You asked
How should we prepare everything before the first turn?
Answered counted as answeredAsked with: Pirates of Maracaibobg-397385-en-1e
To prepare for the game, follow these steps: **Multiplayer Setup** 1. Each player places their Ship token in the starting zone, to the left of the Caribbean [1]. 2. Each player places their Explorer on the starting space of the Exploration track at the bottom of the Exploration board [1]. 3. Each player places their Score token on the 0 space of the score track at the top of the Exploration board [1]. 4. Each player places their Ship board in front of them with the multiplayer side up [1]. 5. Each player places their Hideout board with the multiplayer side up near their Ship board [1]. 6. All other components are placed near the player's Ship board [1]. 7. One player flips all of their Black Market tiles to random sides and places them near their Ship board, then every other player must flip their Black Market tiles so that all players have the same sides facing up [1]. 8. Shuffle the Quest cards and place them face down near the Exploration board [1]. 9. Each player draws 2 Quest cards into their hand, keeps 1 hidden from opponents, and discards the other face down; then, shuffle all discarded Quest cards back into the Quest deck [1]. 10. Reveal the top 2 cards from the Quest deck and place them face up near the deck to create the Quest Market [1]. 11. Randomize the Figurehead tiles and place a number of them face up near the Exploration track equal to the number of players plus 2 (this is the Figurehead Market); return the rest to the box [1]. 12. Place the Doubloon tokens and Raiding dice within reach of all players [1]. 13. Randomly determine a first player [1]. 14. In clockwise order, each player gains doubloons based on turn order: 1st Player - 10 doubloons, 2nd Player - 11 doubloons, 3rd Player - 12 doubloons, and 4th Player - 13 doubloons [1]. 15. The last player in turn order places one of their Player tokens with the 50 VP side down onto the Maracaibo space on the Exploration board to indicate they will be the last player to act when the game ends [1]. **Additional Setup for Playing against Jordan (Solo)** 1. Flip Jordan's Ship board and Hideout board over to their solo sides [2]. 2. Place one Marker cube on the leftmost position of the Raiding & Explore track on Jordan's Hideout board [2]. 3. Separate the Solo cards into two decks based on the A and B in their top-right corner; randomly replace 0 - 6 Solo A cards with Solo B cards (more Solo B cards increase difficulty) [2]. 4. Shuffle the assembled 6-card Solo deck and place it face down next to Jordan's Ship board [2]. 5. Jordan draws a random Quest card as part of setup and places it face down next to Jordan's ship [2].
🔧 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 233 ms · ask 11073 ms · total 11314 ms
- single-flight (PR-5)
- queued 0 ms · generation 11314 ms
- retrieval refs (raw)
- [{"page": 7, "score": 0.032787, "snippet": "All cards in the right-most column of cards are considered adjacent and touching the Gulf of the Exploration board (regardless of how it might look with how your cards are set up). Important: When you move your ship onto the Gulf, you must immediately end your movement (forfeiting all remaining move", "headingPath": "", "sharpsignalDocId": 427}, {"page": 4, "score": 0.032258, "snippet": "Optionally select one or more modules that will modify the setup and rules for the game. It is recommended that no module be used until all players are familiar with the game. A list of modules can be found on page 14. Place the Exploration board between the players. Sort the Tier I cards by type (a", "headingPath": "SETUP", "sharpsignalDocId": 427}, {"page": 12, "score": 0.031746, "snippet": "At the start of each of Jordan's turns, reveal the top card from the Solo deck. If there are no remaining cards on the deck to draw, shuffle all 6 Solo cards to create a new facedown Solo deck. Jordan's turn begins with movement followed by one main action. In the case of a 'B' card, Jordan will als", "headingPath": "Jordan's Turns", "sharpsignalDocId": 427}, {"page": 6, "score": 0.03125, "snippet": "Perform actions based on the type of space you ended movement on. There are five types of spaces: Improvement cards, Residence cards, Location