "sharpsignalDocId": 356}]
- citations (raw)
- [{"page": 8, "quote": null, "headingPath": "GAME SETup: steps 15-21, CrEW SETup", "sharpsignalDocId": 356}, {"page": 8, "quote": null, "headingPath": "GAME SETup: steps 15-21, CrEW SETup", "sharpsignalDocId": 356}]
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 356 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 356 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 18:23
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 Nemesis: Lockdown — Rulebook (corpus doc 356) | FLoW oF THE GAME · round orDEr · i: pLAYEr pHASE · 1: DrAW ACTioN CArDS · 2: FirST pLAYEr ToKEN · 3: player turns · … | p.13 | 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 Nemesis: Lockdown — Rulebook (corpus doc 356) | GAME SETup: steps 15-21, CrEW SETup | p.8 | 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 Nemesis: Lockdown — Rulebook (corpus doc 356) | GAME SETup: steps 15-21, CrEW SETup | p.8 | 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 Nemesis: Lockdown — Rulebook (corpus doc 356) | 11: End of round · Action Cost · Combat symbol · BASiC ACTioNS · regardless of combat | p.14 | 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 Nemesis: Lockdown — Rulebook (corpus doc 356) | 2) Contamination check: · 3) objective check: · Ending the game before the other players | p.12 | 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 Nemesis: Lockdown — Rulebook (corpus doc 356) | Solo Mode · Fully Cooperative Mode · revive | p.30 | 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 Nemesis: Lockdown — Rulebook (corpus doc 356) | CriTiCAL GAMEpLAY MoMENTS · FirST intruder ENCouNTEr · FirST DEAD CHArACTEr · isolation room | p.10 | 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 Nemesis: Lockdown — Rulebook (corpus doc 356) | Contingency · Acquiring information · Dying Characters | p.11 | 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 Nemesis: Lockdown — Rulebook (corpus doc 356) | GAME SETup: steps 15-21, CrEW SETup | p.8 | no quote on the wire |
| [2] | RULEBOOK Nemesis: Lockdown — Rulebook (corpus doc 356) | GAME SETup: steps 15-21, CrEW SETup | p.8 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 385 ms · first delta 16856 ms · total 18955 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 385 ms · ask 18553 ms · gateway work 18955 ms · total 18955 ms
- tokens in (the prompt the answerer read)
- 4376
- tokens out (what the answerer generated)
- 282
- tok/sec
- 137.1 tok/sec — 282 output tokens in 2.057 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 12s 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
- 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 285), 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.