You asked
What does each player take, and what goes in the middle, before we begin?
Answered counted as answeredAsked with: Speakeasybg-375459-en-1e
Each player chooses a color and takes an Operations board, Safe screen, and a Player tray containing their chosen color [1]. The Player tray holds: 4 Operations markers, 1 Strength marker, 1 Infamy marker, 1 Turn Order marker, 3 Zone Control markers, 4 Capos, 12 Family Members, 10 Books, 2 Trucks, 1 Associate marker, 1 Stills, 8 Speakeasies, 3 Nightclubs, and 3 Casinos [1]. Each player also has 4 Operations cards (1 from each deck) dealt to them earlier [1]. Before the game begins, the following are placed in the middle/on the board: 1. The main board is placed in the middle of the table [2]. 2. Blocked District markers are placed in specific districts (two in Downtown, two in Midtown, and one in Uptown) [2]. 3. Random City tiles are placed face up on each building space on the main board [3]. 4. Three tiles are placed face up on the indicated spaces of the rightmost column in the City tile display on the main board [3]. 5. Three face down piles of remaining tiles are placed on the shown spaces of the leftmost column, leaving the middle column empty [3]. 6. One Zone Control marker is placed on the bottom most space of each Zone Control track for Downtown, Midtown, and Uptown [4].
🔧 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 264 ms · ask 10752 ms · total 11027 ms
- single-flight (PR-5)
- queued 0 ms · generation 11027 ms
- retrieval refs (raw)
- [{"page": 8, "score": 0.032787, "snippet": "Each player round, in turn order, each player takes one turn. The order in which players take turns is determined by the order of their Turn Order markers on the upper row of the Turn Order track, starting with the marker on the leftmost space and proceeding to the right. On your turn, follow these ", "headingPath": "2. player rOuNDs (aCTs 1/2/3/4) · TurN OrDer · Example:", "sharpsignalDocId": 346}, {"page": 6, "score": 0.032258, "snippet": "The last player who had an 'illegal drink' is the starting player and places their Turn Order marker on the leftmost space on the top row of the Turn Order track. In clockwise order, each other player places their Turn Order marker on the leftmost empty space of the same track. In a 3-player game , ", "headingPath": "Setup Round (1920)", "sharpsignalDocId": 346}, {"page": 6, "score": 0.031746, "snippet": "Chooses a color, and takes an Operations board, Safe screen, and Player tray containing their chosen color. The Player tray holds: 4 Operations markers, 1 Strength marker, 1 Infamy marker,1 Turn Order marker, 3 Zone Control markers, 4 Capos, 12 Family Members, 10 Books, 2 Trucks, 1 Associate marker,", "headingPath": "eaCH player: · alsO Take: · yOur OperaTIONs bOarD: · yOur safe sCreeN: · ON THe maIN bOarD:", "sharpsignalDocId": 346}, {"page": 4, "score": 0.03125, "snippet": "Setup Place the main board in the middle of the table with the side for your player count (1/2 or 3/4), indicated in the top left corner of the board with this symbol ( ). The main board shows Manhattan, consisting of Central Park and three Zones: Downtown (on the left), Midtown (in the middle), Upt", "headingPath": "Components · IN 2-player Games:", "sharpsignalDocId": 346}, {"page": 17, "score": 0.030769, "snippet": "At City Hall, politicians' pockets grow heavy with underworld bribes, shaping policies behind closed doors. See 'Gain one Family Member' on page 13. See 'Hire one or more Goons' on page 13. Gain one Leverage token from the supply and place it next to your Operations board. Play one VIP Room card fro", "headingPath": "City Hall (2 People in a 3/4 Player Game. 2 in a 2-player game) · GaIN ONe famIly member · HIre ONe Or mOre GOONs · GaIN ONe leveraGe · play ONe vIp rOOm CarD · GeT prOTeCTION · …", "sharpsignalDocId": 346}, {"page": 20, "score": 0.030303, "snippet": "The player whose Capo was moved can choose between: Exchange your Capo with another player's Capo that is already 'talking' with a person not at the Park. Send the other player's Capo to 'talk' with someone available in the Park (it does not matter which one). They gain any one of the indicated bott", "headingPath": "exCHaNGe CapOs · 4. FINAL SCORING ROUND (ACT 4) · THe player WITH THe mOsT mONey WINs. · a: GaIN ONe leveraGe · b: GaIN ONe bOOk · C: GaIN ONe CITy TIle · …", "sharpsignalDocId": 346}, {"page": 15, "score": 0.029851, "snippet": "The opening of casinos and clubs is a grand spectacle of power and corruption, shielded by the blind eye of law enforcement to the shady dealings within. ImpOrTaNT: yOu may ONly Have aT mOsT 1 NIGHTClub aND 1 CasINO IN eaCH ZONe Of maNHaTTaN. OpeN a NIGHTClub Or CasINO, upGraDe ONe Of yOur speakeasI", "headingPath": "City Planning Office (3 People in a 3/4 Player Game. 2 in a 2-player game) · Or Take Over a mObsTer speakeasy · a: OpeN a NIGHTClub Or CasINO · b: upGraDe ONe Of yOur speakeasIes TO a NIGHTClub Or CasINO · C: Take Over a mObsTer speakeasy · play ONe OperaTIONs CarD · …", "sharpsignalDocId": 346}, {"page": 19, "score": 0.029412, "snippet": "In the heart of the city, the boss's restaurant becomes the epicenter of intrigue, where clandestine deals are struck, and rivalries simmer beneath the surface. Where all the books are cooked and skim from gambling is received. You MUST perform this action when you send a Capo to the Restaurant. Con", "headingPath": "Rest aurant (No limit for the number of Capos that can be sent) · CHaNGe THe TurN OrDer fOr NexT rOuND · perfOrm 2 DIffereNT aCTIONs · a: play ONe OperaTIONs CarD · b: play up TO TWO CITy TIles · C: COOk up TO THree bOOks", "sharpsignalDocId": 346}]
- citations (raw)
- [{"page": 6, "quote": null, "headingPath": "eaCH player: · alsO Take: · yOur OperaTIONs bOarD: · yOur safe sCreeN: · ON THe maIN bOarD:", "sharpsignalDocId": 346}, {"page": 4, "quote": null, "headingPath": "Components · IN 2-player Games:", "sharpsignalDocId": 346}, {"page": 5, "quote": null, "headingPath": "COps · CITy TIles · ZONe GOal TIles · CeNTral park GOal TIles", "sharpsignalDocId": 346}, {"page": 4, "quote": null, "headingPath": "mObsTers", "sharpsignalDocId": 346}]
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 346 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 346 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 Speakeasy — Rulebook (corpus doc 346) | 2. player rOuNDs (aCTs 1/2/3/4) · TurN OrDer · Example: | p.8 | 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 Speakeasy — Rulebook (corpus doc 346) | Setup Round (1920) | 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 Speakeasy — Rulebook (corpus doc 346) | eaCH player: · alsO Take: · yOur OperaTIONs bOarD: · yOur safe sCreeN: · ON THe maIN bOarD: | 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 Speakeasy — Rulebook (corpus doc 346) | Components · IN 2-player Games: | p.4 | 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 Speakeasy — Rulebook (corpus doc 346) | City Hall (2 People in a 3/4 Player Game. 2 in a 2-player game) · GaIN ONe famIly member · HIre ONe Or mOre GOONs · GaIN ONe leveraGe · play ONe vIp rOOm CarD · GeT prOTeCTION · … | p.17 | 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 Speakeasy — Rulebook (corpus doc 346) | exCHaNGe CapOs · 4. FINAL SCORING ROUND (ACT 4) · THe player WITH THe mOsT mONey WINs. · a: GaIN ONe leveraGe · b: GaIN ONe bOOk · C: GaIN ONe CITy TIle · … | p.20 | 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 Speakeasy — Rulebook (corpus doc 346) | City Planning Office (3 People in a 3/4 Player Game. 2 in a 2-player game) · Or Take Over a mObsTer speakeasy · a: OpeN a NIGHTClub Or CasINO · b: upGraDe ONe Of yOur speakeasIes TO a NIGHTClub Or CasINO · C: Take Over a mObsTer speakeasy · play ONe OperaTIONs CarD · … | p.15 | 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 Speakeasy — Rulebook (corpus doc 346) | Rest aurant (No limit for the number of Capos that can be sent) · CHaNGe THe TurN OrDer fOr NexT rOuND · perfOrm 2 DIffereNT aCTIONs · a: play ONe OperaTIONs CarD · b: play up TO TWO CITy TIles · C: COOk up TO THree bOOks | p.19 | 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 Speakeasy — Rulebook (corpus doc 346) | eaCH player: · alsO Take: · yOur OperaTIONs bOarD: · yOur safe sCreeN: · ON THe maIN bOarD: | p.6 | no quote on the wire |
| [2] | RULEBOOK Speakeasy — Rulebook (corpus doc 346) | Components · IN 2-player Games: | p.4 | no quote on the wire |
| [3] | RULEBOOK Speakeasy — Rulebook (corpus doc 346) | COps · CITy TIles · ZONe GOal TIles · CeNTral park GOal TIles | p.5 | no quote on the wire |
| [4] | RULEBOOK Speakeasy — Rulebook (corpus doc 346) | mObsTers | p.4 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 264 ms · first delta 8926 ms · total 11027 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 264 ms · ask 10752 ms · gateway work 11027 ms · total 11027 ms
- tokens in (the prompt the answerer read)
- 4024
- tokens out (what the answerer generated)
- 302
- tok/sec
- 148.5 tok/sec — 302 output tokens in 2.034 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 6s 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 274), 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.