RuleSage cited table rulings
← Forgotten Waters

You asked

How should we prepare everything before the first turn?

Answered counted as answered

Asked with: Forgotten Watersbg-302723-en-1e

To prepare for the first turn, follow these steps: 1. Launch the Forgotten Waters app (fwcrossroads.com) and select a scenario; for your first game, select Beyond the Ocean's Edge [1]. 2. If playing with 4 or fewer players, put the Hungry Pirates special rules card into play; if playing with 3 players, also put the Masked Pirate special rules card into play [1]. 3. Place the location book in the center of the table within reach of everyone, leaving room for it to be opened and laid flat [1]. 4. Place the map board in the middle of the play area next to the location book and place the ship standee and special location tokens on the map board as indicated in the scenario setup (found by clicking 'View Setup' in the app) [1][2][3]. 5. Shuffle the treasure cards and form a face down treasure deck [1][3]. 6. Place the navigation tokens face down in a pile [1][3]. 7. Place all the re-roll tokens, misfortune tokens, lock tokens, constellation tokens and story cards in separate piles [1][3]. 8. Each player selects a pirate standee and collects its matching color 12-sided die, treasure chest card and infamy marker (note: if playing with 3 players, no player may choose the masked pirate/orange standee) [1][3]. 9. Give each player a pencil and a player sheet, ensuring each sheet has a different title [1][3]. 10. Each player invents a name for their pirate and writes it on their player sheet [1][3]. 11. Each player fills out the story blanks section on their player sheet [1][3]. 12. Assign roles/responsibilities to players, ensuring each player has at least 1 role (if playing with fewer than 7 players, some may take multiple) [1][3]: * Ship Scribe: Collect a ship scribe sheet; ask fellow players to help name the ship and write that name and the scenario name on the ship's log [1][3]. * Quartermaster: Collect the Quartermaster board and each player's infamy marker, then place the markers on the infamy track in random order [1][3]. * First Mate: Collect the First/First Mate board and place the crew and discontent markers on the values indicated in the scenario setup [3]. * Boatswain: Collect the Boatswain board and place the hull marker on the value indicated in the scenario setup [3]. * Cooper: Collect the Cooper board and place the supplies marker on the value indicated in the scenario setup [3].