cards, the Gulf, and Maracaibo. When you end movement on an Improvement card , you must choose one of the following options: Ignore the card and gain 5 doubl", "headingPath": "2. Perform Actions", "sharpsignalDocId": 427}, {"page": 10, "score": 0.030769, "snippet": "If your Ship is on any card in the right-most column of cards, you can move onto the Gulf using 1 movement. This is the first space a ship reaches on the Exploration board. You must stop at this space once your Ship moves onto it. You may Upgrade your ship as described on page 9. Then, you may choos", "headingPath": "The Gulf · Maracaibo · END OF ROUND", "sharpsignalDocId": 427}, {"page": 5, "score": 0.030303, "snippet": "Each player places their components in the following locations: Ship token in the starting zone, to the left of the Caribbean. Explorer on the starting space of the Exploration track at the bottom of the Exploration board. Score token on the 0 space of the score track at the top of the Exploration b", "headingPath": "SETUP", "sharpsignalDocId": 427}, {"page": 14, "score": 0.029851, "snippet": "Select one or more of the following Modules and modify the setup and gameplay rules accordingly: When creating the Tier I deck, place the Location cards face down, and all other cards face up. Shuffle the deck and then place the cards into the Caribbean so that the Location cards stay face down. Pla", "headingPath": "MODULES · Setup · Gameplay · Solo Gameplay", "sharpsignalDocId": 427}, {"page": 14, "score": 0.029412, "snippet": "Ignore the 'Pay 1 doubloon rule when landing on a Card with opponent ships'; instead, do the following: When you end ship movement on a card with any opponent ships, immediately enter combat. All players with ships on this card roll 1 die. There is no reroll and ignore the color of die. Apply perman", "headingPath": "Gameplay · Solo Gameplay · Setup · Endgame Scoring", "sharpsignalDocId": 427}]
- citations (raw)
- [{"page": 5, "quote": null, "headingPath": "SETUP", "sharpsignalDocId": 427}, {"page": 12, "quote": null, "headingPath": "INTRODUCTION · SETUP · GAMEPLAY", "sharpsignalDocId": 427}]
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 427 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 427 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 05:09
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 Pirates of Maracaibo — Rulebook (corpus doc 427) | p.7 | 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 Pirates of Maracaibo — Rulebook (corpus doc 427) | SETUP | p.4 | 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 Pirates of Maracaibo — Rulebook (corpus doc 427) | Jordan's Turns | p.12 | 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 Pirates of Maracaibo — Rulebook (corpus doc 427) | 2. Perform Actions | p.6 | 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 Pirates of Maracaibo — Rulebook (corpus doc 427) | The Gulf · Maracaibo · END OF ROUND | p.10 | 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 Pirates of Maracaibo — Rulebook (corpus doc 427) | SETUP | p.5 | 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 Pirates of Maracaibo — Rulebook (corpus doc 427) | MODULES · Setup · Gameplay · Solo Gameplay | p.14 | 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 Pirates of Maracaibo — Rulebook (corpus doc 427) | Gameplay · Solo Gameplay · Setup · Endgame Scoring | p.14 | 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 Pirates of Maracaibo — Rulebook (corpus doc 427) | SETUP | p.5 | no quote on the wire |
| [2] | RULEBOOK Pirates of Maracaibo — Rulebook (corpus doc 427) | INTRODUCTION · SETUP · GAMEPLAY | p.12 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 233 ms · first delta 6390 ms · total 11314 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 233 ms · ask 11073 ms · gateway work 11314 ms · total 11314 ms
- tokens in (the prompt the answerer read)
- 3330
- tokens out (what the answerer generated)
- 660
- tok/sec
- 134.9 tok/sec — 660 output tokens in 4.891 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 47s 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
- NOT_SETUP_SHAPED — no setup-shape pattern matched this question
errata registry — what the gate above had to match against
this game registers NO errata cards (edition 356), 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.