You asked
What does each player take, and what goes in the middle, before we begin?
Answered counted as answeredAsked with: Thunder Road: Vendettabg-342070-en-1e
Each player takes the following: - A matching command board [1] - 3 dashboards [1] - 3 cars [1] - A chopper [1] - 4 movement dice [1] Before the game begins, the middle road tile is created by drawing the top tile from the shuffled road tile draw pile and placing it in front of the starting rear road tile [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 254 ms · ask 4792 ms · total 5056 ms
- single-flight (PR-5)
- queued 0 ms · generation 5056 ms
- retrieval refs (raw)
- [{"page": 4, "score": 0.032787, "snippet": "1 Choose a starting rear road tile (either 1a: The Parking Lot -OR- 1b: Runway to Ruin) and place it on the table. Shuffle the remaining road tiles to make a draw pile. Draw the top tile and place it in front of the rear road tile, making it the middle road tile . Draw another one to be the lead roa", "headingPath": "BEFORE YOUR FIRST GAME", "sharpsignalDocId": 359}, {"page": 5, "score": 0.032258, "snippet": "Left edge Right edge The game is played on a series of road tiles. Three tiles are used at a time: a rear tile, a middle tile, and a lead tile (collectively referred to as the board ). Cars travel from the rear tile to the middle tile to the lead tile. When a car moves off the front edge of the lead", "headingPath": "BEFORE YOUR FIRST GAME · ROAD TILES & THE BOARD", "sharpsignalDocId": 359}, {"page": 11, "score": 0.031746, "snippet": "A player is out of the game if all of their cars are eliminated or inoperable. Remove that player's chopper from play. That player's inoperable cars stay on the board. That player takes no more turns for the rest of the game. The game ends and you win if either: µ Your car moves onto the finish line", "headingPath": "OUT OF THE GAME · WINNING THE GAME", "sharpsignalDocId": 359}, {"page": 8, "score": 0.03125, "snippet": "Thunder Road: Vendetta is played in turns and rounds. A turn is complete when one player finishes steps 1-4 (see below) . A round is complete when each player has taken three turns. All players roll their four movement dice. (On the first round, use the dice you rolled during setup when determining ", "headingPath": "TURNS AND ROUNDS · START OF ROUND · ON YOUR TURN · AIRSTRIKE (ANY DIE) · NITRO (1-3) · DRIFT (3-5)", "sharpsignalDocId": 359}, {"page": 3, "score": 0.030769, "snippet": "4 Command boards (4 different colors) 12 Dashboards (3 each in 4 different colors) 5 Road tiles (double sided) 1 Finish Line tile (double sided) 12 Cars (3 each in 4 different colors) 4 Choppers (4 different colors) 16 Movement dice (4 each in 4 different colors) 1 Road die 1 Shooting die 1 Slam die", "headingPath": "BEFORE YOUR FIRST GAME", "sharpsignalDocId": 359}, {"page": 11, "score": 0.030303, "snippet": "When a car moves off the FRONT of the lead road tile, one of two things happens: µ If it WAS the final tile and the car moved onto the finish line, the game ends and that player wins! µ If it WASN'T the final tile, update the board: 1 All cars on the rear tile are eliminated. 2 All hazard tokens on ", "headingPath": "MOVING OFF THE FRONT OF THE BOARD · THE FINAL TILE · 2 players: · 3 or more players: · END OF TURN · END OF ROUND", "sharpsignalDocId": 359}, {"page": 9, "score": 0.029851, "snippet": "If two road vehicles are ever stacked in the same space, they slam into each other. This can happen during a move or from hazards or damage effects. When this happens, the moving road vehicle loses any remaining moves it has. Then, immediately resolve the slam: 1 Roll the slam die and direction die ", "headingPath": "SLAMMING", "sharpsignalDocId": 359}, {"page": 6, "score": 0.029412, "snippet": "µ Enters an impassable space µ Ends a turn in the same space as any chopper (even your own) µ Is on a rear road tile when that tile is removed from play µ Leaves the board from the left, right, or rear edge (from damage or being slammed) µ Encounters an effect that directly eliminates it If ALL of a", "headingPath": "A car is eliminated if it:", "sharpsignalDocId": 359}]
- citations (raw)
- [{"page": 4, "quote": null, "headingPath": "BEFORE YOUR FIRST GAME", "sharpsignalDocId": 359}]
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 359 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 359 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 18:24
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 Thunder Road: Vendetta — Rulebook (corpus doc 359) | BEFORE YOUR FIRST GAME | p.4 | 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 Thunder Road: Vendetta — Rulebook (corpus doc 359) | BEFORE YOUR FIRST GAME · ROAD TILES & THE BOARD | p.5 | 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 Thunder Road: Vendetta — Rulebook (corpus doc 359) | OUT OF THE GAME · WINNING THE GAME | p.11 | 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 Thunder Road: Vendetta — Rulebook (corpus doc 359) | TURNS AND ROUNDS · START OF ROUND · ON YOUR TURN · AIRSTRIKE (ANY DIE) · NITRO (1-3) · DRIFT (3-5) | 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 Thunder Road: Vendetta — Rulebook (corpus doc 359) | BEFORE YOUR FIRST 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 |
| #6 | RULEBOOK Thunder Road: Vendetta — Rulebook (corpus doc 359) | MOVING OFF THE FRONT OF THE BOARD · THE FINAL TILE · 2 players: · 3 or more players: · END OF TURN · END OF ROUND | p.11 | 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 Thunder Road: Vendetta — Rulebook (corpus doc 359) | SLAMMING | p.9 | 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 Thunder Road: Vendetta — Rulebook (corpus doc 359) | A car is eliminated if it: | p.6 | 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 Thunder Road: Vendetta — Rulebook (corpus doc 359) | BEFORE YOUR FIRST GAME | p.4 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 254 ms · first delta 4387 ms · total 5056 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 254 ms · ask 4792 ms · gateway work 5056 ms · total 5056 ms
- tokens in (the prompt the answerer read)
- 2840
- tokens out (what the answerer generated)
- 86
- tok/sec
- 140.5 tok/sec — 86 output tokens in 0.612 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 11s 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 288), 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.