[1] RULEBOOK Forgotten Waters — Rulebook · p.4 · GAME SETUP
[2] RULEBOOK Forgotten Waters — Rulebook · p.4 ·
[3] RULEBOOK Forgotten Waters — Rulebook · p.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 538 ms · ask 14971 ms · total 22507 ms
single-flight (PR-5)
queued 6988 ms · generation 15519 ms
retrieval refs (raw)
[{"page": 5, "score": 0.032787, "snippet": "When turning to a new page in the location book, first remove all tokens from the current page. If there is a location warning section read that section aloud, as it may help players decide which actions to choose and it gives clues about negative effects that may come at the end of the round. After", "headingPath": "TURNING TO A NEW PAGE · WINNING AND LOSING · SAVING YOUR GAME", "sharpsignalDocId": 417}, {"page": 5, "score": 0.032258, "snippet": "Forgotten Waters is played over a series of rounds. Each round takes place on a page of the location book. Each round consists of 3 phases that must be completed in order: During this phase players will have a limited amount of time to choose, but not yet resolve, their actions for the round. At the", "headingPath": "PLAYING A ROUND · 1. PLANNING PHASE · TYPES OF ACTIONS: · TYPES OF GUIDE SYMBOLS: · 2. ACTION PHASE · 3. END OF ROUND PHASE", "sharpsignalDocId": 417}, {"page": 6, "score": 0.031746, "snippet": "RE-ROLL TOKENS If you have 1 or more re-roll tokens, after rolling a die (or dice) for a skill check, you may discard a re-roll token to re-roll 1 die. You may do this multiple times on a single skill check. Note: Misfortune and re-roll only apply to skill checks and not any other die rolls. GAINING", "headingPath": "", "sharpsignalDocId": 417}, {"page": 4, "score": 0.03125, "snippet": "Boatswain: Keeps track of the ship’s hull . Collect the Boatswain board and place the hull marker on the value indicated in the scenario setup. 16. Cooper: Keeps track of the ship’s supplies . Collect the Cooper board and place the supplies marker on the value indicated in the scenario setup. 17. Gu", "headingPath": "", "sharpsignalDocId": 417}, {"page": 6, "score": 0.030769, "snippet": "Re-roll +1 OR Spend 3 supplies to upgrade 1 cannon by 1 level� � � � � � Practice your aim. Aim +1� 5. T ALK TO CREW Choose 2 of the following: � � � � � Trade with a crew mate. Re-roll +1 or discard 1 treasure to draw 1 treasure� � � � � � Have a drink. Swagger +1� � � � � � Challenge another pirat", "headingPath": "", "sharpsignalDocId": 417}, {"page": 7, "score": 0.030303, "snippet": "Draw a navigation token from the face down supply and place it face down on an empty space on the map board that is either adjacent to the ship’s space or adjacent to a previously placed navigation token. Repeat this for however many spaces the player is directed to scout. 2. Once all newly drawn na", "headingPath": "", "sharpsignalDocId": 417}, {"page": 4, "score": 0.029851, "snippet": "Ask your fellow players to help you name the ship and write that name and the name of your scenario on the ship's log. Quartermaster: Keeps track of infamy and times the Planning Phase. Collect the Quartermaster board and each player's infamy marker. Place the infamy markers on the infamy track in r", "headingPath": "GAME SETUP", "sharpsignalDocId": 417}, {"page": 6, "score": 0.029412, "snippet": "ROUND END READ ENTRY 800 15+ . . . . Infamy +2. You may spend supplies and/or hull For every 1 supplies/hull spent move the ship 1 space. If you have 1 or more misfortune tokens, when rolling (not setting) your die for a skill check, also roll a second die and keep the lower die roll. Then, discard ", "headingPath": "For every 2 supplies/hull spent move the ship 1 space. MISFORTUNE TOKENS · to move the ship. RESOLVING CONSTELLATION EVENTS · RE-ROLL TOKENS", "sharpsignalDocId": 417}]
citations (raw)
[{"page": 4, "quote": null, "headingPath": "GAME SETUP", "sharpsignalDocId": 417}, {"page": 4, "quote": null, "headingPath": "", "sharpsignalDocId": 417}, {"page": 4, "quote": null, "headingPath": "", "sharpsignalDocId": 417}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 417 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 417 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 Forgotten Waters — Rulebook (corpus doc 417) TURNING TO A NEW PAGE · WINNING AND LOSING · SAVING YOUR GAME p.5 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 Forgotten Waters — Rulebook (corpus doc 417) PLAYING A ROUND · 1. PLANNING PHASE · TYPES OF ACTIONS: · TYPES OF GUIDE SYMBOLS: · 2. ACTION PHASE · 3. END OF ROUND PHASE 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 Forgotten Waters — Rulebook (corpus doc 417) 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 Forgotten Waters — Rulebook (corpus doc 417) 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 Forgotten Waters — Rulebook (corpus doc 417) p.6 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 Forgotten Waters — Rulebook (corpus doc 417) p.7 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 Forgotten Waters — Rulebook (corpus doc 417) GAME SETUP p.4 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 Forgotten Waters — Rulebook (corpus doc 417) For every 2 supplies/hull spent move the ship 1 space. MISFORTUNE TOKENS · to move the ship. RESOLVING CONSTELLATION EVENTS · RE-ROLL TOKENS 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

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 Forgotten Waters — Rulebook (corpus doc 417) GAME SETUP p.4 no quote on the wire
[2] RULEBOOK Forgotten Waters — Rulebook (corpus doc 417) p.4 no quote on the wire
[3] RULEBOOK Forgotten Waters — Rulebook (corpus doc 417) p.4 no quote on the wire
timing split
retrieval 538 ms · first delta 10071 ms · total 22507 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 6988 ms · retrieval 538 ms · ask 14971 ms · gateway work 15519 ms · total 22507 ms
tokens in (the prompt the answerer read)
4451
tokens out (what the answerer generated)
587
tok/sec
109.0 tok/sec — 587 output tokens in 5.385 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 38s 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 346), 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.