RuleSage cited table rulings
← Mind MGMT: The Psychic Espionage “Game.”

You asked

How should we prepare everything before the first turn?

Answered counted as answered

Asked with: Mind MGMT: The Psychic Espionage “Game.”bg-284653-en-1e

To prepare everything before the first turn (Recruiter Setup), follow these steps: 1. The Recruiter takes the Secret Map, Mental Screen, and 1 dry-erase marker [1]. 2. The Recruiter places their Secret Map behind their Mental Screen, orienting it to match the game board [1]. 3. Before choosing a starting location, the Recruiter marks the location of all Mayhem tokens on their Secret Map [1]. 4. The Recruiter takes 1 MIND SLIP token and places it in front of their Mental Screen, visible to the Rogue Agents [1]. 5. The Recruiter either chooses or randomly draws 1 Recruiter card, secretly looks at it, and places it behind their Mental Screen; the unselected card is returned to the box [1]. 6. The Recruiter chooses a starting location by writing '1' on any location on their Secret Map (not on the game board) [1]. 7. The Recruiter reveals their starting location to the Rogue Agents by taking a Mental Note token from the supply, flipping it to its 'Confirmed' (green) side, and writing a '1' on it, then placing that token on the corresponding location on the game board [1]. 8. The Recruiter shuffles the Feature cards and draws 3 at random, secretly looking at them and placing them face-up behind their screen [1]. 9. On their Secret Map, the Recruiter circles every Feature that matches any of their 3 cards [1]. 10. The Recruiter performs 4 STEP Actions and marks them on their secret board as '2,' '3,' '4,' and '5' [1].

[1] RULEBOOK Mind MGMT: The Psychic Espionage “Game.” — Rulebook · p.3 · RECRUITER SETUP
🔧 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 207 ms · ask 8652 ms · total 64408 ms
single-flight (PR-5)
queued 55539 ms · generation 8869 ms
retrieval refs (raw)
[{"page": 6, "score": 0.032787, "snippet": "At the end of your turn, move the Time Token one space forward on the Time Track. (The Time Track should now match the Time you wrote on your Secret Map. ) If the token reaches a white even-numbered space , your turn is now over. If the token reaches an odd-numbered space with a red Alert icon , you", "headingPath": "Advance Time Token", "sharpsignalDocId": 410}, {"page": 3, "score": 0.032258, "snippet": "They secretly look at them and place them face-up behind their screen where the Rogue Agents cannot see them. On their Secret Map , the Recruiter circles every Feature that matches any of their 3 cards. P. The Recruiter then performs 4 STEP Actions and marks them on their secret board (as '2,' '3,' ", "headingPath": "RECRUITER SETUP", "sharpsignalDocId": 410}, {"page": 9, "score": 0.031746, "snippet": "SHIFT TM Modules help balance the challenge of playing as the Recruiter or Rogue Agents. For example, if the Recruiter wins a game, the Rogue Agents open a SHIFT TM Module that they can use in the next game, giving them a new edge. Once you have opened multiple SHIFT TM Modules, you'll need to decid", "headingPath": "Using SHIFT TM Modules", "sharpsignalDocId": 410}, {"page": 4, "score": 0.03125, "snippet": "The Recruiter must do the following, in any order: T ake 1 action Advance the Time Token The Recruiter must do the following, in any order: Take 1 action Move 1 Immortal (Optional) Place 1 STEP token to move 1 Immortal again The Recruiter then completes their turn by doing the following, in this ord", "headingPath": "Recruiter's Turn · Recording Hidden Movement · Recruiter Action · STEP action · MPORTANT:", "sharpsignalDocId": 410}, {"page": 8, "score": 0.030769, "snippet": "If your Agent is on a location with a STEP token, you may discard the STEP token to ask the Recruiter when they were in that location. If you are at a location with one of the Immortals, you may not use the RE VEAL action. The Recruiter must consult their Secret Map and place a Confirmed Mental Note", "headingPath": "REVEAL action · SHAKEDOWN action · IMPORTANT:", "sharpsignalDocId": 410}, {"page": 3, "score": 0.030303, "snippet": "I. The Recruiter takes the Secret Map , Mental Screen , and 1 dry-erase marker . They place their Secret Map behind their Mental Screen, orienting it to match the game board. IMPORTANT: True to its name, the Secret Map should never be shown to the Rogue Agents at any time during the game. J. Mark Ma", "headingPath": "RECRUITER SETUP", "sharpsignalDocId": 410}, {"page": 6, "score": 0.029851, "snippet": "After you move an Immortal for the first time on your turn, you may choose to reveal a location you've visited in order to make a second move with an Immortal of your choice. This can be a good way to contact an extra Recruit or protect an important location, as long as you feel confident that you w", "headingPath": "Extra Immortal Move · Draw New Immortal Feature Cards", "sharpsignalDocId": 410}, {"page": 9, "score": 0.029412, "snippet": "Each SHIFT TM Package contains an original mini-comic by Matt Kindt. On the back cover of the comic is a diagram of all the components that belong to that SHIFT TM Module (it does not show new standard components, as those are packed away in the main game box). When you put away the game, place the ", "headingPath": "Packing up the SHIFT TM System · All Packages Unlocked · Solo and Co-op", "sharpsignalDocId": 410}]
citations (raw)
[{"page": 3, "quote": null, "headingPath": "RECRUITER SETUP", "sharpsignalDocId": 410}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 410 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 410 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 7, 2026 05:06

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 rankdocumentheadingpage fused RRF scoresnippet chars
#1 RULEBOOK Mind MGMT: The Psychic Espionage “Game.” — Rulebook (corpus doc 410) Advance Time Token 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 Mind MGMT: The Psychic Espionage “Game.” — Rulebook (corpus doc 410) RECRUITER SETUP p.3 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 Mind MGMT: The Psychic Espionage “Game.” — Rulebook (corpus doc 410) Using SHIFT TM Modules p.9 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 Mind MGMT: The Psychic Espionage “Game.” — Rulebook (corpus doc 410) Recruiter's Turn · Recording Hidden Movement · Recruiter Action · STEP action · MPORTANT: 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 Mind MGMT: The Psychic Espionage “Game.” — Rulebook (corpus doc 410) REVEAL action · SHAKEDOWN action · IMPORTANT: p.8 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 Mind MGMT: The Psychic Espionage “Game.” — Rulebook (corpus doc 410) RECRUITER SETUP p.3 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 Mind MGMT: The Psychic Espionage “Game.” — Rulebook (corpus doc 410) Extra Immortal Move · Draw New Immortal Feature Cards p.6 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 Mind MGMT: The Psychic Espionage “Game.” — Rulebook (corpus doc 410) Packing up the SHIFT TM System · All Packages Unlocked · Solo and Co-op p.9 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

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.

#documentheadingpagequote chars
[1] RULEBOOK Mind MGMT: The Psychic Espionage “Game.” — Rulebook (corpus doc 410) RECRUITER SETUP p.3 no quote on the wire
timing split
retrieval 207 ms · first delta 5455 ms · total 64408 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 55539 ms · retrieval 207 ms · ask 8652 ms · gateway work 8869 ms · total 64408 ms
tokens in (the prompt the answerer read)
4017
tokens out (what the answerer generated)
354
tok/sec
105.5 tok/sec — 354 output tokens in 3.357 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 22s 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.
outcome
ANSWERED — Answered
abstain rationale (n/a — this ruling answered)
answered — no abstain rationale applies
decision
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 339), 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.