You asked
How should we prepare everything before the first turn?
Answered counted as answeredAsked with: The Gangbg-411567-en-1e
1. Lay the three alarm cards and the three vault cards with the gray sides up at the edge of the playing area [1][2]. 2. Each player should receive one “Gameplay” overview card and one “Hand Ranking” overview card, then place the remaining overview cards in the box [1][2]. 3. Sort out any chips with a higher star value than the number of players in the gang and place them back in the box [1][2]. 4. Place the remaining chips sorted by color on the edge of the playing surface with the light side facing up [1][2]. 5. If playing in Advanced Mode, place challenge cards and specialist cards face down in two separate stacks; if playing for the first time, these must be ordered from 1 to 10 [3].
🔧 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 224 ms · ask 8281 ms · total 46143 ms
- single-flight (PR-5)
- queued 37630 ms · generation 8513 ms
- retrieval refs (raw)
- [{"page": 7, "score": 0.032787, "snippet": "7 End of Round 2 7 7 77 Setup of Round 3 7 7 77 Round 3 (“The Turn”) a) Reveal one community card One of you draws one card from the deck and lays it face up next to the three other community cards. b) Lay out and take the orange chips Lay out the orange chips in center of the table. Each of you tak", "headingPath": "", "sharpsignalDocId": 423}, {"page": 6, "score": 0.032258, "snippet": "One of you draws three cards from the deck and places them table. Face-up cards in the center of the table are called community cards. Lay out the yellow chips in the center of the table. Each of you takes one of the yellow chips, as in the first round. The chips from previous rounds are not part of", "headingPath": "a) Reveal three community cards · b) Lay out and take the yellow chips", "sharpsignalDocId": 423}, {"page": 5, "score": 0.031746, "snippet": "Each heist consists of four rounds, which proceed in the following manner: Shuffle the 52 playing cards and deal two cards face down to each player. These are the 'pocket cards.' You can look at your own pocket cards at any time. Place the rest of the deck face down in the center of the table. Leave", "headingPath": "Heist process · a) Deal two cards to each player · b) Lay out and take the white chips", "sharpsignalDocId": 423}, {"page": 8, "score": 0.03125, "snippet": "One of you draws one card from the deck and lays it face up next to the four other community cards. Lay out the red chips in center of the table. Each of you takes a chip as usual. After Round 4 , proceed to the showdown. Now we come to the moment of truth. The only chips that matter now are the red", "headingPath": "a) Reveal one community card · b) Lay out and take the red chips · The Showdown", "sharpsignalDocId": 423}, {"page": 7, "score": 0.030769, "snippet": "One of you draws one card from the deck and lays it face up next to the three other community cards. Lay out the orange chips in center of the table. Each of you takes a chip as usual.", "headingPath": "a) Reveal one community card · b) Lay out and take the orange chips", "sharpsignalDocId": 423}, {"page": 3, "score": 0.030303, "snippet": "2 Noise Sensors Immediately after dealing pocket cards: Flip the 1-star chips from rounds 1, 2 and 3 to the dark side. These chips cannot change owners once they have been distributed . 5 Hasty Getaway There is no distribution of orange chips in Round 3 ! Flip over the fourth community card and go s", "headingPath": "", "sharpsignalDocId": 423}, {"page": 17, "score": 0.029851, "snippet": "Turn over the highest-value chips for Rounds 1, 2, and 3 to the dark side. These chips cannot change owners after the first time they are taken from the center of the table. If none of the community cards in Round 2 is a J, Q, or K, the following occurs: The player who has the highest-value white ch", "headingPath": "6) Ventilation Shaft · 7) Laser Tripwires · 8) Blackout · 9) Fingerprint Scan · 10) Security Cameras", "sharpsignalDocId": 423}, {"page": 4, "score": 0.029412, "snippet": "4 1 Lay the three alarm cards and the three vault cards with the gray sides up at the edge of the playing area. 2 Each of you should receive one 'Gameplay' overview card and one 'Hand Ranking' overview card. Place the remaining overview cards in the box. 3 Next, sort out any chips with a higher star", "headingPath": "GAME SETUP · GAME OVERVIEW", "sharpsignalDocId": 423}]
- citations (raw)
- [{"page": 4, "quote": null, "headingPath": "", "sharpsignalDocId": 423}, {"page": 4, "quote": null, "headingPath": "GAME SETUP · GAME OVERVIEW", "sharpsignalDocId": 423}, {"page": 14, "quote": null, "headingPath": "ADVANCED MODE · Successful heist? · Failed heist?", "sharpsignalDocId": 423}]
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 423 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 423 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 05:10
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 The Gang — Rulebook (corpus doc 423) | 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 The Gang — Rulebook (corpus doc 423) | a) Reveal three community cards · b) Lay out and take the yellow chips | 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 The Gang — Rulebook (corpus doc 423) | Heist process · a) Deal two cards to each player · b) Lay out and take the white chips | p.5 | 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 The Gang — Rulebook (corpus doc 423) | a) Reveal one community card · b) Lay out and take the red chips · The Showdown | 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 The Gang — Rulebook (corpus doc 423) | a) Reveal one community card · b) Lay out and take the orange chips | p.7 | 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)) | 184 |
| #6 | RULEBOOK The Gang — Rulebook (corpus doc 423) | 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 The Gang — Rulebook (corpus doc 423) | 6) Ventilation Shaft · 7) Laser Tripwires · 8) Blackout · 9) Fingerprint Scan · 10) Security Cameras | p.17 | 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 The Gang — Rulebook (corpus doc 423) | GAME SETUP · GAME OVERVIEW | p.4 | 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 The Gang — Rulebook (corpus doc 423) | p.4 | no quote on the wire | |
| [2] | RULEBOOK The Gang — Rulebook (corpus doc 423) | GAME SETUP · GAME OVERVIEW | p.4 | no quote on the wire |
| [3] | RULEBOOK The Gang — Rulebook (corpus doc 423) | ADVANCED MODE · Successful heist? · Failed heist? | p.14 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 224 ms · first delta 6317 ms · total 46143 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
- full breakdown
- queued 37630 ms · retrieval 224 ms · ask 8281 ms · gateway work 8513 ms · total 46143 ms
- tokens in (the prompt the answerer read)
- 3262
- tokens out (what the answerer generated)
- 173
- tok/sec
- 80.1 tok/sec — 173 output tokens in 2.160 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 27s 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 352), 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.