You asked
Before anyone takes a turn, how is everything laid out on the table?
Answered counted as answeredAsked with: Summoner Wars: Master Setbg-93260-en-1e
1. Unfold the Battlefield and place it on a flat surface between the players with the card piles facing the players [1]. 2. Remove the dice and Wound Markers and place them off to the side of the Battlefield in separate piles within reach of all players [1]. 3. Each player chooses a card deck [1]. 4. Each player checks their Reference Card and puts their 'Starting Setup' cards on the Battlefield as shown on their Reference Card, placing them so they can be read rightside up from their side of the Battlefield [1]. 5. Players shuffle their remaining cards and place them face-down on their Draw Pile section [1].
🔧 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 311 ms · ask 6961 ms · total 7285 ms
- single-flight (PR-5)
- queued 0 ms · generation 7285 ms
- retrieval refs (raw)
- [{"page": 8, "score": 0.032787, "snippet": "Unfold the Battlefield and place it on a flat surface between the players with the card piles facing the players. Remove the dice and Wound Markers and place them off to the side of the Battlefield in separate piles within reach of all players. Each player chooses a card deck. Each card deck has a u", "headingPath": "Game Setup · Turn Sequence", "sharpsignalDocId": 475}, {"page": 9, "score": 0.032258, "snippet": "Draw cards until you have 5 cards in your hand (Example: if you start your turn with 3 cards in your hand you will draw 2 cards) . If your Draw Pile is empty, you can no longer draw cards and must finish the game with the remaining cards on the Battlefield (including the Magic Pile) and in your hand", "headingPath": "Phase 1: Draw · Phase 2: Summon · Adjacency · Phase 3: Play Event Cards", "sharpsignalDocId": 475}, {"page": 7, "score": 0.031746, "snippet": "5. Destroying: When a V ine Wall is destroyed, it is placed back onto the owner's V ine Wall Pile rather than a Magic Pile. Some Special Abilities, such as Blerg's Adapt Ability, refer to cards that are placed underneath them and impact them in some unique way. For the sake of interpreting the rules", "headingPath": "Vine Walls · Battlefield", "sharpsignalDocId": 475}, {"page": 13, "score": 0.03125, "snippet": "To attack, roll a number of dice equal to the attacking Unit's Attack V alue. There are 2 types of die results: · Rolling a 3 or higher is a Hit result. · Rolling a 2 or lower is a Miss result. For every Hit result rolled, add one W ound Marker to the card that is being attacked. The W ound Markers ", "headingPath": "Resolving an attack and building your Magic Pile · An example of an attack · Phase 6: Build Magic · Special Abilities", "sharpsignalDocId": 475}, {"page": 10, "score": 0.030769, "snippet": "During this phase, you may move up to 3 of your Units. They may move up to 2 spaces each. Cards cannot move diagonally. Cards cannot move through spaces occupied by other cards. Cards must end their move on an unoccupied space. No Unit can be moved more than once per Movement Phase unless an Event o", "headingPath": "Phase 4: Movement", "sharpsignalDocId": 475}, {"page": 17, "score": 0.030303, "snippet": "If the effects from 2 Special Abilities or Event Cards ever trigger at the exact same time, the player whose turn it is determines in which order those effects will resolve. Likewise if an attack ever Hits multiple Units at once the attacker chooses in which order they are Hit. If an Event or Specia", "headingPath": "RELENTLESS · Expanding the Game · Starter Sets · Faction Decks · Reinforcement Packs", "sharpsignalDocId": 475}, {"page": 15, "score": 0.029851, "snippet": "Wounds vs. Hits: Most of the time when you Hit a Unit you inflict a Wound on that Unit, but there are Special Abilities that change that rule. For example the Tough Ability states: 'When an opponent rolls to attack this Unit, this Unit only receives Wound Markers from die results of 4 or higher duri", "headingPath": "Terminology Clarifications", "sharpsignalDocId": 475}, {"page": 20, "score": 0.029412, "snippet": "other far side of the Battlefield, as shown in the example on page 20 of this rulebook. Note: moving and attacking from one far side of the Battlefield to the other is not a legal move in the 2 player game. Attacking works the same way as moving does in regards to having multiple Battlefield Boards ", "headingPath": "Rules for 3-4 Players · Lead Game Design · Assistant Game Design · Illustration · Graphic Design · Proofreader", "sharpsignalDocId": 475}]
- citations (raw)
- [{"page": 8, "quote": null, "headingPath": "Game Setup · Turn Sequence", "sharpsignalDocId": 475}]
- boost provenance — errata + base rulebook (E2/E3)
-
no registered errata card matched this query; base rulebook doc 475 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 475 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 05:52
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 Summoner Wars: Master Set — Rulebook (corpus doc 475) | Game Setup · Turn Sequence | 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 Summoner Wars: Master Set — Rulebook (corpus doc 475) | Phase 1: Draw · Phase 2: Summon · Adjacency · Phase 3: Play Event Cards | p.9 | 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 Summoner Wars: Master Set — Rulebook (corpus doc 475) | Vine Walls · Battlefield | p.7 | 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 Summoner Wars: Master Set — Rulebook (corpus doc 475) | Resolving an attack and building your Magic Pile · An example of an attack · Phase 6: Build Magic · Special Abilities | p.13 | 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 Summoner Wars: Master Set — Rulebook (corpus doc 475) | Phase 4: Movement | 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 Summoner Wars: Master Set — Rulebook (corpus doc 475) | RELENTLESS · Expanding the Game · Starter Sets · Faction Decks · Reinforcement Packs | p.17 | 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 Summoner Wars: Master Set — Rulebook (corpus doc 475) | Terminology Clarifications | 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 Summoner Wars: Master Set — Rulebook (corpus doc 475) | Rules for 3-4 Players · Lead Game Design · Assistant Game Design · Illustration · Graphic Design · Proofreader | p.20 | 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 Summoner Wars: Master Set — Rulebook (corpus doc 475) | Game Setup · Turn Sequence | p.8 | no quote on the wire |
generation — timing and the path taken
- timing split
- retrieval 311 ms · first delta 6197 ms · total 7285 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 311 ms · ask 6961 ms · gateway work 7285 ms · total 7285 ms
- tokens in (the prompt the answerer read)
- 3895
- tokens out (what the answerer generated)
- 137
- tok/sec
- 135.6 tok/sec — 137 output tokens in 1.010 s of generation
- live seat (read from the running child)
- answering — gemma4:26b think:false · num_ctx 32768 (live-verified 53s 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 406), 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